Would Vordakai prepare spells suited to the group? spoiler for PC's


Kingmaker


My group of seven PC's includes Synthesist summoners with eidolons. Would Vordakai prepare something to banish or dismiss the eidolons. It would make a big difference in how effective the PC are. He has been watching them for a long enough time [approximately a week] to know them. Including knowing that the dragon is really a synthesist. The mod gives his generic prepared spells, but I'm sure he would know or have access to more than that. He is intelligent. I'm sure if the shoe was on the other foot the PC's would take every advantage, but on the other hand I don't want to nurf the player. What is a GM to do?


By the letter of the AP, Vordakai is too arrogant to consider the PCs enough of a threat to be worth the effort of changing his prepared spells.

However, with a party of seven you probably need to give him every advantage you can. I would maybe not tailor the spells to the party, but I would have him decide how to defend his lair and give him a spell loadout suited to that. For example, I've swapped in Wall of Force because I think the layout of his chamber should give him a chance to separate the frontliners from the casters in the party.


If he has been successfully scrying/spying on them, then it is perfectly reasonable that he prepares against the things he's seen, including Eidolons.

Note that his spellbooks are supposed to contain a selection of spells from every level in addition to what he has memorized, so determine what he has in his books by whatever means you feel fair, and go to town. As he regularly deals with extraplanar creatures, it seems reasonable that spells for dealing with such would be in his books.


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If he's been observing the players, then I think he would prepare spells suited for them.


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If he has been using divination spells or observing them via a familiar which I think he has then sure.

I am sure that even though he is very confident he knows they are no slouch. I played him as being very confident at first, and making fun of the PC's once he started winning. His arrogance annoyed my players, but they ended up winning. Luckily they saved vs his paralyzing touch attack. :)


Yeah definitely would have him take advantage of his spying familiar and such like to get a leg up on the PCs. Arrogance is good in a villain, but it's even better when you can back it up with actual effectiveness.


I would suggest one thing. Your players are probably rather well-known among the human community for using eidolons, etc. Before throwing an anti-eidolon specced Big V at them, you might want to craft a lesser, more easily defeated enemy who confronts the PCs with anti-eidolon tactics. That serves your players with notice that the world does contain eidolon countermeasures.


I am using the modifications for a six party group. That adds a champion to make the fight more difficult. I think I will add it to his spell list and hold it in reserve. Thing is the group is pretty effective and able to deal a boat load of damage very quickly. He could go down before has much of a chance.

The spell caster in the tar room went down fast thanks to quick use of black tentacles and the flying Synthesist summoner in dragon form in his face. I hope V can deal with that or else it could be a disappointing boss fight.


I'd definitely tailor his spell selection if he had spied upon them via his familiar.
As mentioned, with a group of seven PCs I'd give him 2 flunkies; there were some nice additions of anti-paladins to one of the earlier rooms (with the big table where some former citizens of Varnhold were seated). I'd move at least on of those champions to V's chamber.
I'd also advance him 2 levels in wizard (without making him a full lich) to add (another) wall of force or similar to his spell selection.

Ruyan.


The anti-paladin is with V in the 6 player version.

The dinning room with the four zombie Cyclops worries me. The Flash of insight ability to auto crit with power attack doing 6d6+45 is pretty deadly. I should mention the group had house ruled that 20's do not need to be backed, other crit's do.

What spell would he use for the eidolons. The characters with out the eidolon are like turtles out of there shells.


hugozilla wrote:


What spell would he use for the eidolons. The characters with out the eidolon are like turtles out of there shells.

Off the top of my head? Dismissal, Banishment, and Control Summoned Creature. That last one is particularly nasty, although there is some question whether it would work on an eidolon.

Here's a thought. The Big V is a smart, ancient necromancer. Wouldn't it be easily within his power to research an anti-eidolon spell? It could be in his spellbooks when the PCs recover it.


@hugozilla:
Yeah, its these champions by ericthecleric/Julian Neale from the GM thread I meant--they come in two "flavors": 1) anti-paladin 4 and 2) anti-paladin 8 (search the KM forum for Vordakai's champion if you haven't done so already).

Would resilient sphere work?

Ruyan.

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