Bran Towerfall |
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
Trekkie90909 |
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.
Bran Towerfall |
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
Val'bryn2 |
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?
mourge40k |
1 person marked this as a favorite. |
*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.
Bran Towerfall |
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
Flame Effigy |
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.
JohnHawkins |
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
Bran Towerfall |
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
Rerednaw |
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.
Dolanar |
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.