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Orthos wrote: I'm curious, how does the Acid Pool work? Is it an emanation from her location (so like a damage aura?) or something that comes off her breath weapon? Comes off of her breath weapon - she hwarfs a stream of acid that forms the acid pool at the end of the stream. At least as I see it. Thus the range, although it shouldn't be the same range as the regular line, so I halved it.
Gear loss update: Mulder "da Cultist"'s fiery demise as a result of the Jabberwock's eye beam dealt 18d6 fire damage for a total of 63 points, although subsequent rounds of joyous combustion are due to be thwarted by Torsin's impending wish. The resulting loss of gear in estimated market value is 904,000 gp, leaving him with a celestial breastplate of determination - damaged, +5 adamantine sickle - took 1 point, +3 mithral heavy shield - damaged, +1 mithral morning star - damaged, +1 cold iron morning star - broken. Asides from The Book his unfortunate character is now completely bereft of all gear that he was carrying, including a best-guess estimate of roughly 50,000 gp in costly material components and foci. Zin Serina left behind a total of 10 items that were not retrieved by her comrades... If by some means Torsin's aforementioned wish is not uttered, the subsequent rounds' fire damage continue unabated. The second round's 66 fire damage will yield the following results:
Assuming purely averaged damage per round, the mithral items will lose 10 hit points per round while the sickle loses 1 hit point per round. The shield melts into slag on the 5th round of combustion with the armor melting into slag on the 6th round. The sickle will survive for another 48 rounds after the first two for a survival time of 5 minutes.
Not even my Reach Rod? I thought that it made of metal would have made it through the fire. I don't have a lot of money left, I am also a big target in battles. To top it off I am now very short and small. Maybe it might be best for me to retire, at least till I can build up some equipment. I was squishy as it was even with the equipment I had, this thing 1 hit me and destroyed almost everything I had. This will need to take some thought on consultation with the group.
Da Cultist wrote:
Hardness 10 and 10 hit points against 63 fire damage is a Bad Thing. 63 halves, rounding down, to 31 -10 hardness = 21 damage, 11 past its 10 hit points. The Jabberwock, aka "Mr J", is a fearsome foe. As has now been established by the fiery demise of 2 PCs. Glorious! ;) If it's any consolation, they're not out of the woods yet. So to speak. <evil grin>
As a reminder to all: Galen Starmight (the Mystic Theurge ruler of Cordelon) lost everything but his workshop-phylactery, a spare divine focus and a spare spell component pouch as a result of the slobberknocker with the King of Pitax and his gaggle of guards, pets and mini-onions. He rebuilt a decent stash of gear with the six months' time that he had available between chapters 5 and 6. I suggest that you update your dual-shield fighter (or whatever the other character is that you very briefly played) to 18th level with WBL-appropriate gear before the session on the 10th of June. Even without his stuff, so long as you have The Book and a spell component pouch you remain a formidable character committed to the kingdom he helped found in addition to being all Lawful Good and whatnot. Would he seriously retire without consideration for the entire city of devotees that follow his example?
Turin the Mad wrote:
And this had nothing to do with the kingdom ruler income he was getting? Turin the Mad wrote: Even without his stuff, so long as you have The Book and a spell component pouch you remain a formidable character committed to the kingdom he helped found in addition to being all Lawful Good and whatnot. Would he seriously retire without consideration for the entire city of devotees that follow his example? The problem is that I was obviously too squishy to began with to deal with this team, and not it is even worse, so yeah we might be able to deal with "Mr. J" now, but I will be naked to deal with anything else we might come along and are again unprepared for. So in short, I have been seriously de-powered, my armor doesn't even fit me any more, and expect me to still go after equal or greater foes even though I was one shot killed. Can you see the insanity? When I say retire, I do say retire from adventuring. At this point is it not better for me to help the evacuation than adventure? We don't have the gold or time that the construct king had to re-make some basic gear. There are many types of heroes, and I have been through a lot, the question is now where am I best to be, on the fighting field about naked, or back at home evacuating. (OOC: At this level, gear is 1/4 to 1/3 if not more of leveling power. I died in one hit before, and now I am even weaker with no time really to recover, yes my character is a hero, but I was out of my league, and even more so now, what would you do in this situation? Yeah in the end I think I will be sticking with this character, but I don't expect him to survive, unless you tell me other wise, more than it will take to get to first initiative for the baddy, *oh look naked healer-ZAP*. -Hexen.)
What ruler income? :) Nekkid characters are generally low-priority unless you do something to warrant its attention. The main reason the Jabberwock zorched you was that you were on the causeway, not that you're a cleric. You were unprepared, not out of your league. I can think of 3 sources of fire immunity just from the Core Rulebook alone that are from spells. This does not count domains, bloodlines and a prestige class in the Core Rulebook. Or any of the gobs of stuff from the APG, UM & UC. If the group goes in prepared, you have a good chance of punking the Jabberwock much the same as the group punked a CR 26 templated great wyrm black dragon. You should collectively be able to weather its attacks and abilities with preparation. I was amazed that the group didn't "spell up" after talking to the elf ghosts. Gear does account for calculating APL, this is true. You might want to peruse some earlier notes and mostly consider that you should be eyeballing gear nearer to ~14th level or so to be considered 18th for APL purposes. The Book accounts for ~150k gp on its own...
Reviewed notes on the Queen of Forgotten Time from last year. All I can say is that she has the second-highest defensive stats that I've ever done up. Only the Devourer from the Nether Dark(ness) has better stats in terms of defense. This will make things very interesting for Our Monarchal Miscreants on the 10th, maybe / preferably on the 24th...
Eenie meanie miney moe, nuke someone until they glow, if they holler, let blood flow. My diety told me not to play patty-cake with green-haired women... I forgot. Soon-to-be-famous last words: "I can solo the Jabberwock in one round!"
Mergy wrote: Turin, was that the standard lesser Jabberwock from the book? Not for an APL ~24-25 group it's not. This is a variant "simulacrum" of the 'real' Jabberwock (which I peg at 53 HD). This 'lesser' Jabberwock is ~CR 27. The vanilla book 6 would be a cakewalk for this group. The most important critters have been Turinized. :)
The countdown began with Mulder "da Cultist"'s fiery demise (staved off via his armor). Even as they make ready to flee to the Material Plane - in one case, possibly to fetch an army of 200 3rd level elf Paladins to return to "own" the Jabberwock - the Queen of Forgotten Time's minions and forces deploy across the whole of the River Kingdoms. Tick, tock, tick, tock. ... the sands of doom flow through the unseen hourglass, hastening the conclusion of events set into motion years before with the seduction of the Stag Lord, the slaying and de-horning of a unicorn, the granting of a boon upon Irovetti and the recovery of Her lost Heart. Can the champion of Gorum wielding Ovirnbaane, the Queen of Starfall, the King of Cordelon, 3 qmf'ing dolls and an archmage with draconic aspirations act decisively in time to halt the Doom at hand? Will Our Monarchal Miscreants be able to strike down the Queen of Forgotten Time before the worst of the blooms vomit forth death upon the River Kingdoms? We will find out the first part of the conclusion of Sound of a Thousand Screams in but five (5) days' time!
I forgot to post the Misbegotten Troll that this group stomped a mudhole in.
The Misbegotten Troll (CR 20 [6+1+2+9+2]) Male Advanced Half Red Dragon Troll Antipaladin [Black Knight] 20th CE Large (tall) dragon Init +3 Senses darkvision 60 ft., low-light vision, scent; detect good (move action, single target within 60 ft.); Perception +42 Defense Aura 10 ft. – cowardice, despair, sin, depravity: creatures normally immune to fear lose this immunity; -4 penalty on all saving throws against compulsions and fear; -2 penalty on ALL other saving throws; Overwhelming Chaos and Evil AC 33, touch 12 touch AC 21 to zap one of his pixie cages, flat-footed 30 / ff touch 9; (+3 Dex, +11 natural [5+2+4], –1 size = 23/ ff 20, touch 12/ ff touch 9) (+10 armor = 33 AC/ ff 30 ) || Smite Good AC 41, touch 20 touch AC 29 to zap one of his pixie cages (flat-footed 38, flat-footed touch 17); Feint DC 43 (41)
Immune fire, paralysis & sleep effects; bleed effects unless caused by attacks/effects that deal acid damage; delay poison Fort +41 = +43 (base 18 [6+12] +15 Con +5 Cha {+38}), Ref +19 (base 8 [2+6] +3 Dex +5 Cha {+16}), Will +29 = +31 (base 14 [2+12] +5 Wis +2 iron will +5 Cha {+26}); Resist good 15, lawful 15, acid 30, cold 30, electricity 30, sonic 30; Protection acid 120 [_________], cold 120 [__________], electricity 120 [_________], sonic 120 [________] Offense
Melee bite +40 (1d8+15), 2 claws +40 (1d6+15) = +42 attack (1d8+17 bite, 1d6+17 claws; rend = 1d6+25); Power Attack +35 bite (1d8+31), 2 claws +35 (1d6+31; if either claw hits = rend 1/round adds 1d6+25 plus 1d6 plus 1d6 bleed added to that claw’s damage)
Space 10 ft.; Reach 10 ft. (15 or 20 ft. using reach weapons) Special Attacks weapons are treated as evil-aligned; any attack made against enemies within 10 feet of him are considered evil-aligned when overcoming DR | Knight’s Charge, Ride-by Attack, Spirited Charge, Mounted Skirmisher
Statistics
Base Atk +26 (6 racial +20 antipaladin); CMB +42 (base attack 26 +1 size +15 Str = +42); CMD 45 (base attack 26 +1 size +15 Str +3 Dex = 45 CMD); Melee AB +40/+35/+30/+25 (26 -1 size +15 Str = +40); Ranged AB +28/+23/+18/+13 (26 -1 size +3 Dex = +28) Feats Intimidating Prowess, Iron Will, Skill Focus (Perception), Toughness; Proficient with all simple and martial weapons, light armor, medium armor, heavy armor and shields; Quick Draw, Power Attack (-7 attack = +14 damage, +21 damage using 2-handed weapons, +7 damage using light weapons(, Mounted Combat (2/round when his mount is hit in combat he may attempt a Ride check @ +31 as a free action opposing the foe’s attack roll – this of no use in his mind against attack rolls higher than 40), Ride-by Attack (move – charge attack – move in any combination of movement so long as this is in a straight line up to no more than twice his movement speed), Spirited Charge (2x damage with a charge = 3x damage when using a lance), Trick Riding, Mounted Skirmisher (if his mount moves its speed or less he can make a full-attack action), Greater Rending Fury Skills Intimidate +31 = +34 = +36, Perception +42, Fly +9, Climb +26, Handle Animal +26 = +29, Ride +34, Stealth +20 Antipaladin Spells Prepared – CL 17th, concentration +22 [17 +5 Cha], DC 15+SL | 6 1st, 5 2nd, 4 3rd, 4 4th
Languages Abyssal, Common, Draconic, Giant Gear:
Large blackened mithral non-humanoid banded mail +3 of luck (37,500 gp; 70 lbs. | hardness 21, 100 hp | +10 armor, +3 max Dex, -3 check penalty, CL 12th [item saves +8]) with +1 cold iron armor spikes (+20 lbs. | hardness 12, 20 hp | 2,500 gp | 1d8 piercing base damage | Large sized | CL 3rd [item saves +3]) 1x Large lance w/ unholy sword cast upon it (20 gp; 20 lbs; hardness 5, 20 hp unless temporary enhancements matter) 1x Large rod of the profane ruler’s might – only works for antipaladins or Chaotic Evil divine spell casters
+6 headband of alluring charisma (CL 8th [item saves +6]; 1 lb., hardness 10, 5 hp | 36,000 gp, dispel DC 19); spyglass Spells from NPC Who Shall Not be Named (CL 25th = dispel DC 36)
Fiendish Servant – FRA to call to his side 4/day [__] [__] [__] [__]; equivalent to a 6th level spell; summon monster IX for a unique fiendish animal / chaotic and evil subtypes that gains SR 31 & the advanced simple template 20 HD advanced fiendish winged triceratops Space: 15 ft. Reach: 15 ft. SR 31 Speed: 30 ft., fly 200 ft. (poor); Fly +16 CE Huge Outsider (augmented animal, chaotic, extraplanar, evil); moderate aura of chaos and evil Init +1; Senses: darkvision 60 ft. low-light vision, scent; Perception +26 = +28 (20 ranks +3 trained +3 Wis) Defense delay poison; DR 10/adamantine (150:__________________________)
Abilities: 32 Str (+11), 13 Dex (+1), 23 Con (+6), 6 Int (-2), 16 Wis (+3), 11 Cha; Base Attack +15;
Initially his tactic is simple: trampling charges through the massed ranks of his foes, skewering via Spirited Charge and unholy lances all those he’s picked as worth smiting mightily. He is a perv, but he’s a smart perv – he goes for the men and dolls first, although admittedly Ian’s monk and Julie’s EK are arguably not to his tastes. He simply trample-charges everyone he can. As soon as foes are taking to the air, he eliminates them first, starting with the fastest. He relies heavily on his considerable defenses and regeneration, quickly noting whom his unholy weapons “flare” against and whom they do not. His necklace of lovelies, armor of luck and all-around excellent saving throws should make him really tough to eliminate unless the players are willing to eliminate the pixies in their cages. [Touch AC to hit them is 9 harder than his own touch AC.]
Orthos wrote:
I live to inspire such moments. \o/
*
Excepting the epilogue in two weeks, today's events abruptly wrought the conclusion of Kingmaker Chapter 6 "Sound of a Thousand Screams". Nyrissa sent the 'lesser' Jabberwock after the annoying heroes interfering with her plans to construct the most awesome snowglobe ever made. Mulder's fiery demise was confirmed, our heores fled through the gate they burned from a scroll in burbling confusion, avoiding any more fiery deaths via laser. Raiding their arsenals of high-end scrolls, rezz'ing Zin Serina, true reincarnating Mulder - now a gnome with shockingly bright pink hair - and waiting 9 hours to permit the wizards to rest and replenish spells they planned mightily to layeth the smack down upon the Jabberwock. This included Lord Starmight fabricating several dozen mini-barrels worth of alchemical ice. At 7 p.m. they fired up another gate into Thousandbreaths, teleported to a point a half-mile along the causeway leading up to the House at the Edge of Time's gatehouse some 100' above the bridge and started buffing to a fare thee well. They spent another few minutes closing to within perhaps 100 - 150 paces of the gatehouse and finished the rst of their buffs - including : Torsin and Mulder assuming the forms of Huge Gold Dragons form of the dragon III, Armag-Varn, Eirwen Kirsi and Zin Serina assuming the forms of Huge fire giants via giant form II and slathering on reists, protections, and immunities to fear. All told the buffs combined with a deeper darnkess upon one of Armag-Varn's ioun torches provided a massive bubble of total concealment. The Jabberwock waited for a couple rounds to see if the blob was going to get closer. When it did, it took wing from the top of the gatehouse, closed to within blindsight range - noting two dragons - and took a nat-19 Greater Vital Strike potshot at the fire giant that turned out to be Zin Serina. Critical hit or not, immunity to fire is pretty sweet. As is immunity to fear. The resist cold that Nyrissa had cast upon the Jabberwock had long since worn off during the 9 hours after the PCs had departed. Sadly, the trio of fire giant PCs took advantage of Starmight's quartet of carts worth of alchemical ice and hucked three mini-barrels of icy death at the Jabberwock. The rude surprise came from Torsin's volley of 18 telekinetically flung barrels of the stuff, followed by Starmight's volley of 17 MORE telekinetically-flung volleys of alchemical icy horror. 1,944 points of nonethal damage later found the Jabberwock slammed into the sturdy causeway. Dispatching the Jabberwock - despite its 35 regeneration - was a matter of another two rounds, the first of which was mostly spent by the group moving into coup de gras position. Two rounds after the Jabberwock was crushed Nyrissa herself emerged from the roof of the gatehouse and gave her monologue. this will accompany her stat block later. Nyrissa's awesome AC and save bonuses thwarted all the initial attempts to grease her, although her blinding beauty didn't take out anyone's vision. Armag-Varn was delayed a bit via euphoric tranquility while Starmight ate a clashing rocks the round beofre. Mulder *barely* avoided a horrid fate by way of a quickened feast of ashes. As is their want my normally trusty Cthulhu dice chose this moment to betray the BBEG of Kingmaker, resulting in death by massive damage after blowing the Fort save against Eirwen Kirsi's horrid wilting. The only damage she took shrivelled her in much the same manner as Angmar the Lich-king (or whatever his name is) from Return of the King. Thousandbreaths merged rather violently into Thousand Voices, bad guys scattered to the winds (those that the merging didn't snuff) and the River Kingdoms were spared from becoming a First World snow globe. Our Monarchal Miscreants leveled to 20th and rejoiced mightily. We'll hash out the epilogue in a couple-three weeks or so. Numerous stat-blocks will be posted during the interim.
Sounds like the ending to my Savage Tide game...death by Nat-1 on the massive damage save. Good cheer, Monarchists! What's on the horizon, Sir Turin? More KM?, or straight to lowby-heaven lelev one Carrion Crown? CoC is happening on off-weeks, yes?
psionichamster wrote:
Grumpy GM commentary:
To be brutally honest, the BWMC-fest that this session became conveniently resulted in the 1-in-100 or so double-nat-1. In the near-term Armag-Varn's player will start up a Chaos Earth campaign in July, presumably to be followed by one or more of the rest of the group taking turns as the screen monkey. It's time to take a breather from GM'ing Pathfinder for a spell. Call of Cthulhu starts this coming Saturday the 16th. ^__^ EDIT: sadly, this will only be played once a month. I'm tentatively planning Carrion Crown for a 60-point-buy group when the request comes to be the screen monkey again. When that will be presently remains unknown. S&S seems likely to be the following campaign afterwards, depending upon what grabs my players' interests at that time.
*
The Queen of Forgotten Time ... Nyrissa – CR 26 Exemplar Nymph gestalt nymph druid (storm druid) 14th/ monk (martial artist) 21st NE Medium Fey Initiative +15 = +18 w/ gear; # of AoO: 19 Senses: low-light vision (x3), eyes of the storm 30 ft. {ignores/sees through up to 30 feet of magical fog, gas, mist, rain, wind or similar inclement weather conditions}; Greater Blind-Fight (her melee attacks ignore less than total concealment; treats those with total concealment as if they have normal concealment – rolling twice when doing so, taking the higher die roll; if she successfully pinpoints hidden or invisible foes they gain NO advantages related to hitting her with attacks); Perception/Sense Motive +41; foresight = never surprised nor flat-footed; scent – aspect of the wolf; Feint DC 51 Aura: blinding beauty (45 ft., DC 41 Fort for all humanoids to negate permanent blindness [10 +10 +19 Cha +2 ability focus]); antilife shell (10 ft – only constructs, elementals, outsiders & undead may pass); winds of vengeance = immune to gases, wind effects, ranged weapons (including massive ones) – creatures that hit her with a melee attack allows immediate action against the attacker = DC 36 Fort to halve 5d8 bludgeoning & knocked prone/ Huge flying = checked/ Large or smaller flying = blown away [CRB page 439] Speed: 100 ft., swim 30 ft.; Acrobatics/Escape Artist/Fly +42 (+90 jumps), Climb/ Swim +34, Ride +23; winds of vengeance = Fly 60 ft. (perfect) = Fly +50 DEFENSE: • AC: 74 = 85 w/ gear, 64 flat-footed (incorporeal touch +5 natural armor – barkskin) • Incorporeal Touch AC: 69 = 80 w/ gear (78 w/o foresight), 59 flat-footed (touch +8 bracers of armor) • Touch AC: 61 = 72 w/ gear (70 w/o foresight), 51 flat-footed (10 +16/+19 Cha deflection bonus +15/+18 Dex +14/+17 Wis +1 dodge +5 monk +2 insight) <10 +15 Dex +14 Wis +1 dodge +5 monk +16 deflection = 61 touch, 44 ff touch w/o gear> • CMD: 87 = 103 w/ gear (10 +19 base attack +7/10 Str +15/+18 Dex +5 monk +1 dodge +14/+17 Wis +16/+19 deflection from Cha +2 insight +2 competence) <10 +19 +7 +15 +5 +1 +14 +16 = 87> <+3 Str +3 Dex +3 Wis +3 Cha = +12 w/ gear!> • Fort +40 = +49 w/ gear (base 12 +12/+15 Con +16/+19 Cha racial +5 resistance +1 luck)
• Reflex +43 = +54 w/ gear, improved evasion (base 12 +15/+18 Dex +16/+19 Cha racial +5 resistance +2 insight +1 luck)
• Will +42 = +51 w/ gear (base 12 +14/+17 Wis +16/+19 Cha racial +5 resistance +1 luck)
• Hit Points: 425 @ no gear = 486 w/ gear, DR 15/cold iron (48 [8d6 racial HD] +104 [13d8 class HD] +252 | +315 Con <+63 hp from increased CON> +21 favored class) {21 total hit dice} __________________________________________; fast healing 5 – blessing of the salamander; KO @ -25 hp, slain @ -82 hp • Immune: fatigue/exhaustion, stunning, energy drain, death effects, deafness/deafening, wind effects – natural and magical (ex); freedom of movement, negative energy – death ward • Resist: ability damage/drain/penalty resistance 10 (ex); electricity 25 (ex); acid 30, cold 30, fire 30 & 20, sonic 30; Protection acid 120 [__], cold 120 [__], electricity 120 [__], fire 120 [__] • Gale Aura (su, std, 14 rounds/day): 30’ aura of winds – creatures cannot take a 5-foot step; enemies treat each square that brings them closer to her as difficult terrain but otherwise moving normally) OFFENSE:
• Special Attacks: +1 bonus on critical hit confirmation rolls
• Spell-like Abilities:
• Prepared Druid Spells (CL 26th, DC 27+SL <24+SL>, concentration +43 = +47 defensive <+40> [26th CL +14/+17 Wis]) +5 1st, +4 2nd – 5th, +3 6th – 9th
• Domains – Air, Weather (storms subdomain) – spontaneous conversion into domain spells
STATISTICS:
• Feats: Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse (racial); Defensive Combat Training (9th), Dimensional Agility (11th), Dimensional Assault (13th), Dimensional Dervish (15th), Ability Focus (blinding beauty) (17th), Quicken Spell (19th), Suspend Spell Rituals (21st); Combat Reflexes (monk 1st), Quick Draw (monk 2nd), Improved Trip (monk 6th), Improved Critical (temple sword) (monk 10th), Spring Attack (monk 14th), Greater Blind-Fight (monk 18th) • TRAITS: birthmark (free divine focus; +2 trait vs. charms & compulsions); dangerously curious • SKILLS (13):
• LANGUAGES: Common, Druidic, Sylvan (native); Abyssal, Aklo, Aquan, Auran, Draconic, Elven, Ignan, Infernal, Terran (9 bonus from INT) +6 belt of physical perfection; +6 headband of mental prowess (Wis, Cha); +8 bracers of armor; +5 amulet of mighty fists
Flavor Text (full-round action monologue): “You break into my house, steal my property, and murder my servants and my pets. And THAT is what grieves me the most. You killed my Jabberwock. I am almost beside myself with grief. I raised that Jabberwock from the time it was but a tissue sample.” She sighs. “I give you two options. The easy option for you is to return to your lands, abdicate your titles and leave the River Kingdoms never to return. The hard option for you is that I destroy you, your families and your friends before seizing your lands. The choice is yours.”
*
Some other assorted stat blocks for everyone's enjoyment: Hour 1 – The Whirling Lake – 8 Mighty Elder Water Elementals (encounter CR 21) Neutral Huge Outsider (elemental, extraplanar, water) Space/Reach: 15 ft Initiative +11; Senses: darkvision 60 ft, Perception +24, Knowledge (planes) +24 Defense
Offense
Special Attacks
Day Hour 9 – The Horned Hunters – encounter CR 23 = 9 p.m. 12 CR 15 ‘hounds’ = CR 22 [dawgs with horns?] “The Horned Hunter” is an exemplar old satyr Zen Archer ex-Monk 20th [base CR 7 creature, Bestiary p 241] = CR 20 ‘boss critter’ Ability Score Array = 26 Str (+8), 29 Dex (+9), 27 Con (+8), 24 Int (+7), 35 Wis (+12), 29 Cha (+9) CN Medium outsider (augmented fey, native) DR 15/chaotic and cold iron [+5 permanently enchanted weapon also bypasses] Hit Points: 480, KO threshold @ - 22 hp (14+8 Con bonus), slain @ -55 hp (27 Con +28 hit dice); 28 total hit dice (48 [8d6] +160 [20d8] +224 CON [8x28] +20 favored class +28 toughness) Speed: 110 ft (40 +10 exemplar +60 monk) [+40 bonus on Acrobatics checks made when jumping]; slow fall (any distance) Senses: low-light vision (x3); Perception +47 = +77, Sense Motive +43 = Feint DC 53 | true seeing 120 ft AC: 43, 34 ff (touch +5 natural) <40, 31 ff w/o gear>
Fort +22 (14 base [2 +12 monk] +8 Con +x) <+22 w/o gear>
BAB +19/+14/+9/+4; flurry w/ bows = +22/+22/+17/+17/+12/+12/+7 [roll 3d20 for each shot’s attack roll – keep best for attack & second best for confirmation] (4 racial +15 monk) uses Wis instead of Dex for bow attacks
Tactics: The Horned Hunter’s tactics are pretty straightforward – sicc the ‘hounds’ upon the PCs, then spend 2 ki per round for Dimensional Dervish + full-round longbow attacks made just inside of point-blank range with the second shot on each round made as a stunning shot (stunned for most, staggered for the constructs). The second arrow he shoots in the day is a Quivering Arrow, with the intent to slay the target on the spot. He targets Thomas’ constructed man if he is still in play at the time of this encounter – otherwise, he quivering-staggers the monk with his second shot (letting his first arrow be harmlessly deflected) before focusing his fire further, if necessary. If he is down to his last few hit points (within ‘range’ of his KO threshold), he voluntarily fails his saving throw using the immediate action to activate the ring of retribution in a final attempt to destroy his foes. Ki Pool (su): 21 points (10 +12 Wis -1 “permanent reserve” – arrows are treated as if unarmed strikes – enjoys the same ability to bypass DR & deliver Stunning & Quivering shots)
Pipes (su, uses masterwork pan pipes): 60 ft radius – mind-affecting sonic effect (also charm or fear as appropriate) – choice of charm person, fear, sleep or suggestion – all of these effects have a saving throw DC of 29 Spell-like Abilities (Sp, CL 28th, concentration +37)
SKILLS (17x8 + 15x20 = 136 +300): 28 ranks in each skill unless otherwise marked
• Languages: Common, Sylvan (native); Aklo, Aquan, Auran, Draconic, Elven, Ignan, Terran (7 bonus languages from Intelligence) FEATS: Dodge, Mobility, Improved Unarmed Strike, Skill Focus (Perception), Weapon Finesse, proficient with all bows, monk weapons and simple weapons (racial); Combat Reflexes can make AoO w/ arrows from his bow; 10 AoO/rd (monk 1st), Weapon Focus – horns (9th/monk 1st), Precise Shot (monk 2nd), Weapon Focus – longbow (B monk 2nd), Feral Combat Training – horns can use feats that have IUS as a prerequisite as well as effects that augment an unarmed strike with his horns (11th/3rd), Point Blank Master – longbow [bow does not provoke AoO when firing while threatened] (B monk 3rd), Toughness (13th/5th), Improved Precise Shot [ignores less than total concealment & less than total cover] (monk 6th), Weapon Specialization – longbow (B monk 6th), Point-Blank Shot (15th/7th), Impact Critical Shot [whenever he confirms a critical hit with his bow – in addition to the normal effects – if his confirmation roll exceeds the target’s CMD he can push that foe back as if by bull rush or knock the target prone as if by trip – this does not provoke AoO & he cannot move to follow that target as part of the bull rush] (17th/9th), Improved Critical - longbow (monk 10th), Cluster Shots [when he makes a full-round attack against the same opponent, he totals the damage from all hits before applying damage reduction – massive trauma is not applied unless the damage dealt equals or exceeds half of that foe’s full normal hp] (19th/11th), Dimensional Agility [after using abundant step he can take any actions he still has remaining on his turn; +4 bonus on concentration checks when using teleportation effects] (21st/13th), Pinpoint Targeting [x] (monk 14th), Dimensional Assault (23rd/15th), Dimensional Dervish [he can take a full-attack action while simultaneously activating abundant step as a swift action – he can teleport up to twice his speed, dividing this into increments before his first attack, between each attack and after his last attack – he must teleport at least 5 feet each time he teleports – he can use ki from his pool to increase his speed before determining the total speed for this teleportation] (25th/17th), Snatch Arrows [x] (monk 18th), Stunning Fist (27th/19th) GEAR (CR 20 heroic NPC = 159,000 total gp value – 55k bow, 40k prot, 64k other): 1 dose ointment of true seeing, CL 20th [dispel DC 31, duration: 20 minutes] 1 dose ointment of mind blank, CL 20th [dispel DC 31, duration: 24 hours] 1 elixir of acute senses, CL 20th (+30 enhancement bonus on Perception checks for 20 minutes) 1pair of greater bracers of archery [25,000 gp, 1 lb, +2 competence attack, +1 competence damage w/ bow] 1 ring of retribution [15,000 gp – detonates in a 30 ft radius burst dealing 10d6 fire damage, DC 14 Reflex half, as an immediate action – if he is slain by the detonation, his gear is also destroyed excepting this ring] 1 ring of spell storing [50,000 gp +1,000 gp for the spell caster’s services; holds extended spell immunity] [spell immunity, CL 20th, duration: 400 minutes, vs. 5 spells: bestow curse, enervation, fireball, ray of enfeeblement and resilient sphere] +1 huntsman’s mighty +8 composite longbow [9,200 gp – hardness 9, 25 hp – +1 enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day; +1d6 bonus damage dealt to creatures he has tracked in the past day] w/ 35 +5 seeking longbow arrows [50,435 gp = 1,441 gp/shot = 10,087 gp per flurry of shots w/ 7 arrows] & 15 whetstone-sharpened adamantine arrows +2 ring of protection
CE Gargantuan Dragons
AC: 33, 27 ff (touch +21 natural)
Hit Points: 232 each, regeneration 10/cold iron, DR 15/cold iron (15 racial hit dice) Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep; SR 25 BAB +15
Special Attacks:
FEATS: Blind-fight, Power Attack, Cleave, Improved Bull Rush, Combat Reflexes (7 AoO/rd), Improved Initiative, Lightning Reflexes, Improved Critical (bite) SKILLS: Fly +18, Perception +24, Swim +40; Languages Aklo, Draconic, Sylvan
Hour 16 – The Frozen Bloom – 6 advanced Wendigo w/ fast healing 10 (base) = encounter CR 23 = takes place at 4 a.m. Advanced Wendigo (minions of Grandfather Death) CE Large Outsider (cold, native) Space: 10 ft. / Reach: 10 ft. Initiative: +15 (Dex +11 +4 improved initiative)
Defense:
Ability Scores: 33 Str (+11), 33 Dex (+11), 35 Con (+12), 30 Int (+10), 24 Wis (+7), 28 Cha (+9) Base Attack: +18 (from racial HD)
SA:
Spell-like Abilities: CL 18th, concentration +27 (automatic concentration success w/ wind walk)
Feats: Ability Focus (howl), Flyby Attack, Improved Initiative, Lightning Reflexes, Multiattack, Persuasive (+4 Diplomacy & Intimidate), Critical Focus/Tiring Critical/Exhausting Critical Skills (16): Acrobatics +32, Bluff +30, Diplomacy +34, Fly +38, Intimidate +34, Knowledge – arcana, geography, nature, planes, religion +31, Perception +28, Sense Motive +28, Spellcraft +31, Stealth +28, Survival +28, Use Magic Device +30 Languages (10): Aklo, Aquan, Auran, Common, Draconic, Druidic, Elf, Giant, Sylvan, Treant; telepathy 1 mile
CE Huge humanoid (giant)
Defense
Offense
Tactics
Statistics
Skills Climb +21, Fly +5, Perception +16, Stealth +5 Languages Giant Other Gear leather armor (Huge non-humanoid creature) & a sized-Huge sickle. Special Abilities
Hour 22 “Rise of the Mire Worms” – 3 advanced mighty purple worms (CR 18, 3 = encounter CR 21) = 9 a.m. N Gargantuan magical beast
Defense
Offense
Statistics
Special Abilities
*
And of course the 'lesser' Jabberwock I used that my players' characters stomped a mudhole into most thoroughly today. Hour 28 “Beware the Jabberwock” – Exemplar Mythic Jabberwock (CR 27) = 3 p.m. following day CE Colossal Dragon (air, fire) Initiative +18 Senses: blind sight 180 ft., dark vision 180 ft., low-light vision (x3), scent (+50%), true seeing (180 ft); Perception +77 [w/ +30 from acute sight spell (Nyrissa, permanent) = overwhelming aura of divination] Aura frightful presence 180 ft., Will DC 40 partial cowering for 5d6 rds | frightened w/ success [10 +13 +17 Cha] Defense Feint DC 52 • AC 51, 37 flat-footed (touch +35 natural = 51, flat-footed 37) • Touch AC 16, 2 flat-footed (10 -8 size +14 Dex = 16, flat-footed touch 2)
• Hit Points 1,560, KO @ -37 hp, slain @ -85 hp (312 [26d12 dragon hit dice] +1,248 CON [24 x26 hit dice x2]) o DR 35/vorpal; regeneration 35/vorpal • Fort +39 (base 15 +24 Con)
• Immune dragon traits [paralysis, sleep], fire, all conditions, effects and energy types (save weaknesses) • Does not breathe, drink or eat; does not need to sleep • SR 50 {20 +25 CR +5} = none vs. enchantments by fey creatures / fey bloodlines (see weaknesses) • Planar Acclimation: the Jabberwock never gains the extra planar
• Weaknesses: fear of vorpal weapons shaken for 2 rounds after it is dealt damage by a vorpal weapon; staggered for 2 rounds after it is threatened by a critical hit from a vorpal weapon; the Jabberwock loses its SR, immunities & takes a -12 penalty on all saving throws against enchantments cast by fey or possessing a fey bloodline – whether by innate ability or spell – including spells and other abilities used to further weaken its saving throws specifically against such effects (such as mind fog, limited wish, wish, etc) when cast by such creatures. Takes full damage from effects that do not permit SR, including alchemical weapons - vulnerable to cold that does not permit SR (+100% damage). Offense
• Melee bite +49 (8d8+31, 17-20/x3 = 6d8x4 +93), 2 claws +49 (6d6 +31 plus grab, 19-20 | crit = 6d6x2 +62), tail slap +49 (4d8+46 | crit = 8d8 +92), 2 wings +49 (3d6 +15 | crit = 6d6+30)
• Ranged 2 eye rays +32 touch, 120 ft. range increment (6d6x5 fire plus burn, 19-20 | crit = 6d6x10 fire) (base 26 -8 size +14 DEX)
• Space 30 ft., Reach 30 ft. • Special Attacks
Ability Scores: 73 Str (+31), 38 Dex (+14), 59 Con (+24), 30 Int (+10), 47 Wis (+18), 44 Cha (+17) Languages: Aklo, Auran, Common, Draconic, Elven, Gnome, Ignan, Sylvan, Treant Skills (11 @ 26 ranks each): Acrobatics +43, Escape Artist +43, Fly +31 (-8 size -4 maneuverability), Intimidate +47 (including +4 bonus for being bigger than everything it will be fighting), Knowledge (arcana, nature, planes, religion) +39, Perception +47, Sense Motive +47, Spellcraft +39 Feats (13): Improved Critical (bite, claws, eye rays), Power Attack [-7 attack = +14 damage], Dodge/Mobility/Spring Attack, Flyby Attack, Vital Strike/ Improved Vital Strike/ Greater Vital Strike, Improved Perfect Health, Improved Initiative
*
And my personal favorite that, similar to so many of the stat blocks presented above, won't see the table any time soon. Certainly not until the Mythic/Epic PF Rules see publication.... Grandfather Death – CR 25 – encounter CR 26 w/ 8 advanced wendigo mini-onions Advanced variant Dreaded Exemplar Wendigo (CR 17 +2 from 8 added racial hit dice +1 +2 +3) CE Huge Outsider (cold, native) Space: 15 ft. / Reach: 15 ft. Aura: 130 ft. (CL 30th feast of ashes (APG. Fort DC 39 negates) [permanent curse unless victims become wendigo], debilitating portent (UC – variant: cannot be dismissed [automatically dismissed when the victim becomes a wendigo; permanent curse – Will DC 39 negates initial curse; subsequent checks to resist the curse remain at a DC 39] and epidemic (UM, Fort DC 39 negates immediate onset) [mindfire by preference, CRB p. 557]), save DC 39 negates all effects [10 +13 +16 Cha] – aura 1/day/creature – note that the gaze attack has no such restrictions on per day per creature... Gaze: 30 ft. (as aura = feast of ashes & epidemic only, single DC 39 Fort save negates both) Initiative: +21 (Dex +17 +4 improved initiative) Speed: fly 130 ft. (perfect) – Acrobatics +47, Fly +52, Stealth +42 Senses: blindsight 90 ft., darkvision 90 ft., low-light vision (x3); Perception +41, Sense Motive +41; Feint DC 51 Defense:
Ability Scores: 55 Str (+22), 45 Dex (+17), 53 Con (+21), 40 Int (+15), 34 Wis (+12), 42 Cha (+16) Base Attack: +26 (from racial HD)
Dreaded Wounding (su – necromantic, curse): damage dealt by Grandfather Death dispels or suppresses any supernatural and spell-like effects for 1 hour per wound inflicted, including magic items that operate continuously or that are in operation at the time that wound(s) are inflicted. In addition, this damage cannot be healed normally, including fast healing and regeneration. Magical healing will not heal this damage unless the curse is removed by an outsider of good alignment with the fire subtype. DC 40 Knowledge (religion) check to determine once the dreaded wounding is identified. Creatures that Grandfather Death has wounded that become wendigo or ravenous spawn lose this curse upon becoming wendigo or ravenous spawn.
SA: • Howl (ex, 3/day, std. [mind-affecting, fear]): a forlorn howl that can be heard up to 2 miles away = DC 41 Will save to negate being shaken for 2 hours | those within 180 feet become panicked for (1d6+6) rounds | those within 45 feet cower for (1d6) rounds {Will save DC = 10 +13 from HD +16 from CHA +2 ability focus} • Dream Haunting (su): those subject to a Grandfather Death’s nightmare SLA are also subject to wendigo psychosis. • Wendigo Psychosis (su): curse – injuries, nightmare & wind walk; save Will DC 39; onset 1 minute; frequency daily; effect 1d6 Wis drain (minimum 1 pt); cure 4 consecutive saves. [Victim’s WIS = 1 as per Bestiary 2 p. 281]
• Wind Walk – if a Grandfather Death pins a grappled foe, he can attempt to wind walk with the pinned foe as part of the action that pinned that foe – said foe can resist this with a successful Will save – failure = hurtles into the sky with its victim; recurring Will saves are permitted by the victim to turn solid again, falling if the victim cannot fly [B2 p. 281]. Grandfather Death can wind walk across planar boundaries, including to and from the First World. Grandfather Death does not take 5 rounds to transition into nor out of wind walk form. • Rejuvenation (su): Grandfather Death cannot be permanently destroyed at any point during Kingmaker, although if he is defeated where he rejuvenates is deep within the First World at the behest of one of the Eldest. The PCs won’t have to deal with Grandfather Death again unless they piss of the Eldest… • Ravenous Spawn (su): creatures that succumb to Grandfather Death’s aura or gaze and eat the flesh of their own kind in an attempt to satiate their hunger – at Grandfather Death’s option – gain the ‘benefits’ of the Ravenous Creature template found on pp. 211-212 of Green Ronin’s Advanced Bestiary. Such creatures become his minions – they will not engage in any act against Grandfather Death and wendigo in general. Generally he is quite content to let the newly empowered cannibals loose upon the land. He often transports ravenous spawn via wind walk to frontier areas away from civilization. • Call Wendigo (su): Grandfather Death can call upon as many as 8 wendigo to aid him – they must answer this call. This takes one of his howls for the day but travels the winds for 600 miles in all directions. Called wendigo travel to Grandfather Death’s side via wind walk. Ravenous creatures also note the call but are under no compulsion to answer this call unless they are his spawn. Such spawn know the bearing and distance to Grandfather Death’s location at the time that the call is made. Grandfather Death does not make such a call in the middle of combat – he does so to besiege and lay waste to entire cities. Spell-like Abilities: CL 31st, concentration +47 (automatically successful w/ wind walk) <31 +16 Cha>
Feats: Ability Focus (howl), Flyby Attack, Improved Initiative, Lightning Reflexes, Multiattack, Persuasive (+4 Diplomacy & Intimidate), Critical Focus/Tiring Critical/Exhausting Critical; Quicken SLA (wind walk) (21), x = feat of choice (23), x = feat of choice (25) Skills: Acrobatics +47, Bluff +45, Diplomacy +49, Fly +52, Intimidate +64, Knowledge – arcana, geography, nature, planes, religion +44, Perception +41, Sense Motive +41, Spellcraft +44, Stealth +42, Survival +41, Use Magic Device +45, 5 other skills of choice @ 26 ranks each Languages: Aklo, Aquan, Auran, Common, Draconic, Druidic, Elf, Giant, Sylvan, Treant, 5 other languages of choice; telepathy 2 miles Tactics: Grandfather Death seeks to soften up targets by severe inclement weather – tornado force winds driving feet of snow are a particular favorite – driving them to seek shelter. If he is able to drive victims into shelter, he attempts to strike as many as possible with nightmares before waking them all shortly before sunrise with his first howl of the day, after “refreshing” the inclement weather he is inflicting upon a particular settlement. Grandfather Death prefers to drive entire settlements into wendigo psychosis, using increasingly severe inclement weather to isolate the settlement before settling in for several days to let the psychosis take root amongst the populace before making his presence more overtly felt. Particularly stout, noteworthy or entertaining sorts are “rewarded” with becoming ravenous spawn. Ranged foes are unlikely to be particularly effective against him due to the inclement weather combined with his flight speed and blindsight. Those who survive his aura and passive gaze effects are threats worthy of serious attention.
It took my life's earnings and turned it into a puff of smoke. I was very happy to have the opportunity finish dispatching the beast personally. The only problem is that I had to get the taste of its death in my mouth as I was currently in dragon form and finished it off with a bite! A praise the book! The deed is done. Future equipment WILL be made from that dragon's hide!
Orthos wrote:
I didn't use it when the campaign started. Zin Serina's player was the one that started that optional rule into play back in CoT. Totally anticlimactic, fer sure.
Macharius wrote:
As a solo "BBEG" I needed Nyrissa to be able to withstand the onslaught of six PCs and anywhere from 3 to 5 cohorts expecting to hit an APL of 25 or 26 without cheesing up SR or hit points. Druid+Nymph / Monk (martial artist) gestalt fit the bill to a tee. I also use ritualized magic a lot for "behind the curtain" NPCs which are all based on skills, not casting ability. This is how she fashions the "ultimate snow globe" that has been her life's work for the campaign. She has more than enough UMD to justify using any number of magic items I deemed necessary, although that's the primary reason for her two rings. Combined with Briar I was certain that the 1-in-400 odds was not going to occur and instead she would lop off a head or three, squish a few characters with clashing rocks and generally give them a royal run for the money for an entire session all by herself. The epilogue will be a hang out, reminisce, document long-term character plans kind of day rather than a proper game session. They'll spend a good chunk of the day putting themselves to 20th. Spoiler:
No Choral, not at this time. I'd sicc Grandfather Death and his posse of 8 advanced wendigo on them if I did. After the BWMC-fest, I'm done with running a fight for this group.
Today's "session" wrapped up this 1st - 20th campaign. The River Kingdoms are much fewer in number now, with Starfall covering the Stolen Lands and points west up to the new Numerian border, south then due east to the Cassomirian plains taking the upper half-to-third of Mivon with it. Choral's (re)conquest of Brevoy was thorough, with conflicting intelligence reports indicating strategic desires west (Numeria), east (Iobaria) and south (Starfall/ northern River Kingdoms). The Mivonese "hag-lich queen" escaped into the depths of the Embeth Forest the one southerly of the city. Our Monarchal Miscreants are unsure of who / what all escaped the destruction of Thousandbreaths. Naturally, your friendly neighborhood GM knows. ^__^ Everyone's 20th level, attaining their assorted nasty capstone abilities. We perused the shiny newness of the ARG, reminisced for some time about everyones' favorite memories of the 32 month campaign and more. Max critting with thrown torches, PCs talking smack and getting their butts handed to the before turning right back around to serve the baddies their lunches to them via Knuckle Express and many many more than I can't recall clearly just now. Priceless are such memories! The big highlight was the Sixfold Trial play enactment from Chapter 2 of Council of Thieves. EVERYONE remembered the play most fondly. Starmight - one of his favorites was the hexploration, so unpredictable and random, never knowing what horrid blasphemies lay 'round the next bend. Zin Serina - the random "build as we grow" items acquired so early, wishing that they had grown more organically. Mulder - smoking the trolls to death in their own lair. Torsin - Serina's bleeding strike in the first "boss fight", tearing out the throat of the critter, then everyone beating feet behind the one door in or out of the room, spiking it shut, waiting ten minutes for it to die. Bratwursts simmered in lager with butter, red potato salad, a ranch n bacon pasta salad, a fruit assortment, various cookies and a surprise cake! (Oh, and beer for the grillmeister GM of course. Missus Turin did the simmering and pretty much all of the rest of the work, I sweated in the pleasant sunlight while doing cavemanly stuff. Today was sweet.) The cake depicts the infamous sahuagin miniature that saw so much use as the BBEG during the many fights throughout the campaign. Along with an awesome message from the gang: Thank you for an entertaining and memorable campaign! - signed off by all the players via various icing dooflichies. Hopefully Mulder will be so kind as to linky the picture goodness related to the cake in question. Thanks to all of my players for an enjoyable campaign seen through all the way to the end. May all of our future campaigns ultimately go as well. This makes 3 campaigns concluded! <-- Savage Tide, Crimson Throne and the Council of Thieves + Kingmaker "Combo AP". P.S.: Everyone is hoping that they'll get to play these monstrosities whenever the Mythic / Epic PF rules are released. For certain they'll likely see use in any public playtesting depending upon the timing. ;)
Sir Hamster, Were it not for the awesome forumites such as yourself - including but not limited to carborundum, concerro, yasha, Charles Evans, macharius, orthos - this journal would have been a whole lot less fun to post / respond to. It's a fair bet that things would have gone much differently from those early days as an off-again / on-again player in KGM's AoW campaign were it not for the electronic community here. Thanks to all of you from the bottom of my curmudgeonly heart. :)
WOOHOO!! Congratulations guys, and gratz a million to the Madman himself. Well done in making it through these stories. I trust that your group will never forget. It's been a thrilling ride, and every minute of it awesome. And now to dedicate a day to reading through the thread thoroughly and harvesting ideas for my own Kingmaker ;)
Orthos wrote:
Please do! Hindsight & commentary: Removing the level caps was a fun experiment. We also found that doing so made the low-to-mid-level spells the mainstay spells. The level caps are there for good reason. Spears moved from two-handed to one-handed evens out thee simple weapons chart nicely without breaking anything. Brace still requires two hands IIRC. We vastly prefer the alpha/beta version of channel energy: specifically, that it does both (heal/damage) rather than 'choose one'. Even with a phylactery the damage cured/dealt is not that much. I would overhaul Thousandbreaths a bit more to fit in with some of the elements of Alice in Wonderland / Through the Looking Glass. Briar is the White Queen, Nyrissa the Red Queen. The Cheshire Cat is simply awesome. Forshadowing: this is the single great weakness to KM, one that many have taken different approaches to addressing. Sir Hamster is among several others that did so. TAKE A GANDER at the other KM campaign journals and 'borrow' your favorites! Making Irovetti / Pitax a less obvious PITA , fleshing out the brewing civil war in Brevoy, integrating Varn and Numesti early on and a particulalry memorable chase scene involving the linnorm skeleton are also excellent ideas I recommend integrating. Sir hamster's water orm is a nasty customer. Having Tatzylford's colony establish on Candlemere and the building horror of Yog-Sototh and the Great Old Ones is priceless. Bonus points for arranging ruler's loyalty via "offers they won't refuse'. Failing that, the WTF uber chaos-beast haunt-laden nastiness is a fun option. The followers' side trek to Carrion Hill was too much fun. Bonus points for integrating it into 'New Candlemere'. Tyrannosaurs are a great equalizer over a surprising level range. Torsin likely has a profound hatred of them now.:) Have fun and *please* share the joy! Carborundum and several others always seem to get a kick out of sicc'ing baddies on their group. "Are you sure that works like that?!" "Yes." The revised Black Sisters. 'Nuff said. XD
Here is a question that came up about high level game play. As a GM, Mr. Mad, did you find it hard selecting things to throw at us? There are clams, that due to the progress saving throws took that fighters at high level would suffer greatly as they would need a natural 20 to make most reflex and will saves. I didn't notice this as a player. What do you think?
Captain Sir Hexen Ineptus wrote: Here is a question that came up about high level game play. As a GM, Mr. Mad, did you find it hard selecting things to throw at us? There are clams, that due to the progress saving throws took that fighters at high level would suffer greatly as they would need a natural 20 to make most reflex and will saves. I didn't notice this as a player. What do you think? High level play generally presumes a set of both equipment-based and spell- or class-based bonuses are generally up and running. A lot of theorycrafting seems to overlook those bonuses. Take a "standard Fighter" at 18th level. Base Fort +11, Base Reflex +6, Base Will +6. Bravery just hit +5, adding a +5 bonus on Will saves against fear effects. CR 20 monsters presume a primary ability DC of 27 (discussing the "need a nat 20 for Reflex and Will saves). Let us say for the sake of this discussion that Fred the Fighter is dealing with the frightful presence of a CR 20 dragon at that DC. Fred without a lick of gear, no feats and no traits coming into play is already packing a +11 Will save against that DC 27 fear save ... not good, but hardly the end of the world as Fred's 18 HD will only result in his being shaken. However, Fred the Fighter has a few tricks up his sleeve. He took Iron Will as a general feat early in his career as well as a trait adding another +1 trait bonus to all of his Will saves. Fred hates it when the "finger-wagglers" mess with his mind. This brings his Will save up to a +14 against fear effects. Fred is built on the Melee NPC Heroic array, so he has a 12 WIS - his Will save is now a +15 against fear effects or +10 on all other Will saving throws. Nekkid, no gear, no buffs, no spells. Not too shabby for a Fighter. What about Fred's best buddies, the Cleric and Wizard? Glad you asked! Charlene the Cleric Wacky Wally the Wizard really doesn't like Fred getting charmed, dominated, suggested, feared or any of that other claptrap, so he makes sure Fred always has a mind blank up and running. Wacky Wally also knew they were going up against a DRAGON, so he tacked on a greater heroism. Now Fred enjoys a +4 morale bonus on all saving throws, in addition to the +8 resistance bonus on Will saves against mind affecting for another +12 bonus on his Will saves for a total of +22 (+27 vs. fear, not counting the immunity from greater heroism). And Fred now IGNORES the fear aura. This just gets worse... back later.
With just two CRB spells that have longer-than-rounds durations from one Wizard at 16th+ level, an 18th level Fighter with a +1 trait, a +1 WIS bonus and the Iron Will feat /or/ a +4 WIS headband has a +22 bonus on Will saves and ignores fear effects. This is a far cry from a "nat 20 required" situation against the theoretical standard of a DC 27 Will save. The CR 19 ancient red dragon packs a DC 27 frightful presence - Fred the Fighter needs only a natural 5 on the d20 to ignore something that a 6th level Wizard spell simply lets him ignore. The same dragon's spell save DCs don't exceed a 20 or 21. The dragon gets to its most dangerous in melee when it lights off an anti-magic field, shutting down the magic-based enhancements and buffs. However, the dragon doesn't get to try and incinerate the mouthy Medium two-legs waving a shaving razor at it. The same dragon's breath weapon packs a DC 30 Reflex save. Fred didn't take a feat or trait relating to Reflex saves because he won't make them very often. Nekkid he has a +1 DEX bonus, a base save of +6 for his 18 Fighter levels for a pathetic +7 non-magical Reflex save bonus. Wally has already slapped on a +4 morale bonus from greater heroism. Fred is reasonably assumed to have a +4 cloak of resistance worn. These two items bump his Reflex save bonus up to a +15 - bad odds of making that breath weapon saving throw. However, Charlene the Cleric hates casting heal spells just as much as Wacky Wally hates having to deal with a dominated Fighter. Breath weapons, however, are much harder to deal with in terms of making the saving throw for all three of them (Charlene, Fred and Wally). For some reason they know that they're coming up against a really big fire-breathing dragon. Most likely due to evidence such as peasants that survived their village's incinerations, the mute testimony of burned buildings, cone-shaped swaths of destruction, assorted divinations, "Sins of the Father" and all that. Pre-emptively speaking a prayer adds another +1 luck bonus to everyone's saves. Now Fred has a +16 Reflex saving throw bonus. The best defense against breath weapons of this scale is the tried and true protection from energy spell. At 12th+ level, each one of these spells soaks 120 points of energy damage - in this case, the presumed fire damage barfed up by the dragon's breath weapon. It is reasonable to rely on a protection from fire spell to absorb the brunt of the dragon's initial blast without taking a lick of damage. A resist fire often underlays the protection. Just relying on a cleric and a wizard, with +1 DEX and +1 WIS, we have already demonstrated that "by the book" that an 18th level Fighter with decent gear, one "buff" spell from the cleric and two from the wizard ends up with: Fort +24 vs. DC 27 = nat 3 is all Fred needs. (base 11, CON +4 [2 base bonus +2 belt bonus], resistance +4, luck +1, morale +4) - with "only gear" Fred still has a +19 Fort bonus, resulting in only needing a nat 8 against a DC 27. Reflex +18 - vs. a DC 30 breath weapon this is only a nat 12+ to halve damage. (base 6, DEX +3 [1 base +2 belt or spell bonus], resistance +4, luck +1, morale +4) - with "only gear" this is a +13. DC 30 = Nat 17 required, don't make dragons angry, it tends to be very painful... Will +21/+26 vs. fear = Will +29 with mind blank (base 6, WIS +3 [1 base +2 headband or spell bonus], resistance +4, luck +1, morale +4, trait +1, Iron Will +2) - with "only gear" this is a +16, +21 vs. fear. Fred only needs a nat 6 against the ancient red's frightful presence with out a single buff spell... We haven't even touched on the veritable cornucopia of bonuses from the APG, UM and UC spells...
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