GreenGrunt |
4 people marked this as a favorite. |
Tactics Notes: This is just a GM reference for some of the NPCs in The Worldwound Incursion.
Alot of the spells I can't remember so I jot some notes as to effects and what not, so it will hopefully prevent me from burning the pages of rule books as I scramble to look at what does what when an NPC casts a spell. I was able to take notes up to Faxon, at which point, my brain exploded. I hope this helps anyone who is considering running this adventure. As an aside, I never really appreciated how deadly this adventure can be to low lvl parties until I started reading up on what these NPCs can be capable of (especially Faxon)... I modified the fiendish beetle because I would think it would have to be a little intelligent to cast smite good on opponents.
Millorn's Tactics
-Casts Blur (duration: 3 minutes), grants concealment (20% miss chance)
Spells: 0-4 1-3 2- 2
*Mage Armor- Duration: 3 hours (AC in stat block, otherwise AC 10)
*1 magic missle spell: Casts 2 magic missles @ 1d4+1/Range: 130 ft.
*1 Color Spray Spell: Range 15 ft. cone, Will DC save of 13/ PCs are unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious)
Hosilla's Tactics
Magic Weapon- Duration: 3 minutes; gives glaive a +1 to attack and damage (+5/1d10+3/x3; otherwise +4 to attack and +2 to damage)
Shield of Faith- Duration: 3 minutes; gives Hosilla a +2 deflection bonus to AC (already in stat block, otherwise AC 16)
Virtue Duration: 1 minute; gives Hosilla 1 temporary hit point (22 hp?)
Wand of Spiritual Weapon: Range-130 ft. Duration: 3 rounds; +3 to Attack, Damage 1d8+1 (45 charges)
Touch of Evil- 5x day for 1 round, melee touch attack, creatures are sickened for 1 round; sickened condition: target takes a -2 penalty on attk rolls,saving throws, skill checks, and ability checks.
Judgement of Destruction: 1/day: increases damage bonus of glaive to +4
Favored Judgement (Human) when fighting humans Hosilla gets a damage bonus +4 with the glaive (+5 damage if used in conjunction with Judgement of Destruction)
Judgment of Healing: When reduced to 6 hp, Hosilla switches to this judgment, giving her fast healing 1.
Cultists-
Protection from Good: Duration: 1 min; Effects: +2 Deflection bonus to AC and a +2 resistance bonus to saves vs. Good aligned creatures. Cultists gain another saving throw against spells or effects that possess or exercise mental control over the cultist; this save is with a +2 morale bonus. If successful, such effects are suppressed for the duration of the protection spell. While under the effects of this spell, the cultist is immune to any new attempts to possess or exercise mental control over the target. (New Cultist AC is 15 v. good creatures)
Command Range: 30 ft. Duration: 1 round Save: Will DC 14 Options: Approach- moves to cultist as quickly as possible, provoking attacks of opportunity; target can do nothing else but move. Drop- On its turn, the target drops whatever it is holding and cannot pick it up until the next turn. Fall- target falls to ground and remains prone for 1 round. It may act normally but suffers appropriate penalties (-4 to melee attacks, can move only 5 feet as a move action, standing up requires a move action and provokes attacks of opportunity; target that is prone cannot use ranged weapons except for crossbows and shuriken) Flee- On its turn, the target moves quickly away from the cultist. It may do nothing but move and provokes attacks of opportunity. Halt- The target stays in place for 1 round. It may not take any actions but it is not considered helpless.
Vagorg's tactics:
Potion of Invisibility- Duration: 2 minutes Effect: Stationary creatures that are invisible get a +40 bonus on their Stealth checks. Bonus is reduced to +20 Stealth if Vagorg is moving. If Vagorg attacks via spell or glaive the invisibility ends. Vagorg is in total concealment while invisible, attackers have a 50% chance to miss if they attack his square.
Mage Armor- Duration: 5 hours/ AC is reflected in stat block (Otherwise AC 15 w/o Shield)
Shield- Duration: 5 minutes/AC is reflected in stat block (Otherwise AC 15 w/o Mage Armor; AC 11 w/o either Mage Armor or Shield)
Summon Monster 1: Duration- 5 rounds; Range: 35 ft. Casting time: full-round action (Vagorg will cast this spell 4-5 times if possible)
Fiendish Fire Beetle: CR 1/3; XP 135; CE small vermin; +0 Initiative Senses low-light vision; Perception +0
AC: 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
Resistance: cold 5, fire 5
Offense
Speed 30 ft., 30 ft. fly (poor)
Melee bite +1 (1d4)
Smite Good 1/day ( bite is 1d4+1 damage against good creatures)
Stats
Str 10, Dex 11, Con 11, Int 4, Wis 10, Cha 7
Base Atk +0, CMB -1; CMD 9 (17 vs. trip)
Skills Fly-2
SQ luminescence
Treasure none
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead beetle's luminescent glands continue to glow for 1d6 days after its death.
Bull's Strength- if cast: cast time- 1 standard action/Duration: 5 minutes- Vagorg's Str increases to 17, giving him +6 to hit with his ranseur of the gargoyle (2d4+4/x3) and increasing his BAB to 4; CMB +5, CMD 16
Faxon's Tactics
Blindness/Deafness: Range 150 ft./Casting Time- 1 standard action/Duration: permanent/Save: Fort DC 16/Faxon must choose either blind or deaf for affected target: Blind: -2 penalty to AC, loses Dex bonus to AC (if any), takes a -4 penalty on Str and Dex checks and on opposed Perception checks. All opponents are considered to be in total concealment vs. blinded character (50% chance to hit). Blinded characters must make a DC 10 Acrobatics check to move faster than half speed. If this fails, character falls prone. (Core Book- pg. 565) Deafened: Character takes a -4 penalty on initiative checks, automatically fails on Perception checks based on sound, and has a 20% chance of spell failure when casting spells with verbal components. (Core Book- pg. 566)
Bestow Curse: Range touch; Casting Time- 1 standard; Duration: permanent; Save Will DC 17; Places a curse on character, Faxon chooses a -6 decrease to Str score of fighter types
Vampiric Touch: Range: touch; Casting Time: 1 standard; Duration: instantaneous/1 hour; Save none; Melee touch attack deals 2d6 damage. Faxon gains temporary hp equal to the damage dealt. Temporary hp disappear 1 hr later. Faxon cannot gain more than target's hp + Con score.
Hex- Evil Eye: Save Will DC 16 (reduces effect to 1 round), standard action- does not provoke attk of opportunity, 30 ft. range, duration: 7 rounds (see save), effects: either a -2 attack roll on fighter type or a -2 skill check on spellcasters.
Hex- Misfortune: Save Will DC 16, standard action- does not provoke attk of opportunity, 30 ft. range, duration: 1 round (Will negates hex), effects: any time target takes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Same creature can't be targeted by hex more than once per day.
Burning Gaze: Range 30 ft.; Casting Time: 1 standard; Duration: 5 rounds; Save Fort DC 15; Effect: target (1 target only) looked at takes 1d6 fire damage initially; burning creatures must make a Reflex save DC 15 to quench flames or catch fire, taking another 1d6 points of fire damage. Flammable objects worn by target must also save or take the same damage as the target. If a creature is already on fire, it suffers no additional damage from burning gaze.
Charm Person: Range 35 ft.; Casting Time: 1 standard; Duration: 5 hours; Save Will DC 15; Effect- charms humanoids (1 target) to ally and friendly status (see Core Book- pg. 254)
Command: Range: 35 ft.; Casting Time: 1 standard; Duration: 1 round; Save Will DC 15; Effect- Faxon chooses one of the following commands: Approach- moves to cultist as quickly as possible, provoking attacks of opportunity; target can do nothing else but move. Drop- On its turn, the target drops whatever it is holding and cannot pick it up until the next turn. Fall- target falls to ground and remains prone for 1 round. It may act normally but suffers appropriate penalties (-4 to melee attacks, can move only 5 feet as a move action, standing up requires a move action and provokes attacks of opportunity; target that is prone cannot use ranged weapons except for crossbows and shuriken) Flee- On its turn, the target moves quickly away from the cultist. It may do nothing but move and provokes attacks of opportunity. Halt- The target stays in place for 1 round. It may not take any actions but it is not considered helpless.
Burning Hands: Range: 15 ft. cone; Casting Time: 1 standard; Save Ref DC 15; Effect 5d4 fire damage