New statblocks?


Carrion Crown


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I'll running this soon. Going through the module, I see a lot of terrible, terrible statblocks.

Merrick Sais, the Druid Vampire. Cool chatacter. But with a +9 BAB, +7 Str modifier, and several feats dedicated to melee fighting, and being the sole opponent in the fight, "+16/+11/1d4+8/17-20" is NOT something you bring to the table.

The Vampire Enforcers on p. 25 (who start out as a social encounter, then somehow chug 2 potions before the fight starts?). With rapid reload and haste, they can do ....+13/+13/+8, 1d8, 19-20 with their crossbows? Or +16/+16/+11, 1d8+9/19-20 with longswords. Maybe if all four can surround the most vulnerable member of the party, it could be a fight.

Lady Evgenya was written by someone who doesn't understand rules nor high-level combat. Her tactics mention quickened dimension door, which she cannot actually cast because metamagic adept doesn't work that way. "If forced into melee, she casts X then fights like Y" - I see this in a lot of statblocks, and it's always wrong. If forced into melee, she has one, maybe two rounds to live unless she solves that problem.

Radvir himself only has 3 enslaved spawn at 38 hp each to flank with. He's not going to get much sneak attack in.

Has anyone done a rebuild of those to provide meaningful opposition to a level 11 party?


1) Not trying to be insulting, but you might want to dial back the 'author hating comments' such as 'x was written by someone who doesn't understand rules nor high level combat.' Most of the authors frequent these forums and might even decide to respond and chime in on their take of the module or changes that might have been made. They will never do this to a post with the above language.

2)If you would read the 'Ashes at Dawn' GM thread, you would see that the issue with Lady Evgenya has already talked about and been resolved.

3)The stats you are listing as sub-par are actually benchmarks for the CR of the creatures they represent at that level. The table in the bestiary listing average statistics for monsters of certain levels assumes your PCs average have average wealth and are on a 15 point buy If you are running a group that is way above the curve for whatever reason, that's up to you to adjust the challenge. The module doesn't account for a a group of four Paladins wielding holy, undead bane weapons, because it shouldn't have to. If you really have problems with them, change their feats, give them potions or whatever.

4)There has been a very effective alternate version of Merrick Sais on these boards. In fact, if you look through the 'Ashes at Dawn' GM thread, you will find it. I used a variation of her and was able to challenge my four PCs who also have one mythic tier, with a non-mythic encounter.


In my campaign, Radvir knew they were coming. He had set up an ambush at the store front with the 6 charmed guards and the 3 vampires. I run fire in city areas semi-realistically so, the vampires had switched out their fireball spells for a spell causing the curse of the unlucky (reroll all attack rolls and take the lower result).

Then the basement included Radvir, his 3 spawn, and the 4 vampire enforcers, Radvir and the Enforcers immediately summoned rat swarms and I rolled enough that I simplified them into being a terrain effect for the entire basement. Together that made the encounter challenging for my 4 person party (TWF Barbarian, archer rogue, healy oracle, magus).

I didn't change any of the stat blocks.


Yeah, the alternative approach/build out to the Greenhouse that was posted to the Ashed at Dawn and which I comment upon is fantastic. I used it to give my players the best fight in the entire Carrion Crown (well, books 1-5; there was a very early TPK in book 6).


My players opened up the tailors shop with a pair of fireballs. Luckily they cleared the place out well before the authorities could arrive.

I gave Radvir two guards and a sorcerer vampire in addition to the spawn. I also had them summon enough rat swarms to fill the left side of the map and added secret doors from the east half to the dying room. Also doubled the number of mimics and gave a few bad guys invisibility.

Sure, the swarms can't do much, but they can give a caster some headache AND make them waste a turn blasting them away. I was also considering having packs of wolves come charging in from upstairs at one point

Unfortunately, my party's wizard summoned something with see invisibility and Radvir got pincushioned by the archer real fast.

There's a version of him on the boards redone as a hungry ghost monk with all kinds of grapple. It is an impressive build that gets up to ~40 AC at points.


Rakshaka wrote:
1) Not trying to be insulting, but you might want to dial back the 'author hating comments' such as 'x was written by someone who doesn't understand rules nor high level combat.' Most of the authors frequent these forums and might even decide to respond and chime in on their take of the module or changes that might have been made. They will never do this to a post with the above language.

You're right. Criticism where criticism is due. "Ashes at Dawn" was edited by a monkey with two left hands. My apologies to Mr. Spicer.

Quote:
2)If you would read the 'Ashes at Dawn' GM thread, you would see that the issue with Lady Evgenya has already talked about and been resolved.

My bad. I only read the first 50 posts before I posted.

Quote:
3)The stats you are listing as sub-par are actually benchmarks for the CR of the creatures they represent at that level.

Not for Merrick. Her average attack bonus is a few points below "low", and even compensating for crits, her average damage is 24 - "low" for CR 12 is 41.

The Enforcers do have benchmark stats - IF they have 2 entire rounds to use buffs lasting 1 minute and 5 rounds, respectively. Let's call that one my bad, and assume it's meant as a feel-good beatdown between challenging encounters.


Merrick is a druid. She should be disguised as a bat, hitting the PCs with Wall of Thorns and Sirocco while they're fighting the flytrap, not trying to take on the whole party in melee.

Grand Lodge

How convenient.

I'm running Merrick on Sunday and had no idea about the alternate version. I'll go check that out right now.

Not to distract from the topic.


Tybid wrote:

How convenient.

I'm running Merrick on Sunday and had no idea about the alternate version. I'll go check that out right now.

Not to distract from the topic.

You're totally on topic.

Check back in a couple of hours, and I'll have those enforcers re-statted as swashbucklers; they should be more interesting to fight.


Vampire Enforcers: Monk version. These bad boys keep the original ability score array, but utilize their natural strengths.

The actual full attack sequence for one of these Enforcers is: Trip +17, if hit: Opportunity attack (Slam +13, 1d8+10), opportunity attack (slam), Energy Drain and Stunning Fist if applicable, swift action to grapple (+14)
if miss: Another trip at +17, swift action (+ ki point) to roll twice, if succesful, 2 opportunity attacks (slams).

Not even very efficient - and I haven't used Teamwork feats or cheated on the gear purchase.

ENFORCER CR 8:

XP 4.800
Male vampire human (vampire) monk 7
LE Medium undead
Init +8; Senses darkvision 60 ft., Perception +22
DEFENSE
AC 27, touch 19, flat-footed 22 (+1 deflection, +4 Dex, +1 dodge, +8 natural, +3 misc)
hp 78 (7d8+43); fast healing 5
Fort +10, Ref +11, Will +7
Defensive Abilities channel resistance +4, evasion ; DR 10/magic and silver ; Immune ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; Resist cold 10, electricity 10
Weaknesses Vampire Weaknesses,
OFFENSE
Speed 50 ft., Fast Movement, High Jump, Spider Climb
Melee longspear +1 (alchemical silver) (two handed) +13 ((two handed) 1d8+10/x3)
Melee slam (two handed) +13 ((two handed) 1d4+10)
Melee flurry of blows (two handed) +10 ((two handed) 1d8+7)
Special Attacks Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain, Ki Pool, Stunning Fist,
STATISTICS
Str 25, Dex 18, Con —, Int 12, Wis 14, Cha 20
Base Atk +5; CMB +14 (+16 grapple) (+18 trip); CMD 31 (33 vs. grapple) (33 vs. trip)
Feats Alertness, Binding Throw, Combat Reflexes, Dodge, Feral Combat Training (Slam), Greater Trip, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ki Throw, Lightning Reflexes, Stunning Fist, Toughness, Vicious Stomp, Weapon Focus (Slam)
Skills Acrobatics +14, Acrobatics (Jump) +29, Acrobatics (Jump/Underground) +22, Appraise +1, Bluff +16, Climb +7, Craft (Untrained) +1, Diplomacy +5, Disguise +5, Escape Artist +4, Fly +4, Heal +2, Intimidate +15, Knowledge (Local) +5, Perception +22, Perform (Untrained) +5, Ride +4, Sense Motive +22, Stealth +22, Survival +2, Swim +7
Languages Common
Archetypes Maneuver Master,
SQ ac bonus, bonus feat, bonus feat, change shape (dire bat or wolf, beast shape II), darkvision, fast healing 5, fast movement, flurry of maneuvers, gaseous form, high jump, maneuver defense, maneuver training, meditative maneuver, reliable maneuver, shadowless, skilled, spider climb, weapon and armor proficiency, wholeness of body,
Gear ring of protection +1; longspear +1 (alchemical silver); potion of barkskin +2; potion of bull's strength; coin (gold piece) (x887); coin (silver piece) (x5); flurry of blows;
SPECIAL ABILITIES
AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feat In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dominate (Su) A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Healing (Ex) You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Movement (Ex) You gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Flurry of Maneuvers (Ex) At 1st level, as part of a full attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a -2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional -3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional -7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
High Jump (Ex) You can adds +7 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Ki Pool (Su) You have a pool of 5 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic, cold iron and silver weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Maneuver Training (Ex) A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Meditative Maneuver (Ex) At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.
Reliable Maneuver (Ex) At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.
Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.
Shadowless (Ex) A vampire casts no shadows and shows no ref lection in a mirror.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Stunning Fist (Ex) You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.
Vampire Weaknesses Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire--they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to onethird of its maximum hit points--a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Wholeness of Body (Su) You can heal your own wounds as a standard action. You can heal 7 hit points of damage by using 2 points from your ki pool.
TEMPORARY BONUSES
Temporary Bonuses Applied Barkskin, Bull's Strength,


I realized I might not want to make Swashbuckler versions. Then I discovered that ACG isn't on PCgen yet, and now I really dont want to. But I'm happy with my Monks: They're dangerous to humans and vampires alike, and can make use of their natural talents. They are far better equipped to handle flying enemies (50+ on jump checks easily, should put them in grapple range of any indoor flier) and to threaten casters and archers.

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