Undead Priest Boss - TPK at level 2


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Hey guys,
I wanted to show you something I did for my sandbox Isger campaign and ask your opinion about it. I designed this undead priest as the final boss of a mini-dungeon for a second-level party consisting of a Celestial-Bloodline Sorcerer, an Asmodean Inquisitor and a Two-Handed Fighter. The party had opportunity to heal up before facing this final encounter and they did. Still the battle resulted in a TPK. The boss is a Cleric of Urgathoa 3 with the Skeletal Champion Template applied to it.

Undead Priest
XP 800
Human Skeletal Champion Cleric of Urgathoa 3
CE medium undead
Init +5, Darkvision 60 ft., Perception

DEFENSE
AC 19, touch 11, flat-footed 18 (+2 Natural Armor, +1 Dex, +6 chainmail)
hp: 18 (5d8-5)
Fort: +2 , Ref: +2 , Will: +8
DR 5/bludgeoning; Immune: Cold, Undead Traits

OFFENSE
Speed: 30 ft.
Melee: Masterwork Scythe +7 (2d4+2+trip, 20/x4)
Special Attacks: Channel Negative Energy (DC 11, 2d6 damage) (II), hand of the acolythe (5 per day),
Domain Spell-Like Ability: bleeding touch (5 per day) (1d6 damage for 2 rounds)
Cleric Spells Prepared: (CL 3rd, Concentration: +5)
2nd- Hold Person (DC 14), Summon Monster II, Death Knell (DC 15)
1st- Entropic Shield, Shield of Faith, Summon Monster I , Cause Fear (DC 14)
0th- 2 Detect Magic, 2 Read Magic

STATISTICS
Str 14, Dex 12, Con -, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +3; CMD 13
Feats: Command Undead, Improved Initiative, Spell Focus (Necromancy), Weapon Focus (Scythe)
Skills: Intimidate +4, Knowledge (religion) +8, Sense Motive +5, Spellcraft +8
Languages:
Treasure: mwk scythe, chainmail, unholy symbol of Urgathoa

Now my question as a novice (Pathfinder) GM is: Did I go overboard with this? Or was it just bad luck with the dice and suboptimal tactics that screwed the players over?


What was the party make-up? Also, how did the encounter go? Was it just bad die rolls, or bad decisions made by the players that did them in.


At first sight , looks like ok for a four people party.
With three people , a bit of unluck can move into TPK real fast

The points to watch out for are :
* AC 19 et DR 5 Bludgeoning : given your group , I doubt they had knowledge Undead : so when the fight will touch the AC , it would take at least two rounds to do 18hp damage .
* Cleric : The fighter has wounded him . One Channel Energy later he is healed and the group is wounded... At worse he'll sacrifice a second level spell for spontaneous healing
* Scythe : the damage on this can kills the fighter in two rounds and any of the others in one round. Happily he does not have improved trip ....

So all in all a really difficult fight which can go either way even with good players tactics .


The 2d6 negative channel is hard on low level PCs.
A x4 crit with a scythe can kill a low level PC.
Hold person can incapacitate a low level PC.
And summon monster works against the action economy advatage of the PCs.

I can't comment on dice rolls or tactics...

side note: orisons aren't expended when cast, so he should have four different spells prepared.

Silver Crusade

I'm guessing the negative energy channeling was what did it? Other than that, it doesn't look all that bad for a dungeon boss vs 2nd level characters. My wife's half-orc two-handed weapon fighter, with power attack and furious focus, could probably have killed him in 2-3 rounds with a masterwork lucerne hammer and decent rolls. She's +7 (1d12+9) when using all her feats for a potential 21 points of damage. She'd have to roll a 12 or better to hit AC 19, so a 40% chance to hit each time, but for no worse than 10 damage. After 2 successful hits that thing would be down.

Your party was probably hurt by not having a cleric to positive channel and counteract the negative channels.

Silver Crusade

robin wrote:
* Cleric : The fighter has wounded him . One Channel Energy later he is healed and the group is wounded... At worse he'll sacrifice a second level spell for spontaneous healing

You can't channel to heal yourself and also channel to harm, even with negative energy, as far as I know. Agreed on the rest, it'd be tough to survive the channeling.


TPKs happen a lot if you're not pulling your punches at 1st-3rd level. Been there, done that. I wouldn't sweat it that much, it's part and parcel of sandbox gaming. Make sure you make information available to the PCs if they do their gather information homework. They're entitled to enough rope to hang themselves but they should have the means to measure its length, at least approximately.


First, that party is ECL 1, right? 2nd level characters but only three of them.

The monster is CR 3. That CR is +2 above the party's ECL. That should be something they can handle if they still have most of their resources, but if they've uses up most of their spells, have no potions, low HP, etc., this becomes very difficult indeed. You said they had time to heal, but that implies using some spell resources. Also, it wasn't their first battle, so maybe other resources were even lower.

Next, the monster has "Save or Die" kinds of abilities, such as Hold Person. That is fully capable of removing 1/3 of the PCs from the entire battle. Also, he could use his fear to get a PC to run away for part of the fight, leaving him going one-on-one with whoever is left, then handling the returning coward, then couping the held guy.

Next, you mentioned a 2H fighter but not whether he used slashing or bludgeoning weapons - that could make a big difference.

Finally, you never mentioned HOW it was a TPK. Did the PCs just whiff on most of their attacks.

Mainly, AC 19 is pretty hard for a 2nd level character to hit. Ideally, you want the PCs to have about a 50/50 chance to hit most enemies so they would need to have +8 to hit this guy which probably a bit of a stretch for 2nd level. Also he has DR, some immunizes, and defensive spells he could use to be even harder to injure.

This is OK if the monster has weak offense. Usually, for game balance, if you increase the monster's defenses, this prolongs the fight and gives the monster more time to hurt the PCs, so to balance that out, you reduce the monster's offense. And vice versa, more offense means less defense.

But this guy has has an awesome attack and some useful offensive spells. His scythe is only mediocre, but the ability to dish out 6d6 Channeling damage every round (2d6 area affect to injure all 3 PCs each round) could really destroy the group quickly.

So what you have here is a death-dealing nasty offensive enemy, capable of battlefield control spells to eliminate some of the PCs from the whole fight, and enough defense to make him difficult to kill.

Yes, this very likely should have resulted in a TPK unless the battle had very good luck favoring the PCs.

On a side note, the CR system is a bit unpredictable. It says that PCs should be able to handle a fight that is only +2 CR, but CR is only a guide, not a rock-solid formula, and as far as guidelines go, the CR system is MUCH less reliable at lower levels (an ECL 11 group fighting a CR 13 monster is in WAY WAY less danger than an ECL 1 group fighting a CR 3 monster) and it is MUCH less reliable for smaller parties than bigger parties (a group of 6 PCs with ECL of 1 would have had a MUCH easier time killing your skeletal champion - yess, I know, you can't get a 6-man group with that ECL, but the idea is still valid for higher ECLs).


Thanks for the feedback. Here is how the fight played out.

The Inquisitor gets a suprise round, because he decides to shoot the baddie with his heavy repeating crossbow while he is still talking to the group. He misses.
Initiative gets rolled. Skellington scores a 24 and goes first, casts Shield of Faith and pulls his scythe from his back.
Fighter moves up to him and does total defense, probably afraid of the scythe.
Inquisitor casts Disrupt Undead. Hurts Skellington.
Sorcerer casts Magic Missile.
Next round Skellington casts Cause Fear on the fighter, who fails his will save and has to flee for three turns.
The casters deal damage with Disrupt Undead, Magic Missile and Heavenly Fire to Skellington who proceeds to heal himself with Channel Negative Energy for two turns in which the party reduces him below five hitpoints.
Then the Inquisitor misses his ranged touch attack and the sorcerer deals only 2 damage.
Skellington feels that now is the time to do something more offensive and casts Summon Monster II to summon 1d3 Fiendish Riding Dogs. 1 gets summoned and attacks the sorcerer.
He proceeds to summon another dog and casts Hold Person on the Fighter as soon as he returns. The fighter gets mauled by dogs and needs 3 rounds to get back into the fight. In the meantime Skellington engages the Inquisitor in close combat and brings him down to -4. Next round the fighter decides to drink a health potion instead of charging the baddie and so Skellington uses his Death Knell on the fallen Inquisitor, who fails his save and dies. Skellington laughs and proceeds to tell the party that they are all going to die. Sorcerer is out of spells and heroically charges Skellington (!) with his masterwork morning star.
Skellington retaliates and brings him down to -7 in on fell swoop. Fighter is the only one left to face him and doesn`t get a hit in before Skellington puts him down.


@DMBlake: The dungeon had a riddle that involved drinking from a cup that had a healing effect before this encounter, so they got healed without using their own resources. The inquisitor also had a wand of Cure Light Wounds with 48 charges left.


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Seeric85 wrote:

Skellington feels that now is the time to do something more offensive and casts Summon Monster II to summon 1d3 Fiendish Riding Dogs. 1 gets summoned and attacks the sorcerer.

He proceeds to summon another dog and casts Hold Person on the Fighter as soon as he returns. The fighter gets mauled by dogs and needs 3 rounds to get back into the fight.

Firstly riding dog has been replaced with standard dog as of the 5th printing of the core rulebook. Riding dog was an option vastly superior to any other available with summon monster I. So that might be part of it.

Secondly I'm wondering if you were taking into account the one round casting time of summon spells?

The fighter going total defense straight off the bat was probably a mistake

Other than that it looks like some bad luck.

- Torger


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Did you forget that summon monster has a 1 round cast time?


Torger Miltenberger wrote:
Secondly I'm wondering if you were taking into account the one round casting time of summon spells?

This. The party should have had the chance to attack while Skellington was casting and made him make Concentration checks or lose the spell; also, the summoned monster doesn't show up until a full round later, thus delaying some of the damage in what was ultimately a battle of attrition.

And giving a low-level BBEG a x4 crit weapon is just asking for instant PC death. No one can take that kind of damage at low levels.

However, the dice count a lot more than builds and tactics at low levels. If they continually fall against the party, there's not much you can do.


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Sounds like you played it like a player, not a GM. What GM uses Death Knell on a downed level one? Are you trying to make them never come back?


I dunno, why wouldn't the skeleton priest use death knell.

That is the point of the spell


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CWheezy wrote:

I dunno, why wouldn't the skeleton priest use death knell.

That is the point of the spell

Because the skeleton isn't actually real, and we're trying to have fun, even at low levels.

For the sake of the game, it's allowed to use less than out-of-game numerically optimal tactics. Even if it's just to not kill players in bulk.


Interesting. Sounds like unfortunate tactics on both sides.

I agree, summoning those dogs sounds like it happened too fast unless your synopsis left it unclear about how much time was passing. The skeleton never even used his channel to do AE damage (an average of 7 damage to everyone in range is much better than an average of 7 damage to just one guy if he hits with his scythe). He also never used hold person, a powerful spell. The party never tried to Ready any actions to disrupt the bad guy's spells, a huge failure on their part.

The biggest fail was the fighter going Total Defense. One, that Scythe is not much of a threat unless he confirms a crit (since it crits on a 20 which is auto-hit, total defense won't help much anyway except on the confirmation). Total Defense also prevents the fighter from making an AoO. Far better would have been to move to the skeleton and ready an action to follow the skeleton if he moves. This would allow the fighter to guarantee an AoO if the skeleton casts another spell, even if it moves away first. Or just move up and hit the dang thing, although that would allow the skeleton to 5'-Move and then still cast his spell, but the two spellcaster PCs could have readied their spells to disrupt the skeleton's spells too.

In short, your monster with his AC and spells was still a very tough challenge but I think he was under-utilized which was offset by overpowering his summons (not taking a full round to cast them). But the party tactics is probably what killed them.


DM_Blake, he did use hold person.

Seeric85 wrote:
He proceeds to summon another dog and casts Hold Person on the Fighter as soon as he returns.


Also, was the fighter hit by anything? He drunk a potion for some reason.

Lastly, don't forget the full round action you get during hold person to get out of the spell.


@Havoc: First of all, party was level two, not level one.

Second, I do not pull punches when playing an intelligent opponent. Inquisitor got his chance to make a will save. As a roleplayer I grew up on games with high lethality like Warhammer Fantasy Roleplay and Call of Cthulhu. I inform my players always, that if I run a sandboxy game, actions have consequences and death is a very real possibility. As a player I hate it when a GM fudges dice rolls or does deus ex machina stuff to save the party. It takes any real sense of excitement and danger from combat. I play opponents as it makes sense, and the undead priest of Urgathoa would definitely use the chance to heal himself and get buffed when a downed PC is lying at his feat and noone else threatens him.

@rest: I probably used summon monster wrongly. I treated it as a full round action, not as a one round delay.


CWheezy wrote:
Also, was the fighter hit by anything? He drunk a potion for some reason.

Yes, while he was held.

Seeric85 wrote:
The fighter gets mauled by dogs and needs 3 rounds to get back into the fight.

Seeric85, here's the text about 1 round casting times, in the Magic chapter.

PRD>Magic>Spell Descriptions>Casting Time wrote:

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

...

When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.


Seeric85 wrote:

@Havoc: First of all, party was level two, not level one.

Second, I do not pull punches when playing an intelligent opponent. Inquisitor got his chance to make a will save. As a roleplayer I grew up on games with high lethality like Warhammer Fantasy Roleplay and Call of Cthulhu. I inform my players always, that if I run a sandboxy game, actions have consequences and death is a very real possibility. As a player I hate it when a GM fudges dice rolls or does deus ex machina stuff to save the party. It takes any real sense of excitement and danger from combat. I play opponents as it makes sense, and the undead priest of Urgathoa would definitely use the chance to heal himself and get buffed when a downed PC is lying at his feat and noone else threatens him.

@rest: I probably used summon monster wrongly. I treated it as a full round action, not as a one round delay.

I for one totally respect you position on death and consequences. My players expect more or less the same thing when they sit down at my table and they enjoy it immensely.

So it sounds you used summon spells incorrectly. That's cool, mistakes happen. You should probably let your players know.

Other than that it seems to me like an encounter on the tough side of reasonable but still reasonable.

If it's any consolation the last low level TPK I was responsible also involved a priest channeling negative energy... and there may have been zombies.

- Torger


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From a player perspective, that fight was very winnable. Inquisitor should have dropped a buff or moved into melee to threaten (setting up flank ideally) on the surprise round. Skellington would have been on the defensive for the rest of the battle. Fighter should have just charged. Both should have pulled out clubs or something on seeing a skeleton. Sorc depending on spells should have probably just greased it, cast protection from evil or enlarge on the fighter, or just blasted it apart depending on the build. It should not have been able to cast due to concentration checks and should have been dead before getting to its second round with only 18 hp and those saves.

Of course this assumes average dice rolls and no bad luck.


Seeric85 wrote:
Fighter moves up to him and does total defense, probably afraid of the scythe.

Fighter made two major mistakes here, the first of which cost them the win.

If you're worried about melee, don't rush into melee. He did.
Then he cowered. He could have charged, good chance of the five damage they were missing soon after coming from right there eh? But he didn't. He ran TO the danger, and then dropped to his knees and whimpered. At least the Sorcerer showed some backbone and gave it his all right until the end. Never know when you could get lucky with a crit and all.

Unless you're level 2-3 and drinking a double potion of cure critical wounds, healing in combat only delays the inevitable - it very, very rarely amounts to even as much as an incoming hit would do, so at best you just made the combat one round longer if it was one on one.

As a general rule [there's obviously plenty of exceptions here like getting a downed comrade back on their feet] you don't spend an action that should be killing things on trying to top yourself off in case the thing you stopped killing hits you again.

CR+2 full caster with AoEs and summons was rather harsh. Skellington was played well - one shouldn't pretend their NPCs are brain-damaged to give folks a chance, but had a little too much power for what the party can actually handle at this early a level. The outcome you got was not certain but fairly likely.

The fighter's mistakes though tipped that straight into TPK.


Against foes at low levels with good AC, the good old alchemist's fire/flask of oil is an especially good trick. Holy water is another decent option. Touch ac is just way easier to hit. Even so, a typical 2nd level figher has what, 18 strength, that's an attack bonus of 4+2, probably adding another 1 for masterwork and another for weapon focus, so he'll hit on an 11. With +2 for charging, that's a little more than half the time. Flanking with the inquisitor, that's not bad. If he's a greatsword wielder, he's hitting for 2d6 +6 or thereabouts--power attack is probably not a good idea when hitting is so in doubt. After DR that's an average of 8 points a hit, with a crit that is probably a one-shot kill. Closely pressed, they've probably just got to off him before his channels kill them.


I think when you're two handing with power attack, the dice roll cutoff is in the 17-18 range to turn off power attack.
If the figher hist with a power attack two handing a club, the 1d6+9 will do over half of the skeleton's life minimum, so he only needs two of those hits to land and its over without any help offensively from the rest of the party. power attack at level 2 is only -1 to attack, so assuming 18 strength and a flank, he hits on a roll of 12.

If the inquisitor attacks or trips, and the sorcerer magic missiles or greases (not both tripping and greasing at the same time) I would say this fight would be over in 2 rounds with victory the vast majority of the time. All the monster can really do is attack one guy and hope for a critical or spam negative energy and hope for low rolls. Trying to cast will likely result in loss of the spell at best or AoOs at worst.

This fight was lost because of a lack of offense in the forms of tactical positioning and agressive actions.


I'm not arguing that the evil character should hold back... but I do claim that the all knowing GM shouldn't use his meta-knowledge to attack the fighter(which I believe was the only low will save) with two will save of suck/die spells. Was the skeleton just "lucky" or did you target weaknesses based on sheet knowledge.

Characters(mostly NPCs, because the GM is the world) shouldn't be aware of classes or stats - only perceived threat, and targeting a downed opponent is a waste, at least for an intelligent BBEG.

I'm not saying you or the players did anything wrong, it could just be classic low level rocket tag gone bad. The encounter wasn't impossible, it seems like appropriate challenge - three on one, but spell selection/usage can change a lot.

Sovereign Court

Any casters , assume that fighters have low will save tho, it's nothing new, just like most casters assume that dexterous characters have low fort saves (of course they could be wrong and fighting a monk but that's another story).


I have to say I would have had fun with this TPK because the fight was close and went for a long time. Fights that last 8 rounds are rare in PF. I really think that the fighter not attacking is what cost them. For my group I would have gone even harder traded something for quicken channel. I would have had bull's str on the sheet as well and would have cast it before the PCs came in the room along with other buffs if he knew they were coming. I think you did fine. If the fighter had made either save or attacked on round 1 I think they would have won.


I'm not seeing how this fight could possibly be dangerous. I'd expect this guy to get one shotted by a two-handed fighter at level 1, never mind level 2. 18 HP just seems like a joke. Did the fighter just roll horribly several times?

Silver Crusade

Seeric85 wrote:

@Havoc: First of all, party was level two, not level one.

*snip*

Keep in mind that when designing the encounter, the CRs are designed for a party of four. The book even mentions that when designing for less than 4, subtract one from the effective APL, and for more than 4 add 1. It's not a perfect system, but as some have pointed out, the Save or Suffer spells were pretty mean, considering one of them locks out 33% of the party.

Other than that, an option is to discuss post-game tactics with the players after each game. Give advice on possible counters for various things (such as spellcasting) that they can use for next time, or options to be better prepared.


Seeric85 wrote:

Fighter moves up to him and does total defense, probably afraid of the scythe...

...Next round the fighter decides to drink a health potion instead of charging the baddie

So, there's your problem--a wussy fighter. If he had just him the guy, disrupt undead should have finished him, or the skeleton would have had to spend every round healing himself instead of CCing the Fighter. So, teach your Fighter player how to play a Fighter ;)

Lantern Lodge

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Aside from the whole summoning too soon, I don't see anything wrong with how you played this encounter. I'd inform your players of the mistake and let them decide to either press on with new characters or replay the encounter. On a side note, if they choose to press on you should have Skellington be a recurring character because I guarantee he will put fear in your player's hearts lol. I would even turn him into the main villain of my next campaign.

Silver Crusade

Oh yes, definitely a recurring villain. They'll have all the motivation they need to keep playing. :P


Eltacolibre wrote:
Any casters , assume that fighters have low will save tho, it's nothing new, just like most casters assume that dexterous characters have low fort saves (of course they could be wrong and fighting a monk but that's another story).

My point was that those are meta-statistics, and not something characters should be basing their tactics on.

And with: raging barbarians bonus on will saves, monks, paladins, clerics, oracles, inquisitors, summoners and magus, and not even considering mock armor. How did the "caster" know the (armored) frontliner was a fighter? Did he mouse-over the character? ;)

Silver Crusade

DonDuckie wrote:
And with: raging barbarians bonus on will saves, monks, paladins, clerics, oracles, inquisitors, summoners and magus, and not even considering mock armor. How did the "caster" know the (armored) frontliner was a fighter? Did he mouse-over the character? ;)

Monk wouldn't be armored, same for summoner or magus. A Paladin or cleric would have had holy symbols visible, most likely. Oracles are rare. Even if it had been an inquisitor, if you are a caster and the enemy charges up to you, you'll want to find a way to get them away.


Kyra Clone #3,785 wrote:
DonDuckie wrote:
And with: raging barbarians bonus on will saves, monks, paladins, clerics, oracles, inquisitors, summoners and magus, and not even considering mock armor. How did the "caster" know the (armored) frontliner was a fighter? Did he mouse-over the character? ;)
Monk wouldn't be armored, same for summoner or magus. A Paladin or cleric would have had holy symbols visible, most likely. Oracles are rare. Even if it had been an inquisitor, if you are a caster and the enemy charges up to you, you'll want to find a way to get them away.

Hence "armored" in parentheses, but he could use mock armor(so, no). They only need holy symbols for casting not hitting or ducking, and a fighter can be religous. Magus and summoner can wear armor(so can wizards and horses). Your entire reasoning is based on meta-knowledge about classes, which is what I am advocating against using, so we're not really speaking the same language on this subject.

He targeted the only low will save character with all the will save spells. He(the GM) didn't cheat, but this is not chess, where the controller knows all the pieces' options, strengths, and weaknesses by looking at the shape. I believe he should be acting as the character(skeleton) would, not as a chess player.

That being said: total defense was a bad move. "If you don't want to get hit by it - hit it until it stops hitting you."


In my opinion, and with my gaming group, this encounter probably would have been too easy. Granted that I play with a few more people in the party, but nonetheless... What killed the group, as others have said was the fighter's...less than aggressive "fighting."

As a side note, the fear on the fighter was the perfect situation. I'm a caster and a guy with a large two handed weapon runs up to me...you can damn well guarantee that I want to move away from him, or move him away from me. If he'd have charged and hit the guy to begin with, or even just moved up and did fighting defensively he would have had a CHANCE to do the five points of damage the team needed.

It was bad tactics on the party's part. I think the OP played an intelligent enemy correctly, though maybe a tad on the harsh side with Death Knell, but it was over before that anyways...

Sovereign Court RPG Superstar 2011 Top 32

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I get the impression both from your stat block and the sorcerer's tactics that your group thinks cantrips/orisons can run out. The sorcerer should have had infinite disrupt undeads. He can't run out of spells.

That aside, the fighter's tactics basically meant the PCs were only a two-person group. Was the player pressured into being the "front line guy?" Is he super new? I'm just seeing a lot of emphasis on defensive actions that indicate the player may be happier playing something less up front. THF especially needs to be about the fast race to death - kill the foe before they can kill you.


DonDuckie wrote:

My point was that those are meta-statistics, and not something characters should be basing their tactics on.

You base it upon the appearance, just as you would expect your PCs to do.

Sure you have amusing moments based on this, but that adds to the verisimilitude for doing so.

I don't see that the DM went wrong with tactics. He saw a two-handed weapon likely wielded by someone in medium to heavy armor. That's a will save rather than a swing of the scythe. Definitely.

Had the PC in question been a Paladin (without a shiny holy symbol, etc) and the BBG neglected to try one of his various will save spells, THEN you should cry foul... not the other way around. This is not a mindless undead but an evil undead cleric.

Once the 'biggest threat' fails one will save.. well then you give him another of course.

As to death knell, that is the point of the spell. If the BBG wasn't pressured enough that this was a tactical action for surviving the fight, then it's valid for him to do that.. or to CDG for that matter if it's in his best interests.

Now the mistakes: sounds like there were a few rule mistakes that benefited the NPC. This should be rectified, and explained to the players.

1. Orisons/Cantrips. In PF these do not run out, thus the sorcerer could continue to cast disrupt undead if he had it, round after round after round without issue.

2. 1 round casting: This takes a full round action, but also has the caster continue casting during the subsequent round. At this point he does not threaten squares and damage he takes will force concentration checks. Thus the spell could be lost.

3. Riding Dog errata: They were removed from summon monster 1 as they were too strong for it. Essentially you threw a 3rd level spell at them rather than a 2nd. You witnessed essentially fireballing them.

Lastly, while not a mistake it is something to take into account: a 3 person party does not have the depth to recover well from one of its group not fully contributing. Thus when bad things take one of them out of the combat it is FAR more deadly than for parties with more members.

If it is not unreasonable, then you might consider the party finding NPCs that would be willing to travel with them and share in the loot, etc. This has its own issues, as you have to be careful in roleplaying these NPCs. However, it might be easier for you to pull off than balancing a 3 person party which frankly cannot just be done 'via CR math'.

-James


DonDuckie wrote:
Your entire reasoning is based on meta-knowledge about classes, which is what I am advocating against using, so we're not really speaking the same language on this subject.

An interesting point. Would a character in gameworld know about the internal workings of that gameworld? Does your PC consciously decide that he will be a Fighter and take a Power Attack Feat, or is he simply a trained warrior who concentrates on improving the power of his hitting? Does he recognise that he is the meatshield because he has more HP and a better AC than the others? Do PCs even recognise the existence of classes, or do they just think that some people have a better chance of throwing spells and others are more capable of being stealthy?

I think you would have to be a seriously immersive role-player to never allow metagame mechanics to enter your character's thinking. I'm not talking about minutely dissecting the NPC villain's build to target metagame weak-spots, I'm talking about not allowing yourself to realise that a skinny guy in a robe and pointy hat, wearing a quiver of wands and hanging about at the back is likely to be a spellcaster, or that the bald emotionless fellow wearing no shoes and spouting Eastern self-help chants is probably a monk.

I am all for total role-playing in some games, but I would be very surprised if experienced players ever manage to leave metagame knowledge out of their gaming, even if they include it almost unconsciously.


Sadurian wrote:
I'm talking about not allowing yourself to realise that a skinny guy in a robe and pointy hat, wearing a quiver of wands and hanging about at the back is likely to be a spellcaster

In the game world is that how spellcasters usually dress? Is that information my character would have considering his background? If the answer to both those questions is yes then I see no problem with my character assuming this person is a spellcaster. If the answer to either or both is no then I do see a problem with the assumption. I also don't see those as being hard questions for a person to answer in character.

As to DonDuckie's cry of metagame knowledge abuse, I think a spellcaster knows whether his spell is most effective against the weak minded (will), the clumsy (reflex) or the frail of body (fort). I also think that in most cases it's fair to make educated guesses based solely on the appearance of your enemy. You're not going to try and hit the fellow whose nimbly taking cheap shots (rogue) with grease any more than you're going to try and hit the guy altering reality with his mind (spellcaster) with hold person or the guy whose main talent seems to be hitting things and getting hit in return (fighter) with a Chill Touch.

On the other hand the guy who likes to hit and get hit has aggressively moved up to me and is all up in my business, A fear spell likely to effect the weak minded seems like the perfect tactic.

It works.

Later in the fight you want to take someone out of the picture. The fighter has proven himself weak willed (your last will save spell worked on him). This is knowledge you have. The relative strength of will of the other two are completely unknown quantities. Makes sense to me to target the fighter again.

I in no way see this as a situation where metagame knowledge unfairly effected tactics.

- Torger


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Sadurian wrote:
I am all for total role-playing in some games, but I would be very surprised if experienced players ever manage to leave metagame knowledge out of their gaming, even if they include it almost unconsciously.

I think you're overthinking that.

If I'm walking through an airport and I see a guy in orange robes trying to sell me a flower, I assume he's a monk. In the real world. That's no different than a guy walking down the street somewhere in Golarion seeing a "bald emotionless fellow wearing no shoes and spouting Eastern self-help chants" and assuming he's a monk. Likewise, if I see a guy in dirty jeans, an orange vest, wearing a tool belt and carrying a shovel, I might assume this guy is some kind construction worker, not much different than someone in Golarion seeing "a skinny guy in a robe and pointy hat, wearing a quiver of wands" and assuming he's some kind of spellcaster.

We do this kind of thing in the real world and nobody accuses us of "metagaming" though we might get accused of "stereotyping" or even of "profiling".

However, since this IS done by EVERYBODY in the real world, I see no problem with doing it in RPGs. Any PC or NPC with even a little intelligence and a little worldly experience should be able to "profile" a group of enemies fairly easily, picking out the leaders, tanks, casters, and priests with ease.

That said, it's possible for some people to go to great lengths to conceal their "profile", e.g., a wizard could wear mock armor and carry a greatsword to disguise the fact that he's a wizard. If anyone at my table goes to this kind of effort, I reward it by having enemies fail to correctly "profile" them.

Otherwise, I never object to PCs profiling the bad guys and I never hold back on intelligent bad guys "profiling" the PCs - and I never consider it "metagaming".

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i believe this is actually a CR 4 encounter... 3 PC levels +1 from skeletal champion; that is a tough fight for a party of only three 2nd level characters- especially, when you place it at the end of a dungeon when spells and other resources (like judgement, for example) are running low or gone.

that said, i do think it was a win-able fight (though, tough enough that bad luck could result in TPK even if played well). the inq. should have started with a knowledge check (that's why he has Monster Lore, after all)- that would have told him that his crossbow was a useless option, then he should have moved to flank and drawn his weapon (usually a fairly safe bet the armored skeleton doesn't have combat reflexes). the fighter needed to fight- he should have charged: he probably didn't have a very good chance to hit (one of the reasons this is such a tough encounter), but with the bonuses from charge and flank (assuming 18 Str and furious focus) he should have hit on around a 9 or better, i think, for weapon damage +11 (-5 if not bludgeoning)... that should have forced the boss to fight reactively, rather than really being able to control the pace of the fight. the sorc should have readied an action each round (as soon as he know it was a caster) to disrupt its casting with a magic missile, its not guaranteed to ruin the spell but that would have been really helpful in potentially stopping the fighter from being removed from combat.

in a fight that's already going to be close, letting the boss summon as a full-round action instead of a 1 round action is kind of devastating (plus, it looks like there was 1 round where he cast summon 1 and hold person?!? that ain't right)- that's on you, make sure you understand how to use all the abilities you give the baddies correctly! but there's always a learning curve in any new system. if you feel bad about the TPK you could make a plot point out of it- the PC's all wake up from dreaming about that dungeon and the inquisitor has a profound sense that Asmodeus wants them to actually go through the dungeon (presumably, successfully this time) for some reason. with foreknowledge of what they'll fight and where they should be able to reach him with more resources and a strategy for the fight; this time when the priest is almost dead have him escape through a secret passage they didn't live long enough to discover last time (so you can use him as a recurring villain) but have him leave behind (either by dropping, or because it was stashed somewhere near by) some item that was the 'reason Asmodeus wanted them to go there' and will serve as its own quest hook (if they choose to follow it up, don't want to force anything in the sandbox).


nate lange wrote:
i believe this is actually a CR 4 encounter...

Nope. It's CR 3. In Pathfinder CR is equal to PC class level -1 or NPC class level -2. 3rd level Cleric is CR 2, +1 for skeletal champion template.


DM_Blake wrote:
If I'm walking through an airport and I see a guy in orange robes trying to sell me a flower, I assume he's a monk. In the real world. That's no different than a guy walking down the street somewhere in Golarion seeing a "bald emotionless fellow wearing no shoes and spouting Eastern self-help chants" and assuming he's a monk. Likewise, if I see a guy in dirty jeans, an orange vest, wearing a tool belt and carrying a shovel, I might assume this guy is some kind construction worker, not much different than someone in Golarion seeing "a skinny guy in a robe and pointy hat, wearing a quiver of wands" and assuming he's some kind of spellcaster.

There's a difference between a profession and a class, though. Yes, the guy in armour is likely to be someone involved in combat, and the furtive chap in the black hooded cloak might be a criminal, but that doesn't mean you should automatically know that they are likely to have +1 BAB/level or be likely to Sneak Attack you.

If you see a the flower-selling monk in Real Life, you don't think, 'Aha, he's can kick my arse using unarmed combat and has some good resistance to hostile environmental factors.' That's what I mean about knowing the universal workings. In Pathfinder, a monk is a class with a set (or very likely) pool of abilities rather than just a guy who has devoted his life to internal reflection. If you are suddenly faced with a monk opponent armed with a shortsword, you are going to hard-pressed to stop your metagame knowledge telling you that a)he shouldn't have a shortsword, and b) it's no good disarming him because he doesn't need a weapon.


It's reasonable to assume that any caster, especially one with a few levels under his skeletal belt is going to have a set of 'best practices'. It is quite possible to spoof some of them, for instance, pretty much all of my players have their characters carry at least one spell component pouch. Some of them even deliberately carry the components for spells higher level than they can cast to throw their adversaries' threat assessment out of whack. Just about everyone carries a holy symbol, amusingly enough, a psionicist was the most religious member of a party I ran some years back, much moreso than the party's cleric.
The default assumption is, light armor, hit them with fortitude saves or sometimes will saves. Heavy armor and no holy trappings, will save. No armor, assume an arcane caster. Your PCs are going to assume that as a starting point, ditto your reasonably intelligent npcs. Interestingly, it can often be easier to 'bluff' smarter npcs than less intelligent ones. How many low intelligence foes would recognize the distinct aroma of higher level Save or Die spell components?


I agree that the skeleton did not act in a way I would consider meta gaming. It opened up with a save or suck on the guy in his face trying to buff up to kill him. The inquisitor and sorc had already shown their hands with their spells and weapons and weren't doing anything that couldn't be fixed by a channel. I think using a spell to get the big guy with the sword out of your face and than using channel and the scythe to take out the support guys was a good tactic. Had I been running the skeleton, I would not have summoned if already in combat (also that summon was broken and OP), but otherwise think it behaved as an evil cleric thing should. If he was really mean he could have walked up and tripped the sorc, got an AoO when the sorc tried to stand up, and then killed the sorc the next round with a channel, and then it would have been a 1 on 1 fight with the hurting inquisitor. After dispatching the inquisitor, the fighter should get back and then get held and scythed to death.

Meta gaming is when the DM has random monsters with no knowledge of the party run up and sunder the wizards bonded item before the wizard even gets a chance to wave it around and cast. That's cheap. Throwing out a spell to save your bacon, not so much.


Your PCs need to learn the GLORY of Grappling, for it is the bane of singular enemies.

RPG Superstar 2012 Top 32

Sadurian wrote:
If you see a the flower-selling monk in Real Life, you don't think, 'Aha, he's can kick my arse using unarmed combat and has some good resistance to hostile environmental factors.'

i do...

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