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Serious inquiries only please - 100th level adventure hook and module in development
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<blockquote data-quote="Fieari" data-source="post: 2453684" data-attributes="member: 16221"><p>Quick analysis of your Level 100 bard there, by comparing him to various creatures in the Immortal's Handbook.</p><p></p><p>The Maskim (CR 66, ECL 100) can only hit you ever on a nat 20, although with 8 attacks per round, that should come up often enough. Since it only hits you on a nat20 any way, it might as well power attack for full, meaning that when it does hit you, it's going to be laying on a world of hurt. Or, in other words, kill you in roughly nine or ten hits, dice depending.</p><p></p><p>It can make sneak attacks on you. Since your Sense Motive is only +10, it can do this practically without fail on every attack. Adding this in, it lowers the number of hits it needs to make on you to around six or so (again, dice depending).</p><p></p><p>If it hits, your fort save of +63 gives you a 65% chance of surviving its death attack (and, thusly, a 45% of dying). It will also be able to hide, in plain sight, from you with no chance of being seen.</p><p></p><p>You are pretty much immune to its Spell Like Abilities other than Wish (1/day), but then, some of its SLAs aren't offensive in nature and simply help it out in other ways, and your SR won't stop it summoning a Gloom helper.</p><p></p><p>As for you killing it...</p><p></p><p>Your Attack Bonus overwhelms its AC, pity you don't have Power Attack to take advantage of that. You don't penetrate it's DR, so that substracts 25 from every hit you deal. Furthermore, your weapon deals only nonlethal damage to it, as it has regeneration versus the same things as the DR.</p><p></p><p>Unfortunately, you seem to have no means of actually dealing it any damage at all. Hopefully, your party members are better equipped. Since you can hit it every attack (doing an average of 6.5 nonlethal damage per hit) you can deal it 26 nonlethal a round... but then it heals 25 of that back up. With HP comperable to your own, you aren't knocking it out any time soon.</p><p></p><p>Other bard skills... your perform check is sufficient that there's no way its making its save. So you can easily fascinate the bugger. I don't see anything indicating it being immune to mind altering effects. That's a clear advantage for you there.</p><p></p><p>Hm. This is a CR 66 to your level 100. I'd think you'd be able to do better against it. I mean, yeah, the fascinate thing is a real blow, but the fact that you are not actually capable of killing/seriously hurting it, and it CAN kill/seriously hurt you tells me you might want to think about tweaking your build slightly. Give your weapon some more traits so you can deal with a wider variety of DRs and Regens. You've focused so strongly in some skills (the +competence bonus items might actually be broken... personally, I think WotC screwed up when pricing a +skill items) but completely neglected some others, which could be the difference between life and death sometimes.</p><p></p><p>I mean, when you come across a Maskim, it's going to be hiding first of all, so you likely won't know its there until it's too late. You don't seem to have any points in spot, and your cleric spells (you know, Scry, Locate XXX, and other divinations) aren't going to be able to penetrate its SR by a longshot (your bard level is high enough not to worry too much about the SR, but I don't see any divinations there)... which means that basically, it can simply hide from you and either you'll never find it, or it'll snipe at you until you die.</p><p></p><p>Of course, with a full party compliment of level 100 characters, you'll fill in each others weak points, but still. What if you get seperated for some reason, and Anti-Magic Fields prevent you from communicating for help? You should still be able to readily deal with a CR 66 challenge...</p></blockquote><p></p>
[QUOTE="Fieari, post: 2453684, member: 16221"] Quick analysis of your Level 100 bard there, by comparing him to various creatures in the Immortal's Handbook. The Maskim (CR 66, ECL 100) can only hit you ever on a nat 20, although with 8 attacks per round, that should come up often enough. Since it only hits you on a nat20 any way, it might as well power attack for full, meaning that when it does hit you, it's going to be laying on a world of hurt. Or, in other words, kill you in roughly nine or ten hits, dice depending. It can make sneak attacks on you. Since your Sense Motive is only +10, it can do this practically without fail on every attack. Adding this in, it lowers the number of hits it needs to make on you to around six or so (again, dice depending). If it hits, your fort save of +63 gives you a 65% chance of surviving its death attack (and, thusly, a 45% of dying). It will also be able to hide, in plain sight, from you with no chance of being seen. You are pretty much immune to its Spell Like Abilities other than Wish (1/day), but then, some of its SLAs aren't offensive in nature and simply help it out in other ways, and your SR won't stop it summoning a Gloom helper. As for you killing it... Your Attack Bonus overwhelms its AC, pity you don't have Power Attack to take advantage of that. You don't penetrate it's DR, so that substracts 25 from every hit you deal. Furthermore, your weapon deals only nonlethal damage to it, as it has regeneration versus the same things as the DR. Unfortunately, you seem to have no means of actually dealing it any damage at all. Hopefully, your party members are better equipped. Since you can hit it every attack (doing an average of 6.5 nonlethal damage per hit) you can deal it 26 nonlethal a round... but then it heals 25 of that back up. With HP comperable to your own, you aren't knocking it out any time soon. Other bard skills... your perform check is sufficient that there's no way its making its save. So you can easily fascinate the bugger. I don't see anything indicating it being immune to mind altering effects. That's a clear advantage for you there. Hm. This is a CR 66 to your level 100. I'd think you'd be able to do better against it. I mean, yeah, the fascinate thing is a real blow, but the fact that you are not actually capable of killing/seriously hurting it, and it CAN kill/seriously hurt you tells me you might want to think about tweaking your build slightly. Give your weapon some more traits so you can deal with a wider variety of DRs and Regens. You've focused so strongly in some skills (the +competence bonus items might actually be broken... personally, I think WotC screwed up when pricing a +skill items) but completely neglected some others, which could be the difference between life and death sometimes. I mean, when you come across a Maskim, it's going to be hiding first of all, so you likely won't know its there until it's too late. You don't seem to have any points in spot, and your cleric spells (you know, Scry, Locate XXX, and other divinations) aren't going to be able to penetrate its SR by a longshot (your bard level is high enough not to worry too much about the SR, but I don't see any divinations there)... which means that basically, it can simply hide from you and either you'll never find it, or it'll snipe at you until you die. Of course, with a full party compliment of level 100 characters, you'll fill in each others weak points, but still. What if you get seperated for some reason, and Anti-Magic Fields prevent you from communicating for help? You should still be able to readily deal with a CR 66 challenge... [/QUOTE]
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