Wrath of the Righteous statblocks document


Wrath of the Righteous

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Seannoss wrote:
Freedom spell. Its ninth level but if your PCs were 18th then it was possible.

Ah, gotcha; you were talking an easy way for the players to get around the Maze spell.

Phew. I was worried that I'd missed some easy way for the party's opponents get out of the Maze effect, and that I'd fumbled the last big fight...


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(Another nasty thing about Maze that struck home during this fight: it takes a full-round action to make the int-check to get out. So even when the target manages to make the int check, the result is to return them after having used their full-round action, giving the opposition a round to pound them into the ground before they can act again.)


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Sc8rpi8n_mjd wrote:
Well I have some ideas but honestly I consider it the weakest part of the adventure, so I left it for the end.

Yeah, I agree. And it's definitely the lowest priority. Much better to work out encounters in the Threshold first! :)

Sc8rpi8n_mjd wrote:

Here you have my suggestions:

- Basically everything except sister perversion and lady anemora is cannon fodder. You can use my updated stats for the slimy demodand but I doubt it will make much of a difference.

- Don't use Nocticula as suggested. Make her possess one of the mythic succubus instead of sister perversion, so your players don't kill her in one round after their talk with Nocticula. Sister perversion should flee to the Silk Embrace (so she is encountered with Anemora) as soon as possible when the players storm the brothel, using the magic mirror.

- Upgrade Sister P. adding two more bard levels and applying the advanced template. Then change at least one of her trickster path abilities for Inspire minions (and possibly Ghostly Performance). Now you can put some ancient apocalypse locusts in Anemora's den and they will get a nice competence bonus from Sister P.'s song (+4 instead of +2).

You can give her an additional trickster tier, so she can have another tier 3 ability (mirror dodge and vanishing move are nice).

Since Seraptis demons have a nice damaging grapple ability (wich should do 4d6+16, BTW), give her tenacious grapple and maybe even the ability to do full damage with her claws even while using a manufactured weapon. Upgrade her gaze attack DC, counting bard levels (DC 31).

- Upgrade Anemora, giving her the advanced template and some additional aberration hit dice (she already has CL 20 with cleric spells). Consider giving her some inherent bonuses to 3-4 stats (+4/+5). Her final CR should be 25 or close to it.

- Put additional enemies in the encounter. To make things easier, I suggest some ancient apocalypse locusts. A nasty demonic insect/vermin would be nice (mythic bebilith?)

Nice suggestions. Maybe I'll try to split it into roughly two encounters, along the lines you suggested. First, a big free-for-all with everything in the House except Sister P at the start, and then a mythic fight with an upgraded Sister P, Anemora and a couple Locusts in the Abyss.

We'll see how it goes!


I have added Sister Perversion to the document, applying most of the changes that I commented in my previous post.


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BTW, you haven't used a modified version for Xanthir Vang?


@magnuskn,

We are still at the Sanctum's entrance since we couldn't play yesterday as usual, so we haven't reached Vang yet. Hopefully this week we'll play twice, on Thursday and Sunday.

So far my plan is to take a look at the detailed tactics Thanurel posted in this same thread, and adjust Vang's spell list and mythic spells to suit my needs. I may raise his save DCs by 1 or 2 points (basically raising his Int score).

In this case he will have the two apocalypse locusts at his side, and I will move him to the custom summoning circle Thanurel created, adding two Vang's retrievers and one glabrezu to the fray. That should be hard enough, I think. We'll see...


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Thanks, Scorpion. :) I'll look up Thanurel's work. My party rescued Arueshalae last week and I guess tomorrow they'll go for the Sanctum, so I better be prepared in case they make a beeline to Vang for some reason. I'll make the Sanctum scrying and teleport secure (outside of CE beings) to be sure that they don't do any scry+fry tactics as a first step. ^^


I still have to establish the magical protections of the Sanctum, most likely they will be scrying secure and abyssal infusion (as the dungeon of Drezen).


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Ooooh, I forgot about the abyssal infusion. I'll probably do that. :)


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Sc8rpi8n_mjd wrote:
I have added Sister Perversion to the document, applying most of the changes that I commented in my previous post.

Awesome!


Ok so it's time for an update on my use of the statblocks.

We have played two more sessions after the group entered the Ivory Sanctum. As I wanted to keep thing simple, I made the entire sanctum protected against scrying (the spell fails) and applied the abyssal infusion that affected the dungeon below Drezen. Also, I extended the unhallow effect to the entire complex, with an invisibility purge attached to it.

After the party entered the sanctum, a group of four scions of Baphomet attacked. The players were surprised to see creatures with that much reach (glaive at 15-20 feet, horn and bite at 5-10 feet), and made movement in combat much harder.

I added more scions to the sanctum, in total I think there are 10 of these monsters.

The tactics for them were simple: smite a target, and then greater teleport as a move action before/after a standard action mythic vital strike (usually with power attack). That gave them high mobility, but they were still easy to hit (wich is good). As the combat progressed, 3 kalavakus demons (I added one) joined the fight, 4-5 rounds after initiating combat.

The damage output of the minotaurs was good, and the cleric went unconscious twice I think. The demons complicated things as they hasted the scions and staggered the characters using their enslave soul ability.

The group explored the altar, and two more minotaurs assaulted them. This time they had better rolls and killed them fast, but again suffered a hefty amount of damage.

Then they fought the brain collectors. Even with the advanced template the battle went fast, 2-3 rounds at most I think.

They reached the hall near Jerribeth's room, and two more scions attacked. The paladin suffered a lot of damage in this fight, and went unconscious once.

After healing and channeling, they tried to open the door to Jerribeth's and found it closed. After all the chaos that they had been doing, Jerribeth had used all her buff spells except for divine power, but immediately after hearing them try to open the door she casted it.

She opened the door from inside and tried to talk to them. To my surprise, the inquisitor, paladin and cleric approached her and had an interesting conversation about how she wanted Vang dead and that she could give them magic support and point them in the direction of the mythic Worm that Walks.

Note: instead of a nameless templar, I put Zanedra's slaughtered body in her room.

In the end (after Jerri told them how to find Vang), the paladin and the inquisitor decided that she had to die just because...

Of course Jerribeth was happy to comply. After initiative was rolled she was on top of the order and again at the third position (only one character was high enough to be between her two turns). She changed form and full-attacked the paladin, scoring a crit and rending him to death. The inquisitor tried to attack but failed even after very good rolls (the paladin player commented that she was probably buffed). On her second turn, she killed the inquisitor(dead). I think I rolled another crit.

The rest of the players tried different things, the most relevant was the dispel attempt by the sorceress that removed divine power, and Arueshalae using her reviving kiss on the paladin. Instead of giving her all the redeemed abilities at once, I wanted to give her things to represent the advancement on the redemption track. Since she really wanted to help the group (they have been very nice to her), It was a good opportunity to start doing it. Since one player is running her, I gave the group the option of doing whatever they wanted to do, or let her do a special thing that could gave them an edge in the battle. And there she went, reviving the paladin. After a heal spell from the cleric, the character was back in the fight.

The rest of the fight was interesting, even after losing one of his offensive buffs Jerribeth remained a huge threat with her damage potential. The cleric mythic breathed life into the inquisitor, while Arueshalae and the sorceress attacked Jerribeth using arrows and spells (augmented empowered mythic magic missile).

Jerri killed the paladin again after using a quickened power word stun (thus lowering his AC), but again Arueshalae revived him.

She finally died to an augmented magic missile, after 3 rounds I think. After healing, they talked about going somewhere else to rest for one hour, but feared that Vang could flee so they pressed on.

They moved to the other side of the sanctum (I removed the antipaladins) and went south, but before they tried to enter Xanthir's room, they detected the illusory wall and the paladin went up the stairs, triggering an encounter in the near cave (see Thanurel's map in this same thread, thanks man!) with 4 blackflame adepts, one buffed glabrezu and 2 retrievers. We'll see how it goes next Sunday.

My thoughts on Jerribeth's statblock: it worked perfectly for a scary boss monster. Interestingly, I didn't got to use her sp-like abilities except for one use of power word stun, because one way or another she ended up using a surge before her turn came up or during her turn (I used one to hit with a pincer and make sure she could rend the paladin, she hated him).

Unfortunately, no one succumbed to her corrupting whispers, but we had a lot of fun playing the "evil voices" inside the character's heads, playing on their flaws and grudges against the other characters.

If a DM wants to reduce her damage potential, just drop the powerful blows ability. That drops her damage modifier to +11 and power attack to +12 since her natural attacks are no longer considered two-handed weapons for the purposes of calculating damage bonuses.

About Arueshalae: at firs I was concerned that adding her to the group would be too much, but I have to say I was wrong. She adds a much needed ranged damage support, and additional abilities like the reviving kiss, flight...

About boons: since I wanted the group to complete the Sanctum in one go, I gave them back some uses of mythic power. The first time was after defeating the minotaurs and the kalavakus demons (1d4+1 uses), and then after defeating Jerribeth (2d4+2). Even if they have almost all their mythic uses per day, most of them are very low on class resources (smite evil, judgement, channel, spells per day).


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We will be beginning the Sanctum this evening. I'll be interested to see how it goes.

Two questions, are you having to deal with the same large damage boost I have to work around now? I got two players with foe-biting legendary weapons at this point and the Paladin has discovered Litany of Righteousness.

Second question, are you going to use Xanthir Vang out of the box or one of the modified versions flying around in this or other threads? In this case, which one?

Anyway, I'm off to work. I'll start this evening with the Brazen Bull, which will probably only be a warm-up and afterwards it'll be the same battle you did first. ^^


My players are dealing decent damage. Both the paladin and the inquisitor have taken improved critical (scimitar and longsword, respectively), the inquisitor also has precision x1 and fleet warrior.

The sorceress also deals quite a lot of damage with her fireballs/fire snakes. She has the arcane metamastery twice and empower spell, wich she uses quite often.

Now that the paladin has the aura of justice, they can punish boss monsters if enough smite uses are available. The paladin's celestial lion can smite too, and has pounce to boot.

None of them has shown any interest in a legendary weapon (even though I told them to take a look at the rules). The foe biter ability seems a tad overpowered for me, I'm pretty sure I won't allow it in my game. Double damage on a mythic point is incredibly powerful.

And I don't allow litany of righteousness in my game. I try to limit the content my players can use so we don't have to reference a thousand books. For this particular campaign I have allowed all elements that have some interaction with the mythic rules, even if they are from books other than the CRB. Of course, I have reserved the right to ban any game element that I see can have a negative effect on our games, business as usual. I trust my players to create interesting and efficient characters, and they trust me to provide a challenging and compelling story :-)

As for Xanthir, I modified his path abilities, spell list, and some feats to make him a little more challenging, but nothing extreme. I used Thanurel's version as the basis. The way things are right now, the players will have to be very careful to win their next fight. I can certainly see them retreating.

Edit: I forgot to mention that I plan on removing the 4 doses of ambrosia and replace them with nectars of the gods (double the number since they cost half the price of the ambrosia). Xanthir will have 4 of them on himself, so he can consume them in combat with amazing initiative for example. I will also give him some roots of the world tree, so when he summons some monster they will have the advanced template and DR/epic. My preferred summon will probably be fiendish dire tigers and shadow demons.
If I have time, I will try to upload a statblock for him.

Make sure to tell us how the fight against the bull went!


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My new journal entry is up. The bull didn't do too well. I'll hace to go to bed now, because in six hours it's time to get out of it again, but I'll need to know for next week's fight against Jerribeth, if any of her available buffs are featured into her statblock.

The fight against her could be brutal, but it could also go the entirely other way, that they will nova her down, especially with the option to make an entire round of attacks be against touch AC (and with added foe-biting on a critical) by the Samurai.


@magnuskn,

None of her cleric spells are pre-cast, she only has her constant sp-like abilities applied (mind blank, fly, true seeing).

Not only she can kill most melee-oriented PCs in one round, but she also has access to some interesting mythic sp-like abilities. Review them carefully before running the combat.

If she is in danger, use greater teleport, heal, and then go back to the sanctum's entrance for example.


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Here's a report on my player's run through the House of Yearning. It didn't go that well. But maybe describing some of my mistakes will help other GMs do a better job.

I had originally intended to start the House of Yearning by throwing pretty much everything but the "final bosses" at the group, but I wasn't sure how to fit in the role-playing aspects described in the AP. So I decided at the last minute to try to run the first part as written. Big mistake. The first several encounters were mind-numbingly boring, despite the ease with which the party got through them. (At this point, even 1 round combats can take 30+ minutes to get through.) Finally, I shifted to having everything the party encountered flee in terror, and had Nocticula appear as an image in the Mirror of Mental Prowess so the party could talk to her that way. In hindsight, I should have done that from the start.

Then the party went in to face Anemora, Sister Perversion, and a batch of Ancient Apocalypse Locusts. For the most part, that fight was a lot of fun. But I flubbed the end of it, which made the final part a bit boring and anti-climactic. Anyway, here's how the fight went:

Details on the Anemora, Sister Perversion and Ancient Apocalypse Locust Fight:
Preliminaries: I boosted Anemora by applying the Advanced and Worm-that-Walks templates (the latter giving her the nice +wis boost to AC and to making her immune to criticals), replacing her mithral chain with ordinary clothes (so that she wouldn't have the dex bonus cap), and gaving her a +5 inherent bonus to each ability score. I also boosted everyone's HPs in the usual way, giving Anemora 1033 HP, Sister Perversion 1055 HP, and the Ancient Apocalypse Locusts 850 HP each.

The Fight: The party entered Anemora's chambers in the Abyss, and saw her and Sister Perversion surrounded by 5 Ancient Apocalypse Locusts. I hadn't realized how frightening the last fight with the locusts was for the players, and they freaked out. The sorcerer immediately put up a Prismatic Sphere to give the party some more time to buff up (planning on using Grease spells on everyone's armor to help them with the grapple checks against the locusts, and casting some other shorter-term buffs as well). But I had Anemora use the Nyhandrian Chisel's Mage's Disjunction ability to immediate drop the sphere, leaving the party exposed again. The cleric then used a Plane Shift to move back to the Material Plane, and I watched the players flee from a fight for the first time.

The party then buffed up some more, and then teleported back to the House of Yearning, and returned to the Abyss to face Anemora et. al. again. (I was thinking of having Anemora try to scry-and-die them, but they all had Mind Blank up, so that didn't seem feasible.)

As before, the locusts were great. The players got very tactical in working to mitigate the locust's Death Throes ability, putting up Walls of Stone and Thorns to block the boosting spray from hitting other locusts, and using Mazes to ensure that some of the other locusts weren't around to get boosted. Even though nothing was trapped in a Maze for more than 1 round (using surges to make the int checks to get out), the party was still pretty successful at dispatching most of the locusts without taking too much damage. This was tactical fighting at its best.

Sister Perversion was a nice addition as well. Her Inspire Courage, Mythic Haste and Mythic Heroism spells provided hefty boosts to everything else. Her Gaze of Despair managed to drain a bit of Charisma and stagger a few players at various points during the fight. And she was scary in melee as well. At one point, Anemora used a Quickened Wall of Stone to isolate the paladin and used her Chisel's Mage's Disjunction ability on her to dispel the 15 or so buffs the paladin had running, allowing Sister Perversion to flank her and full attack, killing her. But the party got smart and used some Maze spells on Sister Perversion too, depriving the locusts of the Inspire Courage boosts for short periods of time, and the party finally managed to drop Sister Perversion after finishing off the locusts.

In sharp contrast, Anemora kind of sucked. I'm sure this is partly due to the fact that she didn't get the full Scorpion treatment; I just used the AP version and applied the templates and tweaks described above. But the biggest problem was (yet again) Flexible Counterspell. Most of Anemora's turns went like this: `Anemora casts [nasty/effective] spell. The sorcerer identifies it and (if it's a genuine threat) counterspells it. Anemora then casts a Quickened [weenie] spell. The party ignores it.' She did manage to do a couple nasty things with the Nyhandrian Chisel's Mage's Disjunction ability, and she did make the sorcerer use a lot of mythic power on counterspells, but other than that, she was pretty much just a damage pillow.

My mistake at the end of the fight was following the AP's suggestion and having Anemora escape and heal up once she'd been brought down below 200 HP. At this point she was the only one standing, and had virtually no way of posing a serious threat to the party (because: counterspell!). But I dutifully had her escape, heal up, and re-appear fully healed a few rounds later, at which point she was hit with a Dimensional Anchor, followed by three rounds of being wailed on while she threw out a few more spells to get countered. A rather boring and anti-climactic finish to an otherwise great fight.


@Porridge,

Thanks for all the information! Glad to hear that the different setup helped the encounter with Perversion/Anemora. I would say that even if the drider took a long time to beat the second time, the encounter looks fun and tactically interesting. I see I created a monster with those apocalypse locusts :-)

It's a shame that now only you remain to tell your experiences with the endgame of this AP after Lochar and Seannoss folded their campaigns. I miss your posts guys :-(

Fortunately others are slowly reaching that point. Magnuskn keeps updating his thread, and I have already read other's experiences in that same thread.

Today I have finished my version of Mistress Anemora, and uploaded it to the document. As you can see, I have done some things similar to yours.

I also removed her armor and robe of scintillating colors, giving her a standard dress that can be enhanced with magic vestment. I increased her natural armor bonus and gave her better ability scores, so in the end her AC got higher. The robe got swapped with a cloak of resistance, for better saves.

Her new hierophant tiers gives servant of balance (immune to crits) and divine metamastery x4, so he can automatically apply Quicken spell for 10 rounds without having to use higher level slots. I have added a comment at the end of the statblock about this, so DMs don't forget to tweak her spell list so she doesn't have that many quickened spells memorized. I have changed the mythic spells she has access to.

With the new stats, the ability to double damage using the staff of the hierophant, and some buffs (mythic heroism/haste provided by miracle or Sister Perversion, bard song, mythic prayer and divine power), she can be very scary in melee. She already has some buffs up, those are marked with an asterisk in her spell list.

The spiritual poison is a nice add-on effect to her attacks that can turn a character into a dead husk very fast if she/he starts eating the locust's poison.

After reading how the staff of hierophant double damage ability works (the part about a crit being x3 instead of x4), I think the foe-biter legendary weapon ability should work the same. That is, in case a crit is scored, the second and following multipliers should be at -1, wich is the way it works normally in Pathfinder. It is not a problem in my game but it may help magnuskn.

Last Sunday we finally ended Demon's Heresy, with an interesting fight against Xanthir Vang and his allies. At this point I want to remember everyone that I used Thanurel's map for the Sanctum, so on the Southwest corner of the map there is a huge cave with a summoning circle.

The game started rolling initiative, as the paladin triggered the encounter in that area before entering Vang's room. In the cave there were 2 retrievers, 4 blackflame adepts, and one buffed glabrezu (good hope and haste).

This combat lasted a total of 3 rounds. During the fight, Vang was inside his room (door is locked and the party doesn't have the key), buffing himself and his two apocalypse locusts minions.

Outside, the group started moving to the cave to face the enemy. The glabrezu full-attacked the inquisitor after being mildly damaged, and nearly dropped him. The adepts saw this as an opportunity, and fired magic missiles at him, but the cleric did a good job keeping him on his feet. The glabrezu died after two full-attacks from the inquisitor.

The retrievers tried to petrify/disintegrate/blast some party members (the sorceress, Arueshalae and the inquisitor) with moderate success. The petrification and disintegration got saved every time, but the energy blasts did a lot of damage. It may be a good idea to up the DCs on these rays a little more. Giving constructs a bonus to their special abilities equal to half their CR is a good way to do it. That should raise the DC to 25.

During the fight I discovered that these constructs have no DR, and I gave none! I suggest something along the lines of 10/adamantine, so they can hold the line a little longer against the meleers.

After firing the rays, they full-attacked the paladin and his lion mount, dealing good damage (I think the paladin was in single digits). In the end they fell to attacks and some spells.

The adepts were there mostly as "dungeon dressing". They were very helpful with their magic missiles (I didn't bother with summons since they would have posed no challenge to the party). I used them to finish off the wounded party members.

After this fight ended, the party tried to enter Vang's chamber and found the door to be locked... what a suprise. Vang was the first in the initiative, so after they tried to enter for the first time, he used dimensional steps to teleport to the summoning cave, along with his locusts. All of them were under the effects of greater invisibility and mythic heroism (Vang had 4 doses of nectar of the gods, and used two of them after casting some spells using wild arcana). He also activated his Arcane metamastery (+2) with the Empower Spell feat (I changed some of his feats and spells).

he had left one summoned creature (fiendish dire tiger under the effects of mythic augment summoning, advanced template because of a root of the world tree) at the souther part of the room.

So finally most of the party dimension-doors in (Arueshalae using staff, cleric, paladin and inquisitor),leaving the sorceress and the lion outside. This was perfect for Vang.

Inside the room the tiger smites good, and proceeds to inflict a lot of pain on the paladin (I couldn't pounce because there wasn´t enough room). The players didn't recognize the summon for what it was, and started damaging it.

Outside, Vang approached the sorceress (walked down the stairs, still invisible) and casted disintegrate, neraly killing the sorceress.

NOTE: the sorceress should have been dead, due to the disintegrate being empowered after using arcane metamastery. We added the numbers after the fight, and she would have clearly died.

Then Vang casted a mythic cloudkill (on this one I remembered the empower) and both the sorceress and the lion lost 4 points of Con.

The locusts were next, so one used amazing initiative to move near the sorceress and then full-attack. After hitting, she used mirror dodge to teleport to the eastern end of the room (Q16). Frustrated, the locust moved near her (after the first attack, the monster still had its move action).
The second locust moved near the lion and full-attacked, rending, and killing it. The paladin sensed something was wrong with his mount...

The sorceress then teleported inside Vang's room, and I allowd the paladin to recall the lion's body to his side so the cleric could use mythic breath of life. The party also healed the sorceress while finishing off the tiger.

Vang guessed that the characters would be in the main room, and teleported (still invisible) to area Q19 near the stairs, and casted mythic black tentacles. Every character was grappled except for the cleric, that had casted freedom of movement when they entered the sanctum. That was their saving grace, as the DC to get free was so high that only natural 20s would have helped.

The dwarven cleric proceeded to move and cast freedom of movement on the sorceress, who in turn dispelled the tentacles. The inquisitor moved near Vang (they all knew where he was, as he wasn't hidden) and did little damage to him.

Vang casted enervation and then another spell (I can't remember) to kill the inquisitor, but he got lucky with the saves and, even with a lot of negative levels, survived (again, enervation got empowered).

Vang was confident in his possibilities, and I was preparing to mess with the party a lot more, when both the paladin (using his mythic trait) and the cleric casted holy smite (mythic version in the cleric's case), rolling very good on damage. Vang failed both saving throws (even after surging!) and received a lot of damage because both of them are area spells (worms that walk take +50% more damage).

When his turn came, he used dimension door to flee. The locusts followed him, still invisible. The party wasn't convinced that he wasn't there anymore, so a few more turns were played.

I didn't used the Thanadaemon when the party explored the rest of the Sanctum because it was late. Basically Vang will use the daemon as a minion when he attacks the party in a future module.

Overall I'm very happy about how this encounter turned out. I think I played Vang to his strengths, and gave the party a different challenge other that move-attack-kill-next.

And now, about the document, these are the important statblocks left in the adventure that I would like to improve/update:

- gimcrack (I think the devastator from area F12 should be moved to his room)

- the favored of deskari

- areelu vorlesh (not a complete update). I'm thinking about improving her minions. That should leave the encounter as follows:

1- Her.
2- Khorramzadeh Reborn
3- A specific devastator tailored to Areelu's needs.
4- Grimcrack (he should flee from the previous encounter, or be resurrected by his mistress).
5- Replace the 4 advanced vrolikais with 2 corrupted solars. For this, I want to use the Herald of the I.L. statblock, with some modifications.

I want to finish this soon, so hopefully I will upload at least one more statblock this week.


Pathfinder Adventure Path Subscriber

I am surprised that invisibility works on your party, unless you've changed interactions with invis purge. My PCs may have focused more on defense, doesn't look like black tentacles would be that hard to break out of.


The sorceress casted glitterdust to reveal Vang, but that was after the tentacles were dispelled and he had fled.

I haven't changed interactions. The thing is, only the cleric can prepare invisibility purge, and I don't know if he did for this combat. The sorceress casted glitterdust instead of see invisibility, in fact it's not a spell she usually casts due to having to spend mythic power to do it.

The CMD to escape the tentacles was 33, so even the paladin who has the greatest CMB bonus needed almost a good roll. Not a nat 20 (my mistake, I remembered a comment from one of my players and made it my own somehow), but close.


Pathfinder Adventure Path Subscriber

The cleric in my group had no issues about spending that mythic point to cast purge every fight, making imp invis nearly worthless. But was a nice surprise later with the dust of disappearance.

Hmm, now I'm thinking. Does heroism and various buffing spells add to CMB?


The cleric in my group doesn't have inspired spell, he took recalled blessing. I have to say, it was a wise choice. The buff to healing spells and the save twice for non-mythic creatures has been very useful.

Yeah, morale bonuses apply to CMB per the CRB: "Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver".

Now that you mention it, I don't think the players have been adding the mythic heroism bonus to CMB checks. I'll have to remind them about it.


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Heh, the Cleric in my group thought he'd be clever by taking Archmage/Guardian as his mythic path combo. That has led to him not being able to spontaneously cast Heal and other important spells, which will assuredly come back to bite the party in their behinds multiple times over the rest of the campaign. He barely managed to keep the members of the group alive during the fight against Jerribeth and everybody is going pretty spent into the rest of the Sanctum.


Pathfinder Adventure Path Subscriber

Inspired spell and the archmage one feel like such obvious takes that I consider it a weakness of the mythic rules. That and the limited usefulness of low level path abilities.

The Exchange

Still in book one, but planning ahead. My Vang fight will probably have mythic antimagic, blink, haste and mirror image. contingency will be dim door. still working it out, but think my players should be quit scarred.


@Jeff Morse,

Customizing Vang's spell list goes a long way towards providing an adequate challenge for your group. Definitely modify it when the time comes.

Update: I have added Gimcrack to the document. The little bugger is a little more tougher now, and one of his abilities ensures that Areelu will have him available in the last fight (and others, if the DM wishes).

Hope you like it!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sc8rpi8n_mjd wrote:

Today I have finished my version of Mistress Anemora, and uploaded it to the document. As you can see, I have done some things similar to yours.

I also removed her armor and robe of scintillating colors, giving her a standard dress that can be enhanced with magic vestment. I increased her natural armor bonus and gave her better ability scores, so in the end her AC got higher. The robe got swapped with a cloak of resistance, for better saves.

Her new hierophant tiers gives servant of balance (immune to crits) and divine metamastery x4, so he can automatically apply Quicken spell for 10 rounds without having to use higher level slots. I have added a comment at the end of the statblock about this, so DMs don't forget to tweak her spell list so she doesn't have that many quickened spells memorized. I have changed the mythic spells she has access to.

With the new stats, the ability to double damage using the staff of the hierophant, and some buffs (mythic heroism/haste provided by miracle or Sister Perversion, bard song, mythic prayer and divine power), she can be very scary in melee. She already has some buffs up, those are marked with an asterisk in her spell list.

The spiritual poison is a nice add-on effect to her attacks that can turn a character into a dead husk very fast if she/he starts eating the locust's poison.

Nice updates---this version of Mistress Anemora is definitely better than the one I used. The last part of the fight would have been a lot more exciting with this version---her automatic quickened spells would have allow her to get past the "counterspell" barrier (since she can just cast the same spell twice), and the boost to her melee prowess with the nasty spiritual poison effect makes her a nasty threat even if she decides to stop casting and duke it out... Nice!

Sc8rpi8n_mjd wrote:
Update: I have added Gimcrack to the document. The little bugger is a little more tougher now, and one of his abilities ensures that Areelu will have him available in the last fight (and others, if the DM wishes).

A lot nastier than your everyday familiar! And likely to take the party by surprise...

By the way, what kind of action does Areelu need to use to resurrect Gimcrack via the Mythic Familiar ability?


@Porridge,

It does not require an action, but as it isn't an immediate action she has to do it on her turn.

Grand Lodge

I can't get the link to work.


@Raltus,

I tried the file and it works for me.

Grand Lodge

it works now, I just downloaded it to my home PC.

I have a question for ya though Sc8rpi8n. Did you use the Mass combat rules? I plan to use some of the rules from Heros of Battle a 3.5 book. Doing flow charting kinda for each encounter with the leaders of the first 2 armies. Why did you make the Incubus a mythic character?


@Raltus,

Yes, I did use them as suggested in the module. They worked well for me, and added a simple strategic component to the adventure that the players enjoyed. The DM has to be careful not to overuse the enemy armies' offensive abilities, as the army can be easily defeated with a huge attack roll.

In my game my players suffered at Keeper's Canyon (Exorius commanded the armies, and of course he used his surges to empower their minions, just as the PCs can), and the paladin army was defeated when assaulting Citadel Drezen. The players regrouped, along with the NPCs, in the mercenary army, and defeated the demonic defenders.

It was a close call. My fault for using the enemy options. It is much better to just attack, just to be safe.

About Exorius: this is something I explained in this same thread on the first pages. Basically Exorius is part of one of the character's backstory, and I needed him to be mythic.

The statblock is not intended to be used in a standard fight after Keeper's Canyon battle. My players actually fought him much later.

I have added a comment at the end of his statblock so people understand what I was trying to accomplish by making him mythic.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sc8rpi8n_mjd wrote:
It does not require an action, but as it isn't an immediate action she has to do it on her turn.

Gotcha.

Sc8rpi8n_mjd wrote:

1- Her.

2- Khorramzadeh Reborn
3- A specific devastator tailored to Areelu's needs.
4- Grimcrack (he should flee from the previous encounter, or be resurrected by his mistress).
5- Replace the 4 advanced vrolikais with 2 corrupted solars. For this, I want to use the Herald of the I.L. statblock, with some modifications.

This looks like an incredible encounter. Can't wait to see how it all stacks up!


I have uploaded the statblocks for Areelu's devastator and the two fallen angels.

Instead of going for brand-new statblocks, I simply modified the existing ones to provide the abilities needed for this encounter.

The devastator got new effects on its aura, and two new abilities: one to repel attacks and spells from Areelu; and another to regain hitpoints. You'll see why it needs the ability when I write down the changes to Areelu.

The fallen angels are basically the same as the herald, with some solar abilities. I think the spells and sp-like abilities will provide a much needed support for team Areelu.

Only Areelu and the Favored of Deskari remain...

Grand Lodge

@ Sc8rpi8n

Do you do all these on Hero Lab or some other such program? What about changing a lot of the DR's to DR 15/- say? I think for the greater demon lords it would make sense unless they were artifacts.


Raltus,

No, I copy/paste/modify statblocks on my own.

As for the DR, well in my game I don't use the "X magic enhancement overcomes X material", and of course I don't use the updated method to overcome epic DR in Mythic Adventures. I think it turns DR into a nearly useless mechanic.

So for me the DR as it is now in the document serves its purpose. Of course you should modify it for your game if you use those rules.

Grand Lodge

I find the +3 over comes x DR is a cheap way of making it so lower level characters can kill higher level threats. I think it is an easy way to by pass crafting in PFS.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I just compared unmodified Jerribeth / modified Jerribeth with each other. Unmodified Jerribeth would probably been one-shot by the Paladin if he put his mind to it and would not have even gotten her turn before being killed. Modified Jerribeth held out three rounds and came close to taking two characters with her (although they all survived thanks to smart gameplay by the characters).

Thanks again, Scorpion. :)


Shouldn't someone at paizo give Scorp a job soon?


@magnuskn,

My pleasure :-) I Hope you find the rest of the statblocks as useful as this one.

@friluftshund,

Thanks man!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Here's a report on my player's encounter with Terendelev. Combat lasted 10 rounds (though Terendelev was in a Maze for 2 of those rounds), and there were two PC deaths. Like the fight with Azrivauxus, it was fun but tough---these dual initiative mythic dragons are scary as hell.

One thing I was a little unsure about was how to implement the Nahyndrian Aura. The aura requires a save when an opponent enters the aura. So if Terendelev is Mazed, and comes back, does that mean the party needs to make another round of saves (since, arguably, they're "re-entering" it?). And if Terendelev is Mythically Hasted, and so gets an extra move action each round, can she use the move action each round to fly back 110' and then back to where she was for a full attack, forcing them to make another round of saves for "re-entering" again?

I ended up having it just require a save the first time an opponent enters the aura, since having Terendelev fly back and forth to repeatedly expose them to the aura felt weird thematically. But I don't know if I was how it was intended to work...

Anyway, here's how the fight went:

Details of the Terendelev Fight:
Preliminaries: I boosted Terendelev's hit points in the usual way, giving her 1080 HP. The fight began in the following way: the party used Greater Prying Eyes to scout out the soul foundry, Terendelev spotted them, quickly buffed up (Mirror Image, Greater Invisibility, Displacement, Mythic Haste, Mythic Divine Favor), and then followed the eyes back to the party.

The Fight: Terendelev opened up with a swift breath weapon, her Nahyndrian Aura, and a Mythic Resilient Augmented Fog Cloud (using the dragon magic trait), blanketing the whole area with fog that only Terendelev could see through (fog vision). The fog coupled with Terendelev's unlimited-range attacks of opportunity, made for a scary first couple rounds for the players, since pretty much everything they did provoked an attacks-of-opportunity from their unseen opponent. But the sorcerer dropped the cloud with a Quickened Dispel Magic, spotted Terendelev with her permanent See Invisibility spell, and cast a Greater Dispel Magic to make Terendelev visible and get rid of her buffs.

When the party moved in to engage her the paladin and ranger ran into Terendelev's Cold Aura. This was pretty nasty; it inflicted a fair amount of cold damage each round (her Energy Mastery allowing it to bypass their energy resistance), and the ranger used a half-dozen mythic powers to make all the saves against paralysis. This made them eager to finish her off quickly, but this was hard to do: Terendelev's Heavy Fortification and the Reflective Scales abilities allowed her to weather their attacks well.

Terendelev did a lot of damage in melee in return. Despite the fact that the ranger and paladin were quickly hidden by Greater Invisibility spells, Terendelev was able to kill the paladin on round 3, and then again on round 4. (On round 4 the cleric used Divine Interference on one of Terendelev's would-be bite criticals to try to keep the paladin alive, but Terendelev's re-roll was a natural 20, which invoked her Vorpal bite ability. The paladin had one of Terendelev's scales to save her from being decapitated, but she still died from the HP damage.)

At this point the sorcerer resorted to Maze to give them some breathing room, to bring the paladin back again and to heal the rest of the party up. But this worked both ways---I had Terendelev use her first couple rounds in the Maze to heal herself back to full HPs with Mythic Harm spells and re-cast her dispelled buffs before trying to escape the Maze. So both parties were back at full strength when Terendelev re-appeared two rounds later.

After a couple rounds more of fighting the paladin was almost dead again, but the ranger had a burst of good rolls and managed to get three criticals past Terendelev's Heavy Fortification, finally dropping her.


@Porridge,

Another great battle! I see that you used Lochar's suggestion regarding the scales (protection against vorpal). Well done :-)

Right now I'm on holidays so I'll answer your question on thursday when I return home.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sc8rpi8n_mjd wrote:
Another great battle!

Thanks to these stat blocks!

Sc8rpi8n_mjd wrote:
I see that you used Lochar's suggestion regarding the scales (protection against vorpal).

I think I was just trying to do what it said under Terendelev's Scales ability in the document:

"The scales shed by Terendelev at the start of this Adventure Path are anathema to the ravener. Any PC who carries one of these items (see “The Worldwound Incursion”) gains a limited protection against Terendelev's vorpal strikes. The first time a character with a scale would be decapitated, the hit is turned into a standard critical hit and the scale shatters, forever lost."

In any case, if Lochar's the one who got this put into the statblocks, my paladin owes him one. And it's certainly a nice thematic touch!

Sc8rpi8n_mjd wrote:
Right now I'm on holidays so I'll answer your question on thursday when I return home.

Yeah, of course. The fight's over, so take your time!

Scarab Sages

Yeah, none of us liked the fact that the scales allowed a PC to attack both the soul ward and T's HP bar at the same time. I suggested the change instead of just dropping the scales' effect completely.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Lochar wrote:
Yeah, none of us liked the fact that the scales allowed a PC to attack both the soul ward and T's HP bar at the same time. I suggested the change instead of just dropping the scales' effect completely.

Yeah, this is a much better (and dramatic!) use of the scales effect. Kudos!


@Porridge,

The Nahyndrian aura is supposed to affect PCs that enter the aura or start their turns inside it.

The cold aura functions the same, but reading your post again I think you ran it this way.

I have tried to make the text clearer on both abilities. Thanks for pointing it out. As the CRs go higher and higher, abilities become a lot more difficult to explain in mechanical terms, and sometimes you forget to explain a few things.

About the scales: yeah, I changed the description as per Lochar's suggestion, but I didn't know if you used them as detailed in the module.

Grand Lodge

@Sc8rpi8n

You have made a bunch of the normal enemies in SoV near the start all Mythic, I can see why you did this. Did you give out extra Mythic Tiers or just keep it the same? I am about to come up to the Incubus Fighter.

Thanks in advance


Raltus,

I'm afraid I don't follow you. In Sword of Valor I only made Exorius and Kiranda mythic, and they are not at the start of the module.

Is it possible that your are talking about another installment of the AP?

Grand Lodge

Exorius is right near the start. I guess I just want to know why you made them mythic and if you changed things over all?


Fair enough. Well, the notes about why I modified Exorius can be found in the document, and in this thread.

Kiranda got the mythic treatment because I felt there were too few mythic enemies in this adventure. As Aponavicius' lover, she was a perfect candidate to receive one of the nahyndrian elixirs. Having the perfect lie mythic ability allowed her to impersonate that Maranse crusader, get inside the PCs camp and get some interesting information from a dominated Irabeth. Then she escaped, of course. She finally died in Delamere's tomb. You can read the description of that fight in this thread.

As far as I can remember, that's all. I changed a few more things, but those have nothing to do with the statblocks. I extended the effects on the Drezen Dungeon to the first floor, and added a crater to the southern part of the city where the party located the pauper's thighbone just before Soltengrebbe attacked.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sc8rpi8n_mjd wrote:

The Nahyndrian aura is supposed to affect PCs that enter the aura or start their turns inside it.

The cold aura functions the same, but reading your post again I think you ran it this way.

Ah, Gotcha. Yeah, I did run the cold aura that way, but not the Nahyndrian aura. (If I'd run it the right way, my players would have probably needed to spend another dozen mythic power uses to take all those saves.) I guess my players got lucky!

A mistake then, but not one I feel too bad about---the encounter was pretty difficult as it was!

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