Beastmass: A challenge to Master Min-Maxers


Advice

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Mortag1981 wrote:

Someone made a good point about mythic rules technically being viable for the original.

With all the new material that's out, we really need a new gauntlet with updated critters/rules to clear up some of the things we've all seen come up that create issues (Wish, cohorts, templates, etc).

Is there any interest in having a new challenge, or for thought experiment are people happy with the one we have?

This Challenge is a fun exercise. Of cause some one Can make a mythic 10 level 20 character and do it. But no one have tried so far. Coming up with cohorts that do the stuff for you or wishes Will not really make others say"woo you are clever" and that is the only Price here.

If we are to unclude more monsters the work load on the guys trying to do this Will grow.
I Think this is fine as it is. And if some one show up with unmade builds and defeat stuff by saying"i do" or stuff outside the scope of the rules(like using miracle to get the advanced template) they Can be ignored.
But if you make a new i Will look at it and May even try it.


For the cheese of an endless loop build, because of the Noble Scion prc. We ignore wealth restrictions, achieve stat increases through the use of miracle (young and advanced templates) - otherwise custom race.

As it was also requested of me to make a few more builds involving the noble scion prc, I can copy paste the same build multiple times and change a skill rank or a feat to represent diversity (however incredibly minute that diversity may be). [copy and paste for desired result].

The Build:

One of Legion:
Cheesy Roguedrick the Not So Noble Rogue
Rogue 10/Noble Scion 10
N Young (template) Advanced (template) Small Azlanti Human (Humanoid [Human])

Initiative +37; Senses blind sense 30ft (only detects intelligent creatures that are susceptible to mind-affecting effects), see in darkness, true seeing 120ft, Perception +33
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DEFENSE
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HP 220 (10d8+10d8+60)
AC 55, touch 39, flat-footed 55 (+5 armor, +4 shield, +16 dex, +5 deflection, +7 natural, +2 luck, +1 size, +5 other); +2 armor bonus vs. Outsiders (chaos, evil, good, law), Dragons, and Magical Beasts; 1/rnd deflect melee attack if one hand is free (atk vs atk), 1/day as an immediate action deflect a ranged attack if hit (taking no damage), 1/rnd as an immediate action +2 shield bonus
Fort +26, Ref +40, Will +30; 1/rnd Ref save vs ranged attack to negate
Immunities 35 times reduce a confirmed critical hit or sneak attack to a regular hit as an immediate action; 1/day reduce the effects of a critical hit or sneak attack to a regular hit, negative energy-death attacks-energy draining attacks (24); mindblank, freedom of movement, immune to all poisons
Resistances evasion, uncanny dodge, improved uncanny dodge, SR 20; Acid 30, Cold 30, Fire 30, Electricity 30, Sonic 30
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OFFENSE
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Speed 30ft (6 squares), burrow 10ft, fly 60ft (good); 3/day – can move up to 15 feet with a 5-foot step
Melee +4 Impervious Keen Bane (Outsiders [evil, good], Magical Beasts, Oozes, Dragons) chainsaw +22/+17/+12 (1d12+13+2d6 vs. Evil and Good Outsiders, Dragons, Oozes and Magical Beasts/15-20x2) or
Melee (twin) +4 Agile Bane (Outsiders [evil, good], Magical Beasts, Oozes, Dragons) Rapier +40/+35/+30 and +40 (1d4+22 plus 2d6+2 vs Outsiders [good,evil], Magical Beasts, Oozes, and Dragons/15-20x2)
Ranged +5 endless ammunition bane (oozes, dragons, and magic beasts) heavy repeating crossbow +44/+39/+34 (1d8+5 plus 2d6+2 vs oozes, dragons, and magic beasts/ 18-20x2) or
Ranged +5 Rocket Launcher +39 (4d6+5 fire plus 4d6+5 bludgeoning) or
Ranged Twin +4 Speed Bane (Outsider [good, evil], Magical Beast) Revolvers +36/+31/+26/+21 and +36/+36 (1d6+4 plus 2d6+2 vs Outsider [good,evil] and Magical Beasts /x4)
SA sneak attack +5d6, prayer cast on self upon critical confirmation (CL 5th), 2/day – snatch arrows (once per round),
--------------------
STATISTICS
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Str 23, Dex 42, Con 23, Int 31, Wis 27, Cha 31
BAB +14; CMB +23; CMD 49 (+4 vs disarm or sunder attempts vs held items, and effects that would cause him to lose his grip on held items
Skills +4 bonus to all skill checks, +3 On stealth;
acrobatics +20, bluff +20, climb +20, diplomacy +20+5, disable device +20+4, escape artist +15+6, intimidate +20, kn (nobility) +5, linguistics +20, perception +20+5, sense motive +20, stealth +20+25, swim +20, use magic device +20, fly +10 (no ranks), kn (religion) +5 (no ranks), Skill ranks from items: 60
Stealth Bonus +63 (+53 when using hellcat stealth)
Feats Noble Scion of War, two-weapon fighting, exotic weapon proficiency (firearms), exotic weapon proficiency (heavy repeating crossbow), weapon finesse, skill focus (stealth), hellcat stealth, improved initiative, leadership, Improved Critical (rapier), 13, blind-fight, 15, stealthy, 17, shadow strike, 19
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SPECIAL ABILITIES
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Languages Common, azlanti, varisian, thassilonian, tekritanin, jistka, ancient osiriani, hallit, kellish, osiriani, polyglot, shadow-tongue, shoanti, skald, tien, vudrani, draconic, abyssal, infernal, celestial, aklo, undercommon, terran, ignan, auran, aquan, elven, giant, orc, goblin, necril, sylvan
Traits fate’s favored
SQ trap finding, trap sense +3 (+3 AC and Reflex saves vs Traps), rogue talents (firearm training, finesse rogue, fast stealth, rogue crawl, skill mastery), skill mastery (acrobatics, climb, disable device, stealth, swim, use magic device; 4 other skills), affluent, greater leadership, aristocratic erudition, prestigious influence, regional expertise (the shadow kingdoms), dilettante studies (dilettante warrior (2) +2 on attack and damage rolls), servitor, peerless partician
Gear jingasa of the fortunate soldier, deadman’s headband, greater sniper goggles (eyes of the eagle combined), slashing cloak (shield cloak combined), hand of glory, vest of escape, silken ceremonial armor (+4, Defiant Outsiders [good, evil, law, chaos], Dragons, Magical Beasts; greater energy resistance [acid, cold, fire, electricity, and sonic], greater shadow, determination, delving), sash of flowing water, bracers of falcon’s aim, gloves of dueling (gloves of arrow snatching combined), quickblock buckler (special +3 arrow deflection buckler), ring of freedom of movement, ring of protection +5, ring of the ecclesiarch, boots of the cat (feather step slippers combined)
Slot-less goz mask, scarab of protection (2), necklace of adaptation, endless bandolier (2), beneficial bandolier (combined with heavyload belt), blink-back belt, bracelet of second chances (5), ioun torches (permanent daylight spell) (3), stone of goodluck (+1 luck on skill checks, ability checks, and saves)
Other Gear books (+5 all ability scores), ever smoking bottle
magical tattoos (circlet of mindsight, crown of conquest, headband of aerial agility +6 [Cha], headband of mental prowess +6 [Int and Wis], goggles of true sight, muleback cords, cloak of resistance +5, amulet of natural armor +5, swarm-bane clasp [slotless], golem-bane scarab [slotless], belt of physical perfection +6, vambraces of defense, gauntlets of the weaponmaster, ring of continuation [foresight – from scroll], ring of continuation [shapechange – from scroll], jaunt boots)
shadow piercing (greater eye piercing)
Ioun Stones gamboge nodule (immune to all poisons), pale green prism (+1 competence bonus on attack rolls, skill checks, saving throws, and ability checks), flawed pale green prism (+1 morale bonus on attack rolls, skill checks, saving throws, and ability checks), opalescent white pyramid (proficiency: chainsaw), clear spindle (sustains wielder, no food or drink required)
Other Notable Purchases Miracle for young template, miracle for advanced template, scroll of foresight (5), scroll of shapechange (5), oil of deeper darkness (6), scroll of mindblank (6), two mirrors of opposition (sharing the same command words), mirror of opposition (different command words), +5 dueling guarding gauntlet, +5 dueling defending gauntlet, effortless lace (2; attached to appropriate weapons), portable hole (4), bag of holding type II (3), handy haversack (2), revolver supplies (enough to fill the beneficial bandoliers and endless bandoliers)

other rules Ultimate campaign rules about additional training, retraining, and getting the most from your stats (such as training for full hp and extra languages depending on intelligence)

Trick 1: Just drain the enemy of HP - not efficient
Trick 2: High AC, almost every enemy has to roll a 17 or higher to hit, and even then the rogue has a chance to negate the hit
Trick 3: High touch AC for some off chance attack
Trick 4: Absurd Initiative and cannot be surprised (ring of continuation holding foresight)
Trick 5: For those really tough fights, the mirror of opposition

I guess these aren't even really tricks, just an overview.

This is meant to be a cheesy build, for fun. I'll run the numbers against the Beastmass and see what I can come up with for a nasty wish spell and other tactics to shut him down. Besides stating that he is way way over budget, money and other resources are not an issue to Legion, pooled collective and all.


@Mortag the stuff above this post is the kind of thing i think we can ignore. Making a new thread is not gonna keep it out any way.


I am in agreement with Cap here. Legion although impressive in numbers is not impressive in any other way.


Can we combine legion with the coven and scar witch hex abilities for a near infinite caster level?


SPACEBALL12345 wrote:
Can we combine legion with the coven and scar witch hex abilities for a near infinite caster level?

No, this would still be finite unless there is a way to transfer the bonuses granted by aid another along the chain to the primary caster. However it would be asburdly high if you use small sized humanoids and then used permanent reduce person on them. The caster level bonus would then be as high as the number of creatures in the area -1. Halflings may be best since they have feats to increase the bonuses granted with aid another actions.

@ Cap. Darling - But it's a made build, if you would like the other 100,031 builds, I will be happy to send them to your inbox.

@Roger Stonebow - I do agree with you, but it's showing off different tricks that characters can use in beastmass. Such as a high ac to not be hit, ways to deflect/dodge attacks that could hit, showing that martial characters can be just as viable as casters at higher levels (albeit more gear dependent), absurdly high initiative, among a few others.

So far Beastmass has seen:

zen archer monk - the reason for beastmass
Wizards who pump the save dc of one spell: ex, the vacuum (suffocate)
Magi with high crit chance weapons
Oracles that use dazing spells
summoners
a sorcerer who uses metamagic
a cross-classed gunslinger
A barbarian that use CAGEM tactics
a grappler build via tetori monk
a fighter who uses shield bash primarily
an inquisitor
a bard - the tarrasque fight is still going
legion - makes use of one class for high numbers - one of the only ways to get an infinite loop within pathfinder

a familiar - if there are all taken on all at once

I suppose the new challenge should be, what other tricks can be used in beastmass successfully?


Shasf wrote:


@ Cap. Darling - But it's a made build, if you would like the other 100,031 builds, I will be happy to send them to your inbox.

There is nothing in the rules supporting most of the stuff you do with the character. Take out the gold he get from followers, (that is pehaps somthing you can do with a GM that is also your BF but it is not in the rules) and the miracle stuff. And make a proper example on how your army beat the Challenges.

The PC get PC wealth and the NPCs get NPC wealth. (All get the extra from the PCR of cause)
Doing what you do now, is just trolling. But you have been very civil so i will try to be the same:)


Cap. Darling wrote:
Shasf wrote:


@ Cap. Darling - But it's a made build, if you would like the other 100,031 builds, I will be happy to send them to your inbox.

There is nothing in the rules supporting most of the stuff you do with the character. Take out the gold he get from followers, (that is pehaps somthing you can do with a GM that is also your BF but it is not in the rules) and the miracle stuff. And make a proper example on how your army beat the Challenges.

The PC get PC wealth and the NPCs get NPC wealth. (All get the extra from the PCR of cause)
Doing what you do now, is just trolling. But you have been very civil so i will try to be the same:)

I hope this clears up some of the rules - for wealth and resources.

Breaking down Legion’s Resources Part 1:

Leadership (general feat):
Score = Level + Cha modifier + Misc
Score = 20 (level) + 10 (cha mod) + 1 (crown of conquest) + 1 (natural-born leader [social trait] or rebel leader [regional trait]) + 2 (nobility domain) +3 (dynasty leader [story feat]) +2 (breastplate of command) +3 (diadem of inspiring rule)
Total Score: 52
Cohort Level: 17
Total Number of Followers: 135 (1st level), 13 (2nd level), 7 (3rd level), 4 (4th level), 2 (5th level), 2 (6th level)

Ring of the Ecclesiarch: double the number of followers – who are zealously devoted to the wearer

Greater leadership (Noble Scion) Ability to attract cohorts of equal level, that the PC gets to recruit – so undesirable cohorts are weeded out and desirable candidates are welcomed.
Affluent (Noble Scion) Ability that grants us 41,250 gp over 10 levels
Servitor (Noble Scion) At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the noble scion as would a cohortor follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion's manor in his stead.


Breaking down Legion’s Resources Part 2:

Diplomacy check: We’ll say that the cohorts and their followers are indifferent at best so we need a DC 30 diplomacy check to improve their attitude towards us.

We have 20 ranks in diplomacy, a favored class bonus of +3, and a modifier of +10 so our total becomes +43. We take 10 for a total result of 53

We have no raised their attitudes from indifferent to friendly. We continue to do this for a while, becoming very good friends with everyone. Then we make a request for aid, not much mind you, just half of their latest affluent bonus (total 7,500gp) so we’ll receive 3,250 gp from each cohort.

Now using the investment rules found in ultimate campaign:

We will use the 100,032 number, getting a total of 325,104,000 gp. We’ll invest 1/3 of that in banking ventures because it’s the safest one with the best chance for average results. So we invest 108,368,000 and on average we will see a 2% return each year and for the first year we see 2,167,360 gp returned.

Alternatively if you just want the PC’s wealth, we’ll say that the original Legion was a ghoran bard 10/noble scion 10 who invested in military crafting (5% returns) – The investments we made over a period of 100 years including any taxes (representing a 4% return rather than 5%) – The initial investment was made with 641,250gp and after 100 years of returns the PC now has $32,386,298.02 to spend. We’ll turn half of that into Build Points so now we have 4,048 of those to make a kingdom and further increase out wealth and resources.

As for miracles not being able to grant templates, let's take a quick look at what miracles can do.

Now on to miracles:

Spell Description

You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A miracle can do any of the following things.

Duplicate any cleric spell of 8th level or lower.
Duplicate any other spell of 7th level or lower.
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.

Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:

Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

In any event, a request that is out of line with the deity's (or alignment's) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

For the templates we need to find deities with corresponding alignments/natures, then we can ask for their favor in granting us what we desire. Miracle is better than wish in this regard because the wording of the spell does not state that it perverts what is asked for.

For the young template we need a deity that is chaotic or neutral, areas of concern might be time, beauty, knowledge, chaos, and maybe immortality. Urgathoa might be possible since we wish to prolong life to increase our gluttony for greed. Ydersius and Aesdurath might work because immortality falls within their areas of concern. Ealdeez might work with regression falling within its area of concern. Arshae might grant the young template to keep physical beauty alive (but not reduce age).

So we do have a few options for deities who might grant the template due to a very powerful request with miracle.

As for the Advanced template, I believe any deity with their area or areas of concern for physical power, conquest, war, battle, and or pursuits to find perfection in both mind and body might grant it.

Let's take a look at the templates:

Young template: Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex.

Advanced template:Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)

The young template's effects can be reproduced using the following spells: reduce person, bestow curse (for the penalties to Str and Con, and to NA).

The advanced template's effects can be reproduced using the following spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, and bark skin.

some of these effects can be combined within the rules for words of power to have the same benefit as a casting a level 8 cleric spell or maybe even a 7th level equivalent.

The examples given for powerful miracles allow quite a range of power effects. Multiple breath of life/raise dead/resurrection/true resurrection/reincarnate spells being used on all your fallen allies, so on and so forth.

If any effect could not be duplicated by a spell of combination of spells, with or without metamagic, then I would say that the miracle fails. I have shown a combination of spells that simulate each template, so I will argue that the miracles for templates would be okay for this challenge, in actual games, only if the other players and the gm were okay with it and also being cheesy.

Magic item upgrades and custom magic items, slot changes are all covered in the numerous materials available on the srd as well as in the hard cover copies (or the pdf files).

if the question arises of how did you meet the entry requirements for the class - Special: Must have been granted noble rights, be part of the aristocracy, or have been born, married, or adopted into a noble family.

In the Sargava book, you can buy noble rights and become part of the aristocracy. There are also a few traits that give you a back story of being part of disgraced nobility or even being adopted into a noble family.

If there are any other concerns about rules not backing something up for Legion, I would like to know which areas are not being backed up by any rule so I can research and address them or send Legion packing.


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I've got an even better challenge I'm working on! I call it People mass! You are invited to a party with every super high rank official in the kingdom, you must make such a positive impact upon these officials at said party that they call an impromptu meeting and a majority votes that you should immediately replace the king! :D This "beast mass" will be cake compared to my challenge. <_<


Mythic isn't worth trying.

Here is naked bob, he kills them all without resting

Naked bob:

Human wizard 20/Archmage 10
CGNone Medium humanoid (human)
Init +26; Senses darkvision 60 ft.; Perception +24
Aura elemental manipulation
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 232 (20d6+150)
Fort +11, Ref +6, Will +16
Defensive Abilities hard to kill, mythic saving throws, unstoppable
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Special Attacks intense spells (+10 damage), mythic power (25/day, surge +1d12)
Wizard Spells Prepared (CL 20th; concentration +32)
9th—meteor swarm[M] (DC 39)
Opposition Schools Enchantment, Necromancy
M mythic spell
--------------------
Statistics
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Str 7, Dex 11, Con 16, Int 34, Wis 11, Cha 7
Base Atk +10; CMB +8; CMD 18
Feats Alertness, Dazing Spell[APG], Empower Spell, Extra Mythic Power[M], Extra Path Ability[M], Great Fortitude, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative[M], Iron Will, Maximize Spell, Persistent Spell[APG], Quicken Spell, Scribe Scroll, Spell Focus[M], Spell Mastery, Spell Penetration, Spell Perfection[APG], Toughness[M]
Traits magical lineage, reactionary
Skills Acrobatics +20, Fly +33, Knowledge (arcana) +35, Knowledge (dungeoneering) +35, Knowledge (engineering) +35, Knowledge (geography) +35, Knowledge (history) +35, Knowledge (local) +35, Knowledge (nature) +35, Knowledge (nobility) +35, Knowledge (planes) +35, Knowledge (religion) +35, Perception +24, Sense Motive +2, Spellcraft +35, Stealth +20
Languages Common
SQ amazing initiative, arcane bond (arcane familiar, hedgehog), force of will, immortal, legendary hero, recuperation, true archmage, versatile evocation
Other Gear 150 gp
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Special Abilities
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Admixture Associated School: Evocation
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Metamastery (level adjustment <= 4) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elemental Manipulation (20 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Flight (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Intense Spells (+10 damage) (Su) Evocation spells deal listed extra damage, and roll twice vs. SR (take higher).
Legendary Hero (Su) One use of mythic power is regained each hr.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Mythic Power (25/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Mastery (Meteor Swarm) You can prepare the chosen spells without a spellbook.
Spell Perfection (Meteor Swarm) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
True Archmage (SR 35 vs. Arcane spells) (Ex) Non-mythic foes save vs your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Versatile Evocation (15/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

I don't need any gear. I use mythic improved initiative to always go first, then I cast mythic maximized meteor swarm to do 608 damage, ignores all immunities. dc 39 reflex save for half. If still alive, i quicken one to kill them. Repeat for each fight


Shasf wrote:
Cap. Darling wrote:
Shasf wrote:


@ Cap. Darling - But it's a made build, if you would like the other 100,031 builds, I will be happy to send them to your inbox.

There is nothing in the rules supporting most of the stuff you do with the character. Take out the gold he get from followers, (that is pehaps somthing you can do with a GM that is also your BF but it is not in the rules) and the miracle stuff. And make a proper example on how your army beat the Challenges.

The PC get PC wealth and the NPCs get NPC wealth. (All get the extra from the PCR of cause)
Doing what you do now, is just trolling. But you have been very civil so i will try to be the same:)

I hope this clears up some of the rules - for wealth and resources.

** spoiler omitted **...

You dont need to go on. Your basic undestanding of what can be done with out DM Fiat seems to be so far from mine that in a wonder we can even communicate. Happy gaming.


It looks like the legion build still works without the use of templates and investing. It can still overwhelm the encounters with raw numbers.


SPACEBALL12345 wrote:
It looks like the legion build still works without the use of templates and investing. It can still overwhelm the encounters with raw numbers.

Exept a bunch of level level 20 NPCs with 10 levels in a class that give little combat benefit. Is not at all sure about beating any of the encounters. And considering the chain breaks every time some one dies i think we would need numbers to see how this is done. Even if we allow a level 20 cohort(the table goes to 17 only and the special rule of the prestige class says nothing about suspending leadership score or anything)


Actually, the Legion build might have a fatal flaw. If we assume a large but finite number of cohorts die before killing the monster... doesn't that mean the monster should get exp for them? It doesn't come up for the other builds because they don't use sacks of free exp as their method of attack. If the monster took levels in a spontaneous caster with healing we would have to plot rate of level gain vs damage done to see if the horde outdamages the healing the monster gains by killing so many of them. With allowances for fast healing, regeneration, etc. Keep in mind that every attack I'm aware of has a maximum range and therefore the space the "infinite" horde can occupy is very finite.

Actually, how does the horde hurt anything? Max level 12 casters, half their levels in 3/4 BAB, NPC wealth (the gold from Noble Scion is pocket change).


Cap. Darling wrote:
You dont need to go on. Your basic undestanding of what can be done with out DM Fiat seems to be so far from mine that in a wonder we can even communicate. Happy gaming.

I've already gone over the DM Fiat issue earlier. I have not seen any expansion upon your beliefs of what can or cannot be done with the rules given from the OP or from the Zen archer monk that inspired beastmass. I am sorry that you cannot communicate these concerns with me so I can address them in a more proper fashion. Happy gaming.

Bob Bob Bob wrote:

Actually, the Legion build might have a fatal flaw. If we assume a large but finite number of cohorts die before killing the monster... doesn't that mean the monster should get exp for them? It doesn't come up for the other builds because they don't use sacks of free exp as their method of attack. If the monster took levels in a spontaneous caster with healing we would have to plot rate of level gain vs damage done to see if the horde outdamages the healing the monster gains by killing so many of them. With allowances for fast healing, regeneration, etc. Keep in mind that every attack I'm aware of has a maximum range and therefore the space the "infinite" horde can occupy is very finite.

Actually, how does the horde hurt anything? Max level 12 casters, half their levels in 3/4 BAB, NPC wealth (the gold from Noble Scion is pocket change).

If monsters do gain EXP, they will get it at the end of the encounter and only up to a certain point. Their not really free sacks of xp, they are sacks of meat with exp attached. IF the monsters had class levels then their CR would increase, if it was high enough to out heal the damage done, they may not gain any xp at all or enough to advance to the next level.

The horde shifts its wealth to the ones actually fighting so while their numbers would be finite, their wealth would be great. As discussed in the resources and money of legion.

"After asking for aid (asking for 3,500) from good friends (diplomacy check 53 for a few weeks), the diplomacy for giving lengthy, complicated, dangerous aid with a +10 Cha mod would have a DC of 30 for helpful npcs. We will use the 100,032 number, getting a total of 325,104,000 gp. We’ll invest 1/3 of that in banking ventures because it’s the safest one with the best chance for average results. So we invest 108,368,000 and on average we will see a 2% return each year and for the first year we see 2,167,360 gp returned."

With that level of wealth, we now have a very well equipped horde - see one of legion build. Hmm, I suppose on the other side, Legion could bank roll the monsters and equip them.

Before I posted the fights I wanted to address the concerns with Legion's concept.


Shasf wrote:
Cap. Darling wrote:
You dont need to go on. Your basic undestanding of what can be done with out DM Fiat seems to be so far from mine that in a wonder we can even communicate. Happy gaming.

I've already gone over the DM Fiat issue earlier. I have not seen any expansion upon your beliefs of what can or cannot be done with the rules given from the OP or from the Zen archer monk that inspired beastmass. I am sorry that you cannot communicate these concerns with me so I can address them in a more proper fashion. Happy gaming.

Bob Bob Bob wrote:

Actually, the Legion build might have a fatal flaw. If we assume a large but finite number of cohorts die before killing the monster... doesn't that mean the monster should get exp for them? It doesn't come up for the other builds because they don't use sacks of free exp as their method of attack. If the monster took levels in a spontaneous caster with healing we would have to plot rate of level gain vs damage done to see if the horde outdamages the healing the monster gains by killing so many of them. With allowances for fast healing, regeneration, etc. Keep in mind that every attack I'm aware of has a maximum range and therefore the space the "infinite" horde can occupy is very finite.

Actually, how does the horde hurt anything? Max level 12 casters, half their levels in 3/4 BAB, NPC wealth (the gold from Noble Scion is pocket change).

If monsters do gain EXP, they will get it at the end of the encounter and only up to a certain point. Their not really free sacks of xp, they are sacks of meat with exp attached. IF the monsters had class levels then their CR would increase, if it was high enough to out heal the damage done, they may not gain any xp at all or enough to advance to the next level.

The horde shifts its wealth to the ones actually fighting so while their numbers would be finite, their wealth would be great. As discussed in the resources and money of legion.

"After asking for aid (asking for 3,500) from good friends...

What you do is stuff that can happen in game not before game. Before the game start you have the resources the book says and not what ever you claim you could have made playing the roulette. It is fine that you think different, we can agree to disagree.


Bob Bob Bob wrote:
Actually, the Legion build might have a fatal flaw. If we assume a large but finite number of cohorts die before killing the monster... doesn't that mean the monster should get exp for them? It doesn't come up for the other builds because they don't use sacks of free exp as their method of attack. If the monster took levels in a spontaneous caster with healing we would have to plot rate of level gain vs damage done to see if the horde outdamages the healing the monster gains by killing so many of them...

I think there is a hole in this, or at least a different way of thinking about things.

Do monsters get xp? I think these rules, xp, advancement etc are designed for player characters, not NPC's.

I'd have no qualm in the world about having a BBEG as a 15 wizard say, and have him be a guy who barely ever took a step outside the capitol city of the empire. He got his levels through study and experimentation. I'd feel no need whatsoever to rationalize that he ever went around thumping ogres or was in the Northern Campaigns or whatever to level up.

We use class levels and things to customize opponents. But to me it is not like they follow the same rules exactly.

The level of the NPC is up to the DM. The party fights him once, he runs, and the party doesn't see him again for 4 levels. The BBEG is whatever level I want him to be at this point, and he didn't have to do a single dungeon crawl to get there.


I submit another contender, Stalker.

Stalker:

Male venerable human alchemist (trap breaker) (vivisectionist) 20
Medium humanoid (human) LG
Init +25; Senses Perception + 62
DEFENSE
AC 48, touch 25, flat-footed 42 (+6 armor, +5 deflection, +6 Dex, +17 natur al, -1 size, +4 shield, +1 dodge, -2 rage)
hp 353 (20d8+260) (class bonus went here)
Mind Blank (su)
Fort +37, Ref +27, Will +18

OFFENSE
Speed 70 foot, fly 90 foot (average), swim 60 foot
Melee Unarmed strike (+47/+47/+42/+42/+37/+32 - 1d8 + 28 + 1d6 slashing- 20x2) and 2 claws (+47 -1d6 + 18 + 1d6 - 20x2) and 2 claws (+47 - 1d8 + 18 + 1d6 - 20x2) and 2 bites (+47 - 2d6 + 18 + 1d6 - 20x2) and 1 tentacle (+47 - 1d6 + 18 + 1d6 - 20x2) and 1 snake (+47 - 1d8 + 18 + 1d6 - 20x2)
If sneak attacking, every attack has +22d6 precision damage, but all the damage is nonlethal.
If pouncing, every attack has +5 to hit if charging above the target, or else +2.

Space 10*10 foot; Reach 5 foot
Special Attacks feral mutagen, grab, grand mutagen, greater mutagen, sneak attack 11d6, tentacle, throw anything
Alchemist Spells Prepared (CL 20th, concentration +29):
6th—beast shape iv (3), monstrous physique iv UM (3)
5th—beast shape iii (3), monstrous physique iii UM (3)
4th—beast shape ii, freedom of movement, invisibility (greater), universal formula APG (2)
3rd—beast shape i, haste (2), heroism, thorn body APG , protection from energy
2nd—acute senses UM, alchemical allocation APG (5), barkskin
1st—anticipate peril UM (DC 19), endure elements, expeditious retreat, keen senses APG, negate aroma APG (DC 19), shield, touch of the sea APG
STATISTICS
Str 42, Dex 22, Con 34, Int 28, Wis 14, Cha 12 -----------Starts from 14+2/14/14/14/11/9 -- after level advancement --> 17,15,15,16,11,9
Base Atk +20; CMB +38 (+42 grapple); CMD 58
Feats Alertness, Bludgeoner, Brew Potion, Celestial Obedience, Death from Above, Hammer the Gap, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Multiattack, Sap Master, Skill Focus (Knowledge (Religion), Stealth, Use Magic Device), Throw Anything, Two-Weapon Fighting,
Skills Craft (Alchemy) +34 , Craft (Alchemy) (Create item) +54, Disable Device +42 , Escape Artist +24 , Fly +42 , Knowledge (Arcana) +34 , Knowledge (Dungeoneering) +31 , Knowledge (Engineering) +31 , Knowledge (Geography) +31 , Knowledge (Nature) +34 , Knowledge (Planes) +31 , Knowledge (Religion) +37 , Perception +60 , Spellcraft +34 , Stealth +49 , Use Magic Device +32
Traits dangerously curious, reactionary
Languages Abyssal, Aklo, Aquan, Celestial, Common, Cyclops, Draconic, Infernal, Skald
SQ alchemy, brew potion, cruel anatomist, enhance potion, eternal potion, eternal youth, explosive disarm, extend potion, focused study, humanoid traits, instant alchemy, land mine, mine engineering, mutagen, persistent mutagen, skilled, sneak attack, swift alchemy, torturer's eye, torturous transformation, trapfinding, tumor familiar, vestigal arm (2x), wings (2x)
Combat Gear potion (silence/cleric/3rd), potion (weapon of awe/cleric/3rd), potion of good hope, potion of rage, scroll (divine favor/cleric/11th/divine/minor), scroll (transformation/wizard/11th/arcane/major), scroll (greater heroism/wizard/11th/arcane/major); Other Gear: Armor of the Shadow Lord, tentacle, Skulking Sniper's Blowgun, amulet of mighty fists +5, headband of vast intelligence +6, ring of inner fortitude, minor, ring of protection +5, belt of physical might (str/con) +6, cloak of resistance +5, boots of speed, ioun stone, deep red sphere, ioun stone, dusty rose prism, ioun stone, pale green prism - cracked ~ attacks, ioun stone, pale green prism - cracked ~ saves, ioun stone, dusty rose prism - cracked, stone of good luck (luckstone), tome of clear thought (+3), manual of bodily health (+3), manual of gainful exercise (+3), manual of quickness of action (+1), formula book (3), cyclops helm, wand of clw, ~18000 gp left (I'm not sure but I'm surely under 880000 gp)

SPECIAL ABILITIES
Celestial Obedience(Ghenshau)

Bury a book or scroll that you have never read in fertile soil. Plant a seed above the buried knowledge and pray over the site that good and growth can come from the decaying parchment. Gain a +4 sacred bonus on saving throws against transmutation effects.

1: Peacefulness (Sp) erase 3/day, calm emotions 2/day, or deep slumber 1/day
2: Ignorance (Su) Three times per day, you can attempt a melee touch attack to obliterate the cares of the wicked. On a successful hit, the target takes a penalty to Wisdom equal to 1d6 + 1 per 2 HD you possess (maximum 1d6+5, to a minimum Wisdom score of 1). This penalty lasts for 1 round per HD. If the target succeeds at a Fortitude save (DC 10 + 1/2 your HD + your Wis modifier), the penalty is halved.
3: Still Mind (Su) You are continually shielded as if by a mind blank spell. If anyone attempts to divine information about you through scry or similar spells and is foiled by the mind blank, the scrier must succeed at a Will save (DC 10 + 1/2 your HD + your Wis modifier) or take 1d6 points of Intelligence damage.

Alchemy (Su): When using Craft (Alchemy) to create an alchemical item, you gains a +20 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Brew Potion (Ex): You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cruel Anatomist (Ex) You may use your Knowledge (Nature) skill bonus in place of your Heal skill bonus.
Dangerously Curious (trait) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Enhance Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal Potion: If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Eternal Youth: The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.
Explosive Disarm (Ex): A Trap Breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a full round action, a Trap Breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap's Disable Device DC as its AC. If the attack misses, the bomb's splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off The Trap Breaker must both know the location of the trap and be able to reach the trap's trigger with a ranged touch attack in order to use this ability. At 8th level, a Trap Breaker can disarm magic traps with this ability.
Extend Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Focused Study (Ex): At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.
Grab (Ex): If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Grand Mutagen: The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
Greater Mutagen: The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.
Headband of Intellect Skill Selection: (Craft (Alchemy), Stealth, Use Magic Device)
Humanoid Traits (Ex): Humanoids breathe, eat, and sleep.
Instant Alchemy (Ex): You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action.
Land Mine (Ex): A Trap Breaker can turn his bombs into land mines. Setting a land mine is a full round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can't be placed in the same space as another trap, land mine, or magic trap. The Trap Breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist's bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 28. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 20 days or until they are triggered, whichever comes first.
Mine Engineering (Ex): At 10th level, a Trap Breaker's expertise in improving explosives allows him to create land mines with minimal expense. Creating a land mine uses up only one of the alchemist's bombs per day.
Mutagen (Su): You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 200 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 28 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen: (Prime Stat Selection) Strength
Mutagen: (Second Stat Selection) Constitution
Mutagen: (Third Stat Selection) Dexterity
Persistent Mutagen (Su): The effects of your mutagens last for 20 hours.
Reactionary (trait) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 11d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sneak Attack (Ex): At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Swift Alchemy (Ex): You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Tentacle (Ex): You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle does not give you any extra attacks or actions per round, though you can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability (see page 301 of the Pathfinder RPG Bestiary). The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Throw Anything (Ex): You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Torturer's Eye (Ex): You add Deathwatch to your formula book as a 1st-level extract.
Torturous Transformation (Ex): You add Anthropomorphic Animal to your formula book as a 2nd-level extract. When you use this extract, you inject it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, you multiply the duration by the number of extracts used. You add Awaken and Baleful Polymorph to your formula book as 3rd-level extracts. When you use the Awaken or Baleful Polymorph extract, you inject it into the target (not a plant) as part of a 24-hour surgical procedure. You can make Anthropomorphic Animal permanent on a creature by spending 7,500 gp. You add Regenerate to your formula book as a 5th-level extract.
Trapfinding (Ex): A Trap Breaker adds i/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A Trap Breaker can use Disable Device to disarm magic traps.
Tumor Familiar (Ex): You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete. (Cat)
Vestigal Arm (2x) (Ex): You gain a new arm (left or right) on your torso. The arm is fully under your control and cannot be concealed except with magic or bulky clothing. The arm does not give you any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of your attack routine (using two-weapon f ighting). The arm can manipulate or hold items as well as your original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own "hand" and "ring" magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Wings (2x) (Ex): You gain batlike, birdlike, or insectlike functional wings, allowing you to fly as the Fly spell for 40 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You can select this discovery multiple times; each time you do so, you add your caster level to the number of minutes per day that you can fly with the wings. This flight is an extraordinary ability.

Buffs:

(Alchemical allocation) Good Hope, Rage, Improved invisibility (eternal, doesn't count into daily extracts), Silence (totaling (+2 to hit, +2 to damage, +2 to ability checks, +2 to saving throws, +2 to str, +2 to con, +1 on will saves, -2 to AC) morale bonus, invisibility (so +2 to hit) and total silence)
(Scrolls (UMD and auto-success)) Divine Favor, Transformation, Greater Heroism (totaling (+3 to hit, +3 to damage) luck bonus, +5 BAB, +5 competence bonus on fort saves, +4 natural armor, +4 enchantment on physical scores)
(Extracts) Anticipate Peril, Expeditious Retreat, Negate Aroma, Shield, Touch of the sea, Acute Senses, Barkskin, Haste, Protection from Energy, Thorn Body, Freedom of movement, Beast Shape IV (kamadan) (totaling +5 to initiative, +30 foot speed (land), immunity to scent, +4 shield bonus to AC, swim speed of 30 foot, +30 on perception checks, +5 natural armor to AC, +1 attack, +1 dodge bonus to AC, +1 to reflex saves, the first 150 fire damage are prevented, +1d6 of slashing damage on natural weapons, immune to grapple, +6 size bonus to str, -2 size malus to dexterity, +2 size bonus to con, +6 natural armor bonus, 2 extra claw attack, 1 extra bite attack, one extra snake attack, pounce, large size)
(Mutagen) +8 to str, +6 to con, +4 to dex, +6 natural armor bonus, 2 extra claw attacks, 1 extra bite attack
(Equipment) +1d6 extra sneak attack damage, +15 to stealth and escape artist, +6 bonus to armor, immunity to blindsense, blindsight and tremorsense; opponents gain +10 on perception checks inside the closer half of the radius of those senses, +5 to hit and damage with natural weapons, +6 to intelligence, damage and penalty on ability scores reduced by 2, drain reduced by 1, +5 deflection bonus to CA, +6 to str and con, +5 to saves, +2 to dex, +1 insight bonus to CA, +1 bonus to initiative, +1 competence bonus to hit and saves, 10/day haste for a round as a free action, +1 luck bonus on ability checks, +3 to str, con and int, +1 to dex, 50 times 1d8+1 to hp, 1/day get a natural 20

What happens:
Stalker can be only detected if someone touches him, if someone beats his +69 stealth check (it must be found only trough normal vision, magic is blocked by mind blank), or someone cast wish/miracle. Stalker also beat every initiative check and gets a surprise round, unless something up there happens.

Battles:

Shoggoth: Stalker overbuffs only for this, being immune to sneak attacks. Using everything listed, he positions 60 foot away from the ooze, and during the surprise round he partial charges to him, dealing 209 damage after RD(10/-) and AC (missing on 1s). Combat normally begins and Stalker deals another 209 damage, dropping the ooze. Take this, immunity to precision damage!
Pit fiend: No chance of surviving: supposing that the fiend is aware of Stalker in the room (even if technically he shouldn't), he has 2 plans: wish his location or attempting a greater dispel check, targeting blindly. Even if it happened to reach Stalker, he can't dispel the potion (cl 20 due to being an alchemist against cl 18), and Stalker charges (or steps) to him, hitting on 2s for 1427 non lethal damage, ignoring DR. Not accounting crits. This round the fiend died nearly 3 times.
Balor: Even worse for him. He can't see Stalker, by any mean. After a partial charge and 49 fire damage (prevented) later, Stalker drops the Balor, hitting on 2s for 1427 non lethal damage, ignoring DR. He saves against the Death Throes, and after 50 damage prevented Stalker gets 25 points of damage. 5 uses of the stick of truth (clw) clear this, but who cares?
Tar Linnorm: He actually has a 1/400 chance of finding Stalker (when Stalker gets a 1 and Tar Linnorm gets a 20). Too bad we are theory-crafting.Tarn Linnorm acts, does nothing as he doesn't realize that Stalker is near. Then, hitting on 2s for 1427 non lethal damage, ignoring DR. Now, if we didn't have the cyclops heml, the Death Curse could be a problem. Too bad again, we are prepared, and a natural 20 saves Stalker.
Gold Dragon: Stalker finds the dragon, gets near and, scared, flies a bit away undetected.* After a while he confidently returns to his target, positions above him, and surprise partial charges him like before. Same damage, same story.
Solar: It has two ways to find Stalker: wish and miracle. They are both a surprise round too far, and Stalker does his job, flawlessly.
Tarrasque: Dropped like the others under similar circumstances, albeit he actually ignores 210 damage every round. It takes 30 rounds for the Tarrasque to heal a full attack of Stalker (1217/40 gets 30, more or less), so Stalker elects the first day of each month to be the day of the Tarrasque, where Stalkers returns to the regenerating body and pummels it hard to the ground for a whole day. Forever.
*(Skip this step, I'm immune to fear effects)

Notes:

I forgot to apply the extra attack of haste, Hammer the gap, and I bought a scroll of greater heroism just for the immunity to fear effects: I didn't even applied his bonus over Good Hope.

If you have any question, please ask. Even if I missed something, my trick should be good enough to beat the beastmass anyway.


I May have missed the obvious. But when do he put all the buffs up? Isent divine Favor only 1 minute?


Cap. Darling wrote:
What you do is stuff that can happen in game not before game. Before the game start you have the resources the book says and not what ever you claim you could have made playing the roulette. It is fine that you think different, we can agree to disagree.

I see your point with that.

Counter argument:

With your point in mind - "you only start with the resources the book says" - so that's 880,000 gold pieces and with whatever your class states (ie: wizards start with their spellbook).

Here's the GM's guidelines (The GM because he's the OP):

"So here is my challenge: can any of you build a 20th level character of any class, race and archetype combo to triumph over these seven beasts with only one rest period?

Builds must be 20 point buy but can include any feat, spell, item, trait etc from anything published by Paizo.

Builds should be as descriptively full as possible as per the linked example."

Back to your point though and your GM fiat: Step 5 of character creation, buying equipment, on page 15 of the Core Rule Book states this at the end of the paragraph:
"Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM."

With those in mind: Would you buy magic items with your starting gold, even though the GM never explicitly said you could or would you spend on mundane equipment because that is what the book allows?

That is an extreme case, I know.

As for not being able to have all the wealth that I said Legion has. The GM is allowing us any combination of paizo published material. That means that the options available to players under GM consent presented in the Ultimate Campaign book, such as investments, kingdom building, ect are fair game. He never gives a time limit to start the challenge, just that we finish the challenge in a 48 hour period (or one resting cycle) once we start it.

If it doesn't work for you, make your own challenge and post the rules as well as a build using your rules to complete the challenge.

@ElMustacho - You may want to include more scrolls of divine favor since the duration is 10 rounds.

For combat, the creatures still might get a Perception check to notice the presence of an invisible creature.

The pit fiend also has foreknowledge of your character, what if it wished for a permanent anti-magic room and was waiting for your arrival? or the room to be in super-natural darkness?

Otherwise, I like the build and concept.


Darkness countered:

PFS Legal Eyes of the Void
Source Advanced Class Guide pg. 181 (Amazon)
School transmutation; Level alchemist 4, antipaladin 4, arcanist 4, investigator 4, red mantis assassin 4, sorcerer/wizard 4
Casting
Casting Time 1 standard action
Components V, S, M (a pinch of dried carrot or an agate)
Effect
Range personal
Target you
Duration 10 minutes/level
Description
You gain darkvision, the ability to see 60 feet even in total darkness, including that created by deeper darkness. Darkvision is black-and-white only, but otherwise like normal sight. While affected, your eyes turn completely black (but appear white to anyone viewing you with darkvision).

For the antimagic field, and whatever it can wish for, I buy and use a scroll of Aroden's Spellbane (DC 37, UMD of +32 and a roll of 10 per beastmass rules makes this a success). I have enough gold left.
It should be noted that the Pit Fiend has foreknowledge of Stalker at 19th level, because if it wanted to gain information then he had to use the wish just to know what happened to him, since once Stalker gets to lv 20 his mindblank activates.
+69 is the actual check to beat in order to notice our invisible Stalker.


ElMustacho wrote:

** spoiler omitted **

For the antimagic field, and whatever it can wish for, I buy and use a scroll of Aroden's Spellbane (DC 37, UMD of +32 and a roll of 10 per beastmass rules makes this a success). I have enough gold left.
It should be noted that the Pit Fiend has foreknowledge of Stalker at 19th level, because if it wanted to gain information then he had to use the wish just to know what happened to him, since once Stalker gets to lv 20 his mindblank activates.
+69 is the actual check to beat in order to notice our invisible Stalker.

You know obviously a Rogue doesn't have all your tricks (not to mention weird arms and tentacles), but potentially he could do a good chunk of your sneak attack damage.

Only thing is he has no where near the features and buffs to make sure he hits, protect himself, and some other things.

Still since you grossly overkilled each opponent, there should be some room for a Rogue. Maybe, with lots of gear and scrolls.

That Mind Blank effect makes a big difference.


sunbeam wrote:
ElMustacho wrote:

** spoiler omitted **

For the antimagic field, and whatever it can wish for, I buy and use a scroll of Aroden's Spellbane (DC 37, UMD of +32 and a roll of 10 per beastmass rules makes this a success). I have enough gold left.
It should be noted that the Pit Fiend has foreknowledge of Stalker at 19th level, because if it wanted to gain information then he had to use the wish just to know what happened to him, since once Stalker gets to lv 20 his mindblank activates.
+69 is the actual check to beat in order to notice our invisible Stalker.

You know obviously a Rogue doesn't have all your tricks (not to mention weird arms and tentacles), but potentially he could do a good chunk of your sneak attack damage.

Only thing is he has no where near the features and buffs to make sure he hits, protect himself, and some other things.

Still since you grossly overkilled each opponent, there should be some room for a Rogue. Maybe, with lots of gear and scrolls.

That Mind Blank effect makes a big difference.

A rogue needs a lot of help with the shoggoth. Stalker barely kills it, luckily our contender can full-attack twice (sort of) before meeting a counter. Consider that more than everything else.


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I think I'll replace Disruptive, Spellbreaker and Teleport Tactician on my "Thanos, the Invulnerable Rager" barbarian build and just go for the Ultimate Clarity line of feats, since I already have the Phase Locking weapon, and would already need to be adjacent regardless, at which point I likely would have hit them with it regardless.

This should allow Thanos to gain access to the "Ultimate Clarity" feat line, preventing supernatural darkness shenanigans (though once again, Items exist to bypass such shenanigans - Googles of Truesight, for one, and I could just spell sunder a supernatural darkness effect). Furthermore, I got rid of Reckless Abandon and traded it out for more damage in the for of Raging Brutality.

Current Thanos Invulnerable Rager Build:

15/14/16/8/12/8 Point Buy
16/14/20/8/12/8 Levels
26/24/30/8/18/8 Enh + Inh
HP 330 (20d12)

Thanos comes equipped with a Darkskull for a constant Death Ward effect, embedded within his chest, engulfing his heart.

Rage Powers

Superstition
Witch Hunter
Spell Sunder
Beast Totem, Lesser
Beast Totem
Beast Totem, Greater
Elemental Blood, Lesser (Air)
Elemental Blood (Air)
Elemental Blood, Greater (Air)
Come and Get Me

Feats

Power Attack
E.R.P. Moment of Clarity
E.R.P. Perfect Clarity
Combat Reflexes
E.R.P. Ultimate Clarity
E.R.P Strength Surge
Improved Sunder
Raging Brutality
E.R.P. Savage Intuition
E.R.P. Internal Fortitude (Rage Cycle with a Flawed Scarlet and Green Cabochon Ioun Stone)

Traits
Fate's Favored
Reactionary

+5 Furious Courageous Phase Locking Dispelling Bardiche
Bane Baldric + Furious = +9 Enhancement
Courageous = +4 bonus to all morale bonuses

Rage = +12 STR & +12 CON (w/ Courageous)

Superstitious + Human FCB + Courageous (Furious + Bane) = +17 to saves
+5 Cloak of Resistance
Pale Green Prism (Perfect) = +1 competence (saves, attack rolls, skill/ability checks)
Pale Green Prism (Flawed) = +1 morale
Luck Stone = +1 Luck (+2 w/ FF) (saves, ability/skill checks)

Fort: +30 -> +38 (w/o Bane) ~ 40 (w/ Bane) -> +53
Ref: +19 -> +22 (w/o Bane) ~ 23 (w/Bane) -> +35
Will: +18 -> +34

Initiative: 7 (Dex) + 2 (trait) + 1 (competence Ioun) + 3 (Courageous morale Ioun w/o Bane) + 2 (luck stone + FF) = +15 initiative

Attack: +20 (BAB) + 8 (STR) + 4 (Rage) + 2 (Courageous STR + Bane) + 9 (Weapon Enh) + 1 (Comp. Ioun St) + 5 (Mor. Ioun + Courageous) + 1 (Haste) = +50/+50/+45/+40/+35
-6 (Power Attack)

Damage: 1d10 + 2d6 (Bane) + 21 (1.5 x STR) + 6 (Witch Hunter) + 9 (Weapon Enh) = Avg 48.5 damage
+18 (Power Attack)
+24 (Raging Brutality)

Since all of my attacks are hitting easily even with Power Attack, that's something like 90 damage per hit for about 450 DPR ignoring crits (19-20/x2, 17-20/x2 with Scabbard of Keen Edges), and more than enough to take out anything in the Beastmass within a single round.

Note that this number isn't entirely accurate, as both Bane Baldric and Raging Brutality take a swift action to activate. That said, without Raging Brutality, I do 65 damage per strike, for a DPR of 325, which is barely survivable by most of the monsters of Beastmass. Ignoring the attack bonus, in terms of damage alone, I would lose about 16 damage from Bane (The Courageous bonuses to STR, CON, and Weapon ENH mainly) but would still do roughly 74 damage per strike for a DPR of 370, which I believe is literally just enough to kill everyone on this list.

...of course, this ignores DR, which a majority of them have. Speaking of which, a clarification on Flesh Wound. My Fort save against an attack would be only a +38/40, and does not include my Superstitious Bonus since a physical attack doesn't fall under a Spell, Spell-like ability or Supernatural effect. Even Flesh Wound is an (Ex) effect. Still, it allows me to negate a single hit of less than 40 damage automatically (up to 50 damage with Beastmass rolling 10 rules, if I understand them correctly), which is still higher than most of them can dish out in a single attack, even with the bonus they get from CAGM.

Still, the real question now is how well I'll survive. I can't ensure that the enemy will die (unless I perhaps attempt to abuse Come and Get Me first turn) so I will need to be able to survive a few attacks from the opponent. Luckily there's a fairly high chance of me killing them on their own turn, so with Flesh Wound active, it shouldn't be too bad.

If somebody else would like the run the battle with my Barbarian to see how well Thanos does in this gauntlet, by all means, go right ahead.

Also, I just realized something, can Summons be Spell Sundered? They can be dispelled, afterall, so if the Beastmass spellcasters attempt to Summon something...or does it work more as a "calling" effect when monster summon something?


Kaouse wrote:

** spoiler omitted **

Also, I just realized something, can Summons be Spell Sundered? They can be dispelled, afterall, so if the Beastmass spellcasters attempt to Summon something...or does it work more as a "calling" effect when monster summon something?

Summon (Sp):

A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.

The monsters summon spells acts as summon monster spell. So based on that, you could possibly spell sunder them.


How to clean up Legion in several easy steps:

- Each member of Legion is a Cohort and a Leader of a Cohort in a Leader/Cohort Chain of arbitrarily high length. Followers and servitors are ignored.
- Each Legion combatant borrows all his equipment from non-combatant Legions, to be returned after that Legion's one fight in which he partakes. If necessary, every item gets passed up the chain of command, and the promise to return gets passed down the infinite chain. In the event the chain is broken, each magic item is embossed with the serial number of the Legionnaire loaning the item.
- Each Legion uses his own scrolls to win combat.
- Each Legion is a Diviner Scrollmaster 10/Noble Scion 10.
- Each Legion combatant buys copies of CL20 Reach Mass Suffocate, and other, more situational spells.
- Each Legion combatant, to the extent possible, fills out the rest of his build by copying the Vaccum.
- Each Legionnaire requests his cohort finish the battle no matter what, and promises to resurrect him by any means necessary up to and including Wish should he fall. The chain should not be an issue therefore.

Then all you have to do is refactor how to win when you don't have Vacuum's +fourbazillion to init, but do have as many characters as you can be bothered to track.

If you're really dying for it, I will copy/paste Vacuum's sheet. It beggars my belief that you think it's too impractical to win a fight with nigh infinite characters.


...well, since there's no way you can actually get a scroll of Reach Mass Suffocate, that would be the first problem. Since the range is close you have an absolute maximum number of Legions who can be in range, it's not an infinite number, that's the second problem. Honestly, you're probably better off with an infinite number of archers crit-fishing.


ElMustacho wrote:

I submit another contender, Stalker.

** spoiler omitted **...

If you changed your celestial obedience to Tanagaar, you could get even more damage: +3d6 sneak attack and +2 per sneak attack die rolled. For a total of +28d6 plus 56 per hit instead of just the +22d6. That's an extra 77 average damage per hit. Spend 36k on scrolls of mind blank (assuming you take 1 day to level up each time).

However mundane methods of gathering information might still be valid/viable for the Pit Fiend. Up until the point it can no longer gather information on Stalker, what if it acquired a protective item with heavy fortification. While I still believe the fight would go to Stalker, it would just take longer is all.

Though during this time it's creating these with it's bought time. Still being defeated in the end, just thought of it adding a different twist to an old fight.

As for Thanos - Let's go with the pit fiend instead of the balor. How is he going to kill the devil? I'm rereading between the two builds, I will look again, but I'm not seeing how he's getting past the regeneration, besides beating him senseless.

Looking at the darkskull item engulfing his heart, if it is replacing the muscle, Thanos would have to be exceedingly cautious around anti-magic areas?


Bob Bob Bob wrote:
...well, since there's no way you can actually get a scroll of Reach Mass Suffocate, that would be the first problem. Since the range is close you have an absolute maximum number of Legions who can be in range, it's not an infinite number, that's the second problem. Honestly, you're probably better off with an infinite number of archers crit-fishing.

Instead of suffocate, we could give them CL 20 scrolls of energy drain? On average each one would cause 5 negative levels. So they just need to land a few spells:

Shoggoth: 5 spells (avg of 11 Legionnaires needed)
Balor: 4 spells (avg of 22 Legionnaires needed; higher SR)
Pit Fiend: same as Balor
Tarn Linnorm: 5 spells (avg of 26 Legionnaires; higher SR)
Gold Dragon, Ancient: 6 spells (avg of 34 Legionnaires; higher SR)
Solar: 5 Spells (avg of 40 Legionnaires; highest SR)
Big T: Changing from Energy Drain to Flame Strike (cylinder spell; divine damage)

Avg result vs SR: 31 (fails on average; has only a 25% chance of succeeding). Finding ways to improve casting vs SR required. Elves, +2 vs SR, spell penetration +2 vs SR, greater spell penetration +2 vs SR.

New Avg vs SR: 31 - 10+20+6 = 36, we succeed 55% of the time.
Avg Dmg: 15d6 (52 dmg; 26 dmg divine) - Big T takes 13 Dmg per shot.
We need 42 successful hits on average to reduce Big T to 0hp and negative hp. Then we can use a scrolls of plane shift to remove Big T to the Elemental Plane of Water, Positive Energy Plane, or the Negative Energy Plane.


I have a submission building on the Legion setup Shasf provided. It utilizes a different approach to beastmass, and comes online at level 17.

Step by step instructions:

Step 1: Start as a 17th level witch

Step 2: Pick up the coven witch hex.

Step 3: Take the following feats: leadership, seeking spell, reach spell, elemental spell(electricity)

Step 4: Use leadership to recruit a witch 5/noble scion10 (you will need cha bonus of 4 or higher).

Step 4.5: The cohort must have the following:

Hex: coven and scar witch hex abilities.
Feats: Improved Initiative, Noble Scion of war (yo dawg)
Traits: Reactionary
Attributes: CHA score of at least 26 (18 base, 2 race, 2 level, +4 headband)

Step 5: Begin the infinite legion chain: have each witch/noble scion recruit another witch/noble scion with the same two witch hex abilities.

Step 6: Have all of your cohorts place their scar hex on you.

Step 7: Make sure you can cast a seeking reach elemental (reach +3 to make the range ‘long’) Frostbite spell 7 times. Spell perfection, pearl of power, whatever lets you do this once per encounter.

Step 8: Have a contingency to teleport home to the middle of all of your cohorts when the encounter starts. Optionally, start the encounter from your house.

Step 9: Every cohort uses their coven hex via the scar hex to use the ‘aid another’ action to increase your caster level by 1. Note that a witch5/noble scion10 will have a BaB of 9, so have a few of the witches use a scroll of bless (not using our wealth, but with theirs) to ensure success.

Step 9.5: Depending on how your cohorts are arranged, your caster level will be through the roof. Without using the z axis (You could expand this to a whole sphere of witches), if every space in a 1 mile radius is occupied by an aiding witch, your caster level should be 2,164,801. You can double this by using ratfolk witches (2 per square) or using reduce person.

Step 10: Cast your first Seeking Reach(long, +3) frostbite. With the aided caster level, the spell will have a range of 86,592,040 and deal 1d6+2,164,801. To put this into perspective: a range of 16,400 miles is about twice the diameter of earth.

Step 11: Repeat step 10 as desired.

Individual Encounters:

Shoggoth: I’m assuming the challenger starts in the actual encounter area, so we will use a contingency spell with teleport to return home as a free action. From here, we go through the standard aid/Seeking Reach (long) frostbite combo. We don’t have to worry about spell resistance with our caster level, but we need to use one slot higher for elemental spell (electricity). We can get to the body and finish it later, it isn’t getting up anytime soon. (4th lvl spell in example build)

Balor: This is where things can get messy. The original post does not say what time elapses between individual encounters, it only lists an order and surprise round status. Since the Balor acts on the surprise round, it could teleport to our home right after we kill the Shoggoth and then kill a follower if it wins initiative, breaking the chain. Since all single d20s result in 10s, we just need to have a higher initiative modifier than 11. Thankfully, we have plenty of room in the build, so we can have improved initiative (+4), reactionary (+2), noble scion feat for cha to initiative, as well as magic items/buff spells. See the sample build for an example of how to do this. With step 4.5, all of our followers already have at least a +14 initiative, so they should be acting before the Balor as well, allowing us to drop him with a Reach Frostbite. (If you took spell perfection, congratulations, you just neutralized a Balor with a level 1 spell). (1st level spell if he comes to us, otherwise 3rd level in example build)

Pit Fiend: We are still at home, so with no surprise round we only need to beat his initiative of 13. Another use of Seeking Reach (long) frostbite puts him under. (3rd level spell in example build)

Tarn Linnorm: He gets a surprise round, but we don’t really care. We aren’t even in there. Seeking Reach (long) frostbite. (3rd level spell in example build)

Ancient Gold Dragon: The winner of perception gets a surprise round. He has greater teleport, so we don’t want to let him see us first. I’m honestly not sure how to rule this, but I’m going to assume since he has no foreknowledge of our abilities, he’s not going to know where to go, even if he does win initiative. If we are even rolling it. Seeking Reach (long) frostbite ends the fight either way. (3rd level spell in example build)

Solar Angel: We get a surprise round. Seeking Reach (long) elemental (electricity) frostbite. Shockbite? (4th level spell in example build)

The Tarrasque: We get a surprise round again. Seeking Reach (long) frostbite. (3rd level spell in example build)

Cleanup: We would have to go back and finish off the unconscious and helpless opponents. We could do this a number of ways- use whatever method you prefer. The only concern is Big T, which everybody seems keen to have a weekly "beat up big T" session for.

Example Character Sheets (hosted on myth-weavers):

example leader

example cohort

Note: with this setup, we could have the cohorts closest to us use aid another to grant the bonus to hit instead of caster level, so we could have an easier time hitting touch ac. I have intentionally left much of the sheet blank and not spent part of the gold on these sheets to show only what is required.

The end result is a low risk approach to the beastmass, while still providing lots of room for options in the build, as many feats and most of the money aren't needed.

I also have to give credit to the people in the thread that originally discovered the coven/scar witch hex combo. I pulled most of my inspiration from that. Can't find a link to it now though.

Let me know if there is anything rules related that I missed.


Shasf wrote:
ElMustacho wrote:

I submit another contender, Stalker.

** spoiler omitted **...

If you changed your celestial obedience to Tanagaar, you could get even more damage: +3d6 sneak attack and +2 per sneak attack die rolled. For a total of +28d6 plus 56 per hit instead of just the +22d6. That's an extra 77 average damage per hit. Spend 36k on scrolls of mind blank (assuming you take 1 day to level up each time).

However mundane methods of gathering information might still be valid/viable for the Pit Fiend. Up until the point it can no longer gather information on Stalker, what if it acquired a protective item with heavy fortification. While I still believe the fight would go to Stalker, it would just take longer is all.

Though during this time it's creating these with it's bought time. Still being defeated in the end, just thought of it adding a different twist to an old fight.

As for Thanos - Let's go with the pit fiend instead of the balor. How is he going to kill the devil? I'm rereading between the two builds, I will look again, but I'm not seeing how he's getting past the regeneration, besides beating him senseless.

Looking at the darkskull item engulfing his heart, if it is replacing the muscle, Thanos would have to be exceedingly cautious around anti-magic areas?

The fight would last the same time. Given that I roll 22d6 (avg of 77) 14 times, for a total of 1078 of sneak attack, on average I would still deal 1078/4+349 = 618 damage. He's not dead but he's unconscious. If he somehow resisted all the sneak attack, then he will survive a round with 1 hp, how lucky. Blast shadows are nice, but Stalker could just do not care about the concealment and one-round them with 14 attacks.

Mind Blank as a sp is too valuable to be swapped. I cannot be individuated anywhere, because in any location I am I'm either under Mind Blank or either inside an Antimagic Field (or I (choose one) am in a dead magic plane/ stepped into a wall of suppression/ am accidentally caught inside a Mage's Excellent Enclosure), where divination doesn't function. Now if we had that as a Deific Obedience, that would be perfect!

@Kaouse

The Pit Fiend sees you, wishes for a maze (no save, not even a touch required) and in the time you are lost prepares himself, particularly with a planar binding of an Angel, Movanic Deva (via scroll), which has antimagic field as a spell-like ability (other monster exist, a devil could convince him that the barbarian is a force of chaos and must be stopped, or whatever). He also summon a CR 19 devil and when you reapper the deva gets near to you as a readied action, and since your rage cycle works with a ioun stone it stops.
Aaaaaaand you are screwed.


SPACEBALL12345 wrote:

I have a submission building on the Legion setup Shasf provided. It utilizes a different approach to beastmass, and comes online at level 17.

** spoiler omitted **...

While interesting, let's get you a higher CL using ratfolk because of their swarming ability.

They start small -> reduce person, they are now tiny: That's 8 ratfolk a square -> Cast a communal fly spell or similar: You now have 16 ratfolk per square.

Even more absurd is that they now use their favored class bonus to increase the range of their scar hex. (albeit 20ft or so). That'll add in a few more.
x = ratfolk square
w = original witch

x
xwx
x

With a 5ft sphere we can have a total of: 7 squares -> 16 ratfolk a square (tiny sized occupies same square as witch) -> 132 ratfolks aiding the original witch.

Going from there, you may not need a very big space to get the desired effect.

ElMustacho wrote:
The fight would last the same time. Given that I roll 22d6 (avg of 77) 14 times, for a total of 1078 of sneak attack, on average I would still deal 1078/4+349 = 618 damage. He's not dead but he's unconscious. If he somehow resisted all the sneak attack, then he will survive a round with 1 hp, how lucky. Blast shadows are nice, but Stalker could just do not care about the concealment and one-round them with 14 attacks.

The 1hp remaining could be a game changer, Pit Fiend escapes to heal (5ft step, greater teleport) comes back with a large bag of flour (or whatever else) to coat the room and possibly Stalker. Again, this is not likely. So the pit fiend does lose still.


Amendment to the Legion of Suck:

-Replace illegal scrolls of Reach Mass Suffocate with scrolls of Wish, used to replicate Reach Suffocate, but that still set save DCs at the 9th level spell mark.

If you want to make infinite archers, go for it, but at least in my head, it saves an awful lot of number crunching to go for the save or die.


Shasf wrote:

While interesting, let's get you a higher CL using ratfolk because of their swarming ability...

SPACEBALL12345 wrote:
Step 9.5: Depending on how your cohorts are arranged, your caster level will be through the roof. Without using the z axis (You could expand this to a whole sphere of witches), if every space in a 1 mile radius is occupied by an aiding witch, your caster level should be 2,164,801. You can double this by using ratfolk witches (2 per square) or using reduce person.

I'm aware of both using ratfolk and reduce person, I just didn't feel it was necessary to add that much. Realistically, I don't think there is anything I could do with 4 million caster levels that I couldn't do with 2 million for the sake of this challenge. If we started using flight with reduce person ratfolk and went with a sphere configuration...I've no idea where that would put us. Somebody with stronger math skills can figure that out for us.

There are other things you can do with this, like pooling all your cohorts money to create a simulacrum. You could also abuse the duration increase for summon monster. If you can get the scar/coven hex to work on something that isn't a witch, it opens up a few more spells.

It more of just shows how much of a force multiplier leadership can be. The main reason I submitted it was because I didn't see any other builds below level 20.


Shasf wrote:

As for Thanos - Let's go with the pit fiend instead of the balor. How is he going to kill the devil? I'm rereading between the two builds, I will look again, but I'm not seeing how he's getting past the regeneration, besides beating him senseless.

Looking at the darkskull item engulfing his heart, if it is replacing the muscle, Thanos would have to be exceedingly cautious around anti-magic areas?

I assumed beating them senseless was enough, unless The One's Zen Archer that started this had a scroll of Wish or something for the Terrasque.

As for the Darkskull, I suppose an Antimagic field that my character couldn't simply 5 ft step out of and Spell Sunder could leave me vulnerable to any death effect that is simultaneously not a spell, supernatural ability or an extraordinary ability from a summoned creature (since I don't think they can come into an Antimagic field, but I may be wrong about that).

Still, I'm pretty sure I can kill(/knock unconscious) anything on the list within 2 rounds even without magic, so an Antimagic field only plays to my strengths, I would think. Especially if that is what they cast on their first action.


Shasf wrote:


[...]
ElMustacho wrote:
The fight would last the same time. Given that I roll 22d6 (avg of 77) 14 times, for a total of 1078 of sneak attack, on average I would still deal 1078/4+349 = 618 damage. He's not dead but he's unconscious. If he somehow resisted all the sneak attack, then he will survive a round with 1 hp, how lucky. Blast shadows are nice, but Stalker could just do not care about the concealment and one-round them with 14 attacks.

The 1hp remaining could be a game changer, Pit Fiend escapes to heal (5ft step, greater teleport) comes back with a large bag of flour (or whatever else) to coat the room and possibly Stalker. Again, this is not likely. So the pit fiend does lose still.

It's 100% unlikely.

349 is the damage I deal during a charge, which is the same after a full attack. Stalker may get the surprise round given his stealth mechanic. In any case, even if it 5 foot stepped away to cast greater teleport, Stalker has reach of 10 foot with his snake attack. I mean SNAKE, not sneak. Death from provoking.


I'm going to have to do another fighter build for this:

Mobile Fight Archetype:

Rapid Attack (Ex):

At 11th level, a mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

This ability replaces armor training 3.


Whirlwind Blitz (Ex):

At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action.

This ability replaces weapon mastery.

We have one ability where we can full attack as a standard action and one with a move-action (-1 attack at highest bab).

Obviously a dex based build with two-weapon fighting tree for the concept. Normally we'd be getting: +20/+15/+10/+5; with two-weapon fighting tree we now have:

+18/+13/+8/+3 and +18/+13/+8 - add haste or speed weapons for one or two more attacks and we have a total of: 8 - 9 attacks a round, we can now double that with the mobile fighter archetype.


I suggest you a wand of contingent action. You could full attack as a free action per casting (!).


Can we have a contingent action spell included within a contingency spell?

But that does look like a nice little buff.


Shasf wrote:

I'm going to have to do another fighter build for this:

Mobile Fight Archetype:
Rapid Attack (Ex):
At 11th level, a mobile fighter can c He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

This ability replaces armor training 3.

** spoiler omitted **

We have one ability where we can full attack as a standard action and one with a move-action (-1 attack at highest bab).

-snip-

Sorry, but the wording on Rapid Attack seems to follow the following logical parameter.

if(moveAction == true)
{
totalActions += fullAttack;
}

It permits a move action in addition to a move action, but does not turn your move action into a simultaneous move action and a full-attack.

Emphasis on combine a full-attack action with a single move.

As always, expect table variation.


Sangerine wrote:

Sorry, but the wording on Rapid Attack seems to follow the following logical parameter.

if(moveAction == true)
{
totalActions += fullAttack;
}

It permits a move action in addition to a move action, but does not turn your move action into a simultaneous move action and a full-attack.

Emphasis on combine a full-attack action with a single move.

As always, expect table variation.

Rereading the ability, I do agree with you. I've come to think of it as a modified pounce ability, but doesn't require charging the target. With the capstone ability removing the penalty of losing one attack.


Fighter:

Bob McGurki
Fighter (Mobile Archetype) 20
N Medium Human (Humanoid [Human])

Initiative +13; Senses Perception +
--------------------
DEFENSE
--------------------
HP 260 (20d10 + 60)
AC 27, touch 26, flat-footed 16 (+9 dex, +1 shield, +5 deflection, +2 insight)
Fort +19, Ref +19, Will +12; +5 vs effects that cause him to become paralyzed, slowed, or entangled; +8 (+3 higher than the cloak) resistance bonus on saving throws against all mind-affecting spells and effects
Immunities mind blank (since level 17), freedom of movement, surprised and flat-footed condition
Resistances DR 5/—
--------------------
OFFENSE
--------------------
Speed 40ft (6 squares)
Melee Scimitar w/ effortless lace +37/+32/+27/+22 (1d6+15/18-20x2) or
Melee Two-weapon fighting: +35/+30/+25/+20 (1d6+15/18-20x2) and +35/+30/+25 (1d6+15/18-20x2) or
Melee Leaping attack and twf: +39/+34/+29/+24 (1d6+19/18-20x2) and +39/+34/+29 (1d6+19/18-20x2) or
Melee Leaping attack, whirlwind blitz, and twf: +39/+34/+29/+24 (1d6+19/18-20x2) and +39/+34/+29 (1d6+19/18-20x2)
Ranged
SA leaping attack +4, rapid attack, whirlwind blitz; +2 attack and +2d6+2 damage vs Outsiders (Evil, Good)
Spell-like abilities CL 20th; Concentration +19
3/day — Charm person (DC 11)
1/day — Shapechange
--------------------
STATISTICS
--------------------
Point Buy 20 points Spread 12 / 16 / 14 / 12 / 13 / 8
Race Adjustments +2 Dex Level Adjustments +5 Dex
Str 12, Dex 28, Con 14, Int 12, Wis 13, Cha 8
BAB +20; CMB +21; CMD 40
Skills can take 10 on acrobatic checks, or auto 20 4/day; 27
knowledge (the planes) +3
use magic device +20
Feats
Fast Learner
Two-Weapon Fighting
1
Weapon Finesse
Demonic Obedience (Socothbenoth)
Weapon Focus (Scimitar)
Weapon Specialization (Scimitar)
Improved Two-Weapon Fighting
Master Craftsman
8
Craft Magic Arms and Armor
10
Greater Two-Weapon Fighting
12
Craft Wondrous Items
14
15
16
17
18
19
20
--------------------
SPECIAL ABILITIES
--------------------
Languages Common, celestial
Traits reactionary
SQ fleet footed, armor mastery
Active Buffs Uses a scroll of foresight before embarking on the beastmass
Combat Gear buckler, (2) +4 Bane (Outsider [Evil, Good]) scimitars w/ effortless lace, ring of freedom of movement, ring of obsession (special purpose to slay all others besides the wearer; 359 UE), cloak of resistance +5
Other Gear 880,000-317988= 562012 (5gp, 101130gp, 3gp, 68750gp, 54400gp, 58250gp, 12500gp, 22950 gp); Iomedae Holy Text (3gp; 103 pages), manual of quickness of action +5 (68,750gp crafted; used miracle instead of wish), scroll of foresight (3)
Other Notable Purchases
Other Rules Retrained HP for maximum (ultimate campaign); retrained the following feats after making necessary equipment (master craftsman [7], craft magic arms and armor [9], craft wondrous items [13], craft magic tattoo [15]) this costs us 4000gp in retraining fees and 20 days, retrained Craft skill to Use Magic Device, took 20 days. Custom item—tattoo of mind blank (use-activated; cast’s mind blank on the target [self] 1/day): 2((17*1000*8)/(5/1))—cost: 54,400gp;

Agility (Ex) At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.

Leaping Attack (Ex) At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th.
This ability replaces weapon training 1, 2, 3, and 4.

Rapid Attack (Ex) At 11th level, a mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.
This ability replaces armor training 3.

Fleet Footed (Ex) At 15th level, the mobile fighter’s speed increases by 10 feet. He can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check once per day for every five fighter levels he possesses.
This ability replaces armor training 4.

Armor Mastery (Ex) At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Whirlwind Blitz (Ex) At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action.
This ability replaces weapon mastery.

Demonic Obedience +4 vs Enchantment effects; charm person 3/day; your enchantment effects become harder to resist, +1 DC or +2 DC if the target is an intelligence creature that could be sexually attracted to you; shapechange 1/day.

Foresight This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Shapechange
Ocean Giant (Huge; -2 Size AC and Atk; +2 Size CMB/CMD) : +10 ft speed, swim 60ft, +8 Str, -2 Dex, +6 Con, +6 Natural Armor; low-light vision; Cold 30, Electricity 30
Rune Giant (Huge; -2 Size AC and Atk; +2 Size CMB/CMD) : +10 ft speed, +8 Str, -2 Dex, +6 Con, +6 Natural Armor; low-light vision; Immune Cold, Electricity, Fire
Troll (Large; -1 Size AC and Atk; +1 Size CMB/CMD) : +6 Str, -2 Dex, +4 Con, +4 Natural Armor; low-light vision, darkvision 60ft, regeneration 5; bite attack (1d8), 2 claw attacks (1d6); rend (2d6)

----------------------------------------------------------

Combats:

Shoggoth Fight
Shoggoth’s Initiative: +11 = Avg result of 21
Fighter’s Initiative: +13 = Avg result of 23

Fighter’s Turn
--move action to get closer to the oozes lair, makes some noise to draw it out, then readies a standard action to full-attack the creature if it comes into range.

50ft between the two now

Shoggoth’s turn
--- uses free action for maddening cacophony (W DC 22 vs Avg Will Save 25; Fighter saves and is immune for 24 hours; Shoggoth’s perception check identifies concealed fighter as food – uses a full round action to trample the fighter—triggers fighter’s readied action; all 7 of the fighter’s attacks hit (avg dmg per hit: 22.5, after DR, new average is 12.5), Shoggoth takes 87 damage on avg. and takes his AoO for an avg of 12 dmg after DR. Shoggoth’s trample attack deals an avg of 33 damage, after DR, avg of 28 dmg.

Shoggoth: 333hp/234hp
Fighter: 260hp/232hp

Shoggoth can deal an avg of 25.5 dmg per attack/20.5 dmg after DR is applied or 84 dmg a round; but also heals 10hp/rnd
Fighter can deal an avg of 22.5 dmg per attack/12.5 dmg per attack after DR is applied or 87 dmg a round

Fighter dies in 4 rounds at this level of completion

--results unfavorable--
--fighter will need reworking--


Rough fighter build, has about 80k gold left over. Some of the fights could have gone either way; the ancient gold dragon fight especially. If the dragon would have survived the first assault, he would have tried to withdraw and come back buffed (Pin Down would have prevented that movement)

Fighter:

Bob McGurki
Fighter (Mobile Archetype) 20
N Medium Human (Humanoid [Human])

Initiative +16; Senses darkvision 60ft, Perception +
--------------------
DEFENSE
--------------------
HP 320 (20d10 + 120)
AC 41, touch 29, flat-footed 27 (+12 dex, +6 armor, +6 shield, +5 deflection, +2 insight); 75% chance to negate sneak attack and critical hits
Fort +22, Ref +22, Will +15; +5 vs effects that cause him to become paralyzed, slowed, or entangled; +8 (+3 higher than the cloak) resistance bonus on saving throws against all mind-affecting spells and effects
Immunities mind blank (since level 17), freedom of movement, surprised and flat-footed condition
Resistances DR 5/—
--------------------
OFFENSE
--------------------
Speed 40ft (6 squares)
Melee Scimitar w/ effortless lace +42/+37/+32/+27 (1d6+21/15-20x2) or
Melee Two-weapon fighting: +40/+35/+30/+25 (1d6+21/15-20x2) and +40/+35/+30 (1d6+21/15-20x2) or
Melee Leaping attack and twf: +44/+39/+34/+29 (1d6+25/15-20x2) and +44/+39/+34 (1d6+25/18-20x2) or
Melee Leaping attack, whirlwind blitz, and twf: +44/+39/+34/+29 (1d6+25/15-20x2) and +44/+39/+34 (1d6+25/15-20x2)
Ranged
SA leaping attack +4, rapid attack, whirlwind blitz; +2 attack and +2d6+2 damage vs Outsiders (Evil, Good), Magical Beasts, and Dragons; Piranha Strike (-1 Atk, +2dmg/+1dmg; max -6 atk, +12 dmg/+6dmg), Arcane Strike (swift; +5 dmg)
Spell-like abilities CL 20th; Concentration +19
3/day — Charm person (DC 11)
1/day — Shapechange
--------------------
STATISTICS
--------------------
Point Buy 20 points Spread 12 / 16 / 14 / 12 / 13 / 8
Race Adjustments +2 Dex Level Adjustments +5 Dex
Str 12, Dex 34, Con 20, Int 18, Wis 19, Cha 14
BAB +20; CMB +21; CMD 43
Skills can take 10 on acrobatic checks, or auto 20 4/day; 27
knowledge (the planes) +3
use magic device +20
Skills from Items
Perception +20
Sense Motive +20
Stealth +20
Feats
Fast Learner
Two-Weapon Fighting
1
Weapon Finesse
Demonic Obedience (Socothbenoth)
Weapon Focus (Scimitar)
Weapon Specialization (Scimitar)
Improved Two-Weapon Fighting
Twin Slice
Greater Weapon Focus (Scimitar)
Greater Weapon Specialization (Scimitar)
Piranha Strike
Greater Two-Weapon Fighting
Improved Critical (Scimitar)
Combat Reflexes
Pin Down
Arcane Strike
Desperate Battler
17
18
19
20
--------------------
SPECIAL ABILITIES
--------------------
Languages Common, celestial
Traits reactionary, dangerously curious
SQ fleet footed, armor mastery
Active Buffs Uses a scroll of foresight before embarking on the beastmass
Combat Gear +5 buckler, (2) +4 Bane (Outsider [Evil, Good], Magical Beasts, and Dragons) scimitars w/ effortless lace and weapon cords, ring of freedom of movement, ring of obsession (special purpose to slay all others besides the wearer; 359 UE), cloak of resistance +5, +5 heavy fortification haramaki, headband of mental superiority +6, belt of physical might +6 (Dex and Con), boots of speed, amulet of mighty fists +5
Other Gear 321360 (6000gp); Iomedae Holy Text (3gp; 103 pages), manual of quickness of action +5 (68,750gp crafted; used miracle instead of wish), scroll of foresight (3), goggles of night, scroll of greater heroism (2)
Other Notable Purchases
Other Rules Retrained HP for maximum (ultimate campaign); retrained the following feats after making necessary equipment (master craftsman [7], craft magic arms and armor [9], craft wondrous items [13], craft magic tattoo [15]) this costs us 4000gp in retraining fees and 20 days, retrained Craft skill to Use Magic Device, took 20 days. Custom item—tattoo of mind blank (use-activated; cast’s mind blank on the target [self] 1/day): 2((17*1000*8)/(5/1))—cost: 54,400gp;

Agility (Ex) At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.

Leaping Attack (Ex) At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th.
This ability replaces weapon training 1, 2, 3, and 4.

Rapid Attack (Ex) At 11th level, a mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.
This ability replaces armor training 3.

Fleet Footed (Ex) At 15th level, the mobile fighter’s speed increases by 10 feet. He can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check once per day for every five fighter levels he possesses.
This ability replaces armor training 4.

Armor Mastery (Ex) At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Whirlwind Blitz (Ex) At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action.
This ability replaces weapon mastery.

Demonic Obedience +4 vs Enchantment effects; charm person 3/day; your enchantment effects become harder to resist, +1 DC or +2 DC if the target is an intelligence creature that could be sexually attracted to you; shapechange 1/day.

Foresight This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Shapechange
Ocean Giant (Huge; -2 Size AC and Atk; +2 Size CMB/CMD) : +10 ft speed, swim 60ft, +8 Str, -2 Dex, +6 Con, +6 Natural Armor; low-light vision; Cold 30, Electricity 30
Rune Giant (Huge; -2 Size AC and Atk; +2 Size CMB/CMD) : +10 ft speed, +8 Str, -2 Dex, +6 Con, +6 Natural Armor; low-light vision; Immune Cold, Electricity, Fire
Troll (Large; -1 Size AC and Atk; +1 Size CMB/CMD) : +6 Str, -2 Dex, +4 Con, +4 Natural Armor; low-light vision, darkvision 60ft, regeneration 5; bite attack (1d8), 2 claw attacks (1d6); rend (2d6)

----------------------------------------------------------

Combats:

[spoiler=Shoggoth Fight]
Shoggoth’s Initiative: +11 = Avg result of 21
Fighter’s Initiative: +16 = Avg result of 26

[u]Fighter’s Turn[/u]
--Fighter uses his standard action to use shapechange  Free action to transform into Ocean Giant: Attacks have -3 but damage increases, AC increases by 3; now has 15ft reach, CMD increased +6, CMB increased +5; Uses move action to get within 30ft of Shoggoth’s lair.

30ft between the two now

[u]Shoggoth’s turn[/u]
--- uses free action for maddening cacophony (W DC 22 vs Avg Will Save 28; Fighter saves and is immune for 24 hours; Shoggoth’s perception check identifies concealed fighter as food but also notices that its food has grown – uses a 5ft step action to get within reach and full attacks (needs a 14 or higher to hit; misses all attacks on avg); Fighter is too large to trample as both creatures are Huge.

Fighter on avg wins the fight; deals 27.5 dmg on average per hit—17.5 avg dmg after Shoggoth’s DR: Full attack from the fighter deals 122.5 dmg on average. Fighter wins within 5 rounds on average.

--results favorable--


Balor’s Fight:

Foresight negates surprise round of Balor;
Balor’s Initiative: +11
Fighter’s Initiative: +16

Fighter goes 1st on average.

Fighter uses free action to change from Ocean Giant form to Fire Giant form (+1 Atk, -1 AC) to reduce squeezing penalties, then one more free action to activate boots of speed (+1 Atk, AC, and Reflex saves). Then uses swift action to activate arcane strike and then uses a standard action to perform a full attack action against the Balor (AC 36) on average all attacks hit, three attacks from the scimitars are crits.

All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87

Balor takes 435 damage per round on average; Balor activates death throws (Ref 36 for half), fighter eats 50 unholy damage (Ref save avg 32).

----Results unfavorable----
----Fighter Wins----


Pit Fiend’s Fight:

Pit Fiend’s Initiative: +13
Fighter’s Initiative: +16

Fighter goes 1st on average.

Fighter uses free action to activate boots of speed (+1 Atk, AC, and Reflex saves). Then uses swift action to activate arcane strike and then uses a standard action to perform a full attack action against the Pit Fiend (AC 38) on average all attacks hit, three attacks from the scimitars are crits.

All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87
Pit Fiend takes 435 damage per round on average

----Results Favorable----
----Fighter Wins----

Tarn Linnorm’s Fight:

Foresight disrupts surprise round
Tarn Linnorm’s Initiative: +12
Fighter’s Initiative: +16

Fighter goes 1st on average.

Fighter uses free action to activate boots of speed (+1 Atk, AC, and Reflex saves). Then uses swift action to activate arcane strike and then uses a standard action to perform a full attack action against the Linnorm (AC 36) on average all attacks hit, three attacks from the scimitars are crits.

All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87
Linnorm takes 435 damage per round on average

----Results Unfavorable----
----Fighter Wins----


Ancient Gold Dragon’s Fight:

Foresight disrupts surprise round
Dragon’s Initiative: +12
Fighter’s Initiative: +16

Fighter goes 1st on average.

Fighter uses scroll of greater heroism on self (+3 atk, +4 saves, skill checks, immune to fear, +11 temp hp) as a standard action. Move action to re-equip scimitar. Free action to shapechange into a Huge Air Elemental for fly speed.

Dragon’s turn: Wearily moves closer (250ft) and unleashes it’s breath weapon attack (20d10 dmg; avg 110 fire damage; Ref DC 31); fighter takes half damage from the attack.

Fighter’s Turn: Move action to get closer, free action to change back into fire giant or other large giant; uses free action to activate boots of speed (+1 Atk, AC, and Reflex saves). Then uses swift action to activate arcane strike and then uses a standard action to perform a full attack action against the Dragon (AC 36) on average all attacks hit, three attacks from the scimitars are crits.

All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87
Dragon takes 435 damage per round on average

----Results Unfavorable----
----Fighter Wins----


Solar’s Fight:

Solar’s Initiative: +9
Fighter’s Initiative: +16

Fighter’s Surprise round

Fighter uses move-action combined with his rapid attack ability against the solar

All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87
Solar takes 389.5 damage per round on average

If the solar remains standing after the surprise round; the fighter gains another full attack against it. Certainly ensuring victory.

----Results Favorable----
----Fighter Wins----


Tarrasque’s Fight:

Tarrasque’s Initiative: +7
Fighter’s Initiative: +16

Fighter’s Surprise round (starts within 5 feet of the Tarrasque)

Fighter uses move-action combined with his rapid attack ability against the Tarrasque; then follows up with another full attack on the regular rounds.

-Rapid Attack Full Attack-
All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87
Tarrasque takes 389.5 damage per round on average

-Regular Full Attack-
All scimitar attacks hit: 1d8 + 32 + 2d6
Non Crit damage on average: 43.5
Critical hit damage on average: 87
Tarrasque takes 435 damage per round on average

After 5 minutes of beating on the Tarrasque; spends the remaining time in the form of a troll to regenerate lost hp; healing spells won’t help because the Fighter is cursed.

----Results Favorable----
----Fighter Wins----

Not a very good trick over all, just winning initiative and beating creatures with a standard action for the most part.


Every time you Shapechange all of your gear melds into your new form including your weapons and armour. You need to account for the action economy of dropping any weapons and anything which you need to activate to use and then picking them back up.

You need to read the base polymorph rules in the Magic chapter.

Also Shapechange seems to be your one and only means of flight. If that gets dispelled then you spend the rest of the day ground bound and easy prey for pretty much anything.


Goldie wouldn't act in that way. Breath weapon, move 250 foot far from you, quickened buffs, repeat and change breath with spells when he cannot breathe fire. Just with level 1 spells he reaches +12 to AC, touching 51. He may also cast haste, prayer and something else. He could also greater dispel you. You only hit on the first 3 attacks in that way, and Goldie eats you.


I like this figther but he dont get item discount if he have retrained the feats away and how Does he benefit from Arcane strike wasent the Sla quailfy for caster feats changed?


andreww wrote:

Every time you Shapechange all of your gear melds into your new form including your weapons and armour. You need to account for the action economy of dropping any weapons and anything which you need to activate to use and then picking them back up.

You need to read the base polymorph rules in the Magic chapter.

Also Shapechange seems to be your one and only means of flight. If that gets dispelled then you spend the rest of the day ground bound and easy prey for pretty much anything.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. *snip*

Nothing about gear melding into giant or other humanoid forms. Unless there was an errata about that, then the shapechange is a bad route for this fighter.

However you were discussing for the elemental form. I'd rather have everything meld into the body for this, then when the fighter moved and then changes as a free action back into a form that can use the items, the items unmeld and he tries to take out the dragon. That's my assumption anyways.

@ElMustacho: Since they start 300 feet apart, Goldie would have to close the distance gap in some way before using the breath weapon (60ft cone).If he uses a greater dispel attempt against the fighter's shapechange ability (DC 31) versus his CL 15 (avg attempt 25), fails most of the time. The next item down the line would be the Linnorm's death curse If I'm reading this correctly. The next item down the line would be either be the +5 buckler or the +5 haramaki, due to the d20 results (3rd d20 results in a 9 as per the rules) goldie's dispel attempt results in a 24, one shy of dispelling.

I do agree, the fight with Goldie can go many different ways. If he stayed at range and just strafed with his at will sunburst ability, he might win.

dragon fight again:

He can go buff first then come back:
goldie: buff and move: 550 feet away
fighter: run action 480 feet covered; 70 distance
does goldie breath and move? 320 feet distance
fighter double moves (run action) to be adjacent to goldie; if this qualifies for rapid assault then we attempt a full-round attack (-1 atk at highest bab, still have 1 slam attack at +39 (2d6+3)-does not get past DR.
goldie: full attacks the fighter, if the fighter survives (still maintains a DR 5/-):
fighter: transforms back into fighter giant form (gear unmelds) and full attacks the dragon, dropping him.

If the dragon moves within 250 to use greater dispel magic and targets the elemental form from shapechange, then two move actions, failed attack, dragon does a full-round action to melee the fighter (deals 109 dmg on avg, fighter takes 30 less damage over all).

If the dragon took a run action, the fighter wouldn't be able to keep up. The fight is dependent upon getting the dragon into melee range for the fighter. If this never happens within the remaining 15 minutes of shapechange, then the fighter loses hands down.

@Cap. Darling: The fighter does have enough feat space to shift a few things around to continue to keep the item crafting feats and enough skill points left over to keep the [Craft] skills. After rereading the SLA faq, the illegal feat would be the arcane strike but we could replace it with hammer-the-gap instead to help keep the damage up and improve action economy (saves a swift action).

Arcane strike is a flat: +5 dmg for all attacks
Hammer the gap is dependent on successful attacks: +0/+1/+2/+3 and +4/+5/+6 = damage bonus increase between 0 to +21

Over all, if all attacks hit, hammer the gap deals +14 damage less than arcane strike. The fighter deals enough damage, but that little bit extra always helps.


I'm not much of an optimizer, but couldn't you utilize gate as a buffed wizard with arodens spellbane and antimagic field to slaughter all of the outsiders?

Lantern Lodge

Unfortunately Shasf, Dragons do everything possible to stay out of melee range of a melee combatant. It was the Kensai's bane, having to deal with goldie for that very reason. I had to use a bait and switch with very, very calculated distances for my melee combatant to get close enough.


Hammer the gap is a good fix.

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