Final Fantasy Boss Fight....tpk?


Advice


party of seven 7th level adventurers

pally, cleric, zen archer/inquisitor, rogue, magus, wizard, reach fighter man. master

magic door closed behind us (duh duh duh duh!!!) gm gave us chance to heal for free and change spells...like a pre-boss save point

BBEG in middle of room identified as a MELADAEMON and we end the session Meladaemon CR 11
XP 12,800
NE Large outsider (daemon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good, detect magic; Perception +20
Aura consumptive aura (20 ft.)

DEFENSE
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, –1 size)
hp 147 (14d10+70)
Fort +11, Ref +15, Will +14
DR 10/good; Immune acid, critical hits, death effects, disease, poison, sneak attack; Resist cold 10, electricity 10, fire 10; SR 22

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee bite +20 (2d8+6/19–20 plus disease), 2 claws +19 (2d6+6 plus hunger)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 11th; concentration +15)

Constant—detect good, detect magic, see invisibility
At will—cause fear (DC 15), deeper darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—blight (DC 19), diminish plants, quickened magic missile
1/day—horrid wilting (DC 22), waves of fatigue

i think we are dead meat unless we metagame and say the cleric and pally have align weapon and bless weapon memorized to help the other players. wizard has to have summon monster 3/4 memorized along with sonic/force spells to bypass dr and hopefully get over the spell resistance.

what do you guys think...? are we lambs to the slaughter? lol


Well, there's seven of you, so I don't know about lambs to the slaughter.
Can any of you make a knowledge check to identify it?


Flame Effigy wrote:
Well, there's seven of you, so I don't know about lambs to the slaughter.

yup seven, just wondering how many will truly be effective against this dr/10 spell res 22 monster


Bran Towerfall wrote:
Flame Effigy wrote:
Well, there's seven of you, so I don't know about lambs to the slaughter.
yup seven, just wondering how many will truly be effective against this dr/10 spell res 22 monster

More effective than a single classed 11th fighter with no way to stave off death.

Silver Crusade

Do the melee people have power attack? If so, get a few of you to surround for flanking, aid another on attack rolls, so that he can concentrate on the power attack for more damage, without ruining chances to hit.


Val'bryn2 wrote:
Do the melee people have power attack? If so, get a few of you to surround for flanking, aid another on attack rolls, so that he can concentrate on the power attack for more damage, without ruining chances to hit.

That, keep the paladin alive and his smite(s) active.


Cleric/Pally buff the party for good aligned weapons. Some good hope style buffs for saves etc. After that cleric focuses on disease etc removal. Pally is a fallback in case the cleric needs some help. Smite Evil + 7 people wailing on it -- this guy'll last 4 rounds on the outside. If you're unlucky it'll kill one, maybe 2 guys in the meantime.


Val'bryn2 wrote:
Do the melee people have power attack? If so, get a few of you to surround for flanking, aid another on attack rolls, so that he can concentrate on the power attack for more damage, without ruining chances to hit.

power attack yes

good aligned weapons no

daemon flying out of reach of melee sword/board ...most likely

flanking only if it comes to ground level

all great ideas...know the gm is gonna make it's tactics challenging

wish the zen archer had clustered shots or holy(good) bow and/or arrows

Silver Crusade

Especially since Smite Evil automatically bypasses the meladaemon's DR. And since it's an evil outsider, paladin deals 2x his level in smite damage per hit. Just keep the paladin up and it's not that difficult. Does the paladin have a bow? Smite Evil will work on ranged attacks, too. And what did the paladin usually have prepared as his spells?


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*sees Paladin, Cleric, and a Daemon*

I see a stomp coming. Not only do you grossly outweigh it in action economy, you've got more than a few advantages going into this. I mean, if you have all your spells back, and have healed? Yeah, Mr. Daemon there's in for a bad time.

Just have the Paladin smite the bugger. Ignores its DR, and does a nice bit of extra damage. Add in general reach tactics combined with maneuver master, the fact you have a wizard period, a Zen archer Inquisitor (who, if he has the chance to go nova with Bane/Judgements/etc. is going to wreck face, even with DR there), a Magus (who may feel a bit of sting depending on his gimmick), and you're good to go. Just watch out for Horrid Wilting. 11d6 damage will hurt. Oh, and the rogue will probably die, if it's a core rogue.


Trekkie90909 wrote:
Cleric/Pally buff the party for good aligned weapons. Some good hope style buffs for saves etc. After that cleric focuses on disease etc removal. Pally is a fallback in case the cleric needs some help. Smite Evil + 7 people wailing on it -- this guy'll last 4 rounds on the outside. If you're unlucky it'll kill one, maybe 2 guys in the meantime.

cleric/pally buff is the only way i think we can survive.

i hate that we ended the session after identifying the daemon but not showing our newly memorized spell lists. i guess the gm wants us to stew on this and plan/metagame to hearts content in order to survive this encounter.

i think summ monster 3 with ranged touch attack lantern archons is good tactic too


mourge40k..... pure awesome

it's tough but we should prevail with an expensive funeral or two attend after lol


Bran Towerfall wrote:
Trekkie90909 wrote:
Cleric/Pally buff the party for good aligned weapons. Some good hope style buffs for saves etc. After that cleric focuses on disease etc removal. Pally is a fallback in case the cleric needs some help. Smite Evil + 7 people wailing on it -- this guy'll last 4 rounds on the outside. If you're unlucky it'll kill one, maybe 2 guys in the meantime.

cleric/pally buff is the only way i think we can survive.

i hate that we ended the session after identifying the daemon but not showing our newly memorized spell lists. i guess the gm wants us to stew on this and plan/metagame to hearts content in order to survive this encounter.

i think summ monster 3 with ranged touch attack lantern archons is good tactic too

With everyone surrounding it and going nova while Cleric heals/Wizard Wizards/ Paladin smites/Zen Archer archers, I think you'll be fine.

Just full-on Nova it and watch it fall over, even with its DR/10
With seven of you, that DR/10 isn't going to save it for very long.


Val'bryn2 wrote:
Especially since Smite Evil automatically bypasses the meladaemon's DR. And since it's an evil outsider, paladin deals 2x his level in smite damage per hit. Just keep the paladin up and it's not that difficult. Does the paladin have a bow? Smite Evil will work on ranged attacks, too. And what did the paladin usually have prepared as his spells?

The double smite damage applies only to the first hit on the evil outsider. It's still good.

The biggest problem is Horrid wilting. Spread out so it cannot wipe the party
Make sure the Wizard casts haste and then summons celestial monsters to smite (the cleric can do this as well) that ignores SR and DR
The reach figher power attacking with a two handed weapon should hit through the DR , aligning his weapon would be nice but not if it is instead of a round summoning monsters or smiting
The Rogue is pretty stuffed as it is immune to sneak attack he should probably aid another on someone else who can hurt it. Or UMD some scrolls or wands or something.
Someone should dimensional anchor if you don't want it to teleport away assuming retreat is an ption for it

Liberty's Edge

Yeah, sadly the best thing the rogue could probably do in this fight is to run around and apply oils of bless weapon to the melee characters weapons.


JohnHawkins wrote:
Val'bryn2 wrote:
Especially since Smite Evil automatically bypasses the meladaemon's DR. And since it's an evil outsider, paladin deals 2x his level in smite damage per hit. Just keep the paladin up and it's not that difficult. Does the paladin have a bow? Smite Evil will work on ranged attacks, too. And what did the paladin usually have prepared as his spells?

Make sure the Wizard casts haste and then summons celestial monsters to smite (the cleric can do this as well) that ignores SR and DR

i thought that summoned monsters celestial just add charisma to hit and hit dice to damage? i don't remember a celestial summoned monster bypassing dr/good except for the lantern archon which states so in it's stat block

Silver Crusade

I have a mental image of the rogue running around screaming "look at me, I'm a target!" like in an episode of Dr. Who. Seriously, though, aid another on the attack rolls so that the paladin or the fighter is certain to hit.


Maybe after a long day without healing or spell slot renewal, this would be your funeral. As it is, you're gonna wreck it unless he has minions.


DominusMegadeus wrote:
Maybe after a long day without healing or spell slot renewal, this would be your funeral. As it is, you're gonna wreck it unless he has minions.

Yeah like a swarm of Cacodaemons.


Make sure the Wizard casts haste and then summons celestial monsters to smite (the cleric can do this as well) that ignores SR and DR

any comment on celestial template(other than archons ) ignoring sr and dr? i'm inclined to think it doesn't work like the paladin ability

Silver Crusade

My gut instinct is that it should work like the paladin ability, but reading over it, the celestial template never mentions paladins, and instead describes it as adding HD to damage, so no, it doesn't work like the paladin's.

The Exchange

I'm fairly sure you guys steamroll this. With seven people you guys should actually be able to handle things with this CR fairly regularly and its even a single enemy so you all out action economy it horribly.


Pathfinder Adventure Path Subscriber

Party will...er should steamroll this. Assuming halfway decent builds and semi-tactical thinking.
Optimized Pally can solo him.
Optimized Wizard can solo him.
Optimized Cleric can solo him.
Optimized Magus can solo him.
Zen archer can solo him...wait he multi-classed? Hurm probably can still solo him.
Fighter may have trouble.
Rogue will have trouble and has highest chance of dying.

All of the above with a massive action advantage? Cake...and it is not a lie.

FYI, a useful low cost item is Knight-Inheritor's Ring. Prot +1...but the nice ability is Bless Weapon 1/day. Cheaper in long run than Oils of Bless Weapon.

Note this does not apply if the Boss is played smart and has minions, etc...but considering the party did not walk into an already darkened room with Forbiddance and didn't get nuked when they opened the door...and the GM refilled your blue and red spheres....proably not.


The Inquisitor Archer & the Paladin are your big hitters here, Smite will do well, & Bane will add an extra 2d6 onto every attack & make them all at +2 higher enhancement bonus (FYI if he has a +3 Bow Bane will make it bypass Alignment based DR automatically) keep these 2 up & keep some summoned monsters around to annoy it & you should do well. Also, suggest to the inquisitor to look at all of his available Teamwork feats & consider swapping one out for a better one if he finds one that can help.

Edit: the inquisitor can also use the smiting Judgement which allows you to act as an alignment for purposes of DR, so your Inquisitor should be able to rock.


i hope the cleric/inquisitor memorized align weapon, communal too lol

the spell resistance of 22 is tough for the magus and wizard
the high saves don't help either

ty all for great suggestions and encouragement


Smite passes DR and deals huge against subtyped

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