How Hard is Barzillai Thrune [spoilers, obviously]


Hell's Rebels


As stated above, this thread contains spoilers! Possibly for my party, so if you're just wrapping up Turn of the Torrent and have just resurrected a redeemed Azvernathi Raul, this may not be a good thread for you.

A little background:

Spoiler:
I'm planning on running the AP all the way to book 4 and finish there- for a number of reasons, and I think we'll be lucky to make it that far (being adults and such). My party is increasingly well optimized. They started the campaign with a more social focus and found that they were hitting a wall on combats, so they rebooted several times- most recently changing almost every character. We've only had one dropout and replacement of a player, and several of the characters have been with us since the first session. I haven't run a Paizo AP before, but Hell's Rebels has been really rewarding for me as a GM. I've given my players a great deal of freedom in how they handle encounters, and as such there are a number of things I've had to change to realistically accommodate their actions.

The current party consists of:

Spoiler:
Male human CG swashbuckler primarily wielding a rapier with focus on dex to damage, crit range, and acrobatics shenanigans. Is flanking buddies with the slayer. Used to be a bard, but changed classes with then party went through a reboot.

Male human CG cleric of Milani, mildly archery focused but manages to be a secondary switchhitter with a focus on spellcasting. Used to be a dual-cursed oracle with the deafness curse, changed to cleric during the reboot. Traded one of his domain powers for keeping the deafness curse (flavor reasons only).

Female human CN slayer using two-handed greatsword with a focus on intimidation, does very significant damage and can fill in as a rogue when necessary. Combined with the swashbuckler the party more or less has a rogue.

Male halfing CG tattooed aberrant blooded sorcerer. Strongly focused on control, with some buffing and a little utility and damage. Has Vendalfek (the fairy dragon) as his improved familiar.

Previous PC's included:

Spoiler:
Male aasimar (angel blooded) CG aberrant blooded bloodrager with a focus on reach and massive damage. Used a reach weapon, long arms spell, and bloodrage power to increase his reach to 20ft. Had a way of one-shotting enemies. Is now an NPC/backup PC. Has been beheaded more than once.

Female aasimar (angel blooded) LG oracle of nature/paladin (oath of vengeance) who was defeated and taken captive by Nox at the end of the first AP. Location unknown, presumably dead or worse.

Male elf CN slumber hex witch. Was brutal in combination with the dual cursed oracle. Was backstabbed by Blosodriette the Imp, who convinced him that she was his familiar. Death was as much attributable to excessive minmaxing (very low constitution) than anything else.

But to the question itself: How hard is the Barzallai Thrune fight in the temple of Asmodeus? In reading his stat block, Barzallai seems to suffer from what a lot of NPC's seem lack: any sort of specialization. His template and special abilities are nice, but I'm just not sure that it'll be enough from having the party roll over him, especially one on one. The few threads I've read said they dispatched him without any issue, but they seemed to be several degrees of optimization higher than my PC's are now (my player play very smart as well as very much in character, but save for the dual-cursed + slumber hex duo they don't cheese it up). I want this to be a memorable fight because I'm planning for it to be the capstone of the campaign, since we aren't pressing on to the later books. I'm just worried that actually fighting Barzallai will be anticlimatic.

Anyway, thoughts are appreciated, particularly if you've actually run your group through Barzallai the first time.

Assuming you were to beef him up a bit, what would be appropriate? Ever since reading through Iron Gods, I've liked what they did with the mythic agile template on a certain boss, but I'm not sure that's appropriate here. Plus I don't necessarily want to open the door to mythic in my campaign, though I've considered doing that if they get to the Soul Anchor (as of right now, that's not going to happen).


He'll be fine if he's in the main temple area with the masses of allies and devils. If your PCs figure out a way to take him on solo, then, yes, this will be a big problem if his major defensive power isn't in play, because you're ending the AP when you are.


You might consider getting rid of his four teamwork feats in favor of something more effective if he's on his own.


Spell choices that you might consider changing:

5: possible changes to mark of justice and/or flame strike in favor of righteous might, resounding blow, or true seeing

4: change Dismissal in favor of either Divine Power, Forceful Strike, or Greater Invisibility

I'd definitely add protection from good to the spell list as well to deal with summons and with certain enchantments.

Dark Archive

Pathfinder Adventure Path Subscriber

You can't get rid of all his teamwork feats, since inquisitor grants bonus teamwork feats. Maybe give him a variant elemental gem that he tosses down right before combat, summoning a Large fire elemental that's actually made of hellfire. Or maybe a way to summon some minor devils to act as meat shields/team-up opportunities.


He knows the pc's are coming and he's known they are coming for some time. And he's got access to quite a bit of wealth. He should know what the pc's common go-to tactics are and what their weaknesses are and should have defenses and attacks for those specific situations. If the sorcerer hurls a lot of fire spells, he should have protection from fire or high fire resistance. If the group relies on melee attacks and buffs, he should have a set of minions/meat shields with him at all times - all the better to utilize his teamwork feats.

You can change/update his build but I'd start from a view of what tactics would be most effective against the pc's and go from there. Not knowing a lot of detail about the pc's, its hard to make more specific suggestions.


First of all, thanks for all feedback.

There's a decent chance that they will manage to take Barzillai alone, as the party has already shown a great deal of skill in working strategically, scouting ahead, and focusing on important targets. On the other hand, Barzillai knows this, so he'll likely make sure to never be without bodyguards.

His major defensive power (and the advanced template) will be in place as normal.

Teamwork feats are part of the class, but he can use them with solo tactics even if his allies don't share them.

Changing his spell list would be appropriate as he'll know the party's strengths and weaknesses. But Barzillai is a spontaneous caster, so he can't change his spells know.

Barzillai has plenty of allies, especially in the temple as is, it's just a question of them being able to reach him. Contigency, status, and similar spells. Greater teleport and dimension door help too.

A bit like Karzoug (albeit far less intelligent), Barzillai will have a lot of information on the PC's from various sources. And unlike the Reclaimer,he has a lot of spell casting allies of decent level.

I think Barzillai may have to rely heavily on his allies to keep him alive. Not fighting fair whenever possible. Not sure if this conflicts with the description of Barzillai as given, but at that point he'd be not only at war with the PC's but also losing.

Short descriptions of PC's are given at the top of the thread in spoilers. Not sure what the party make up will look like at book 4.


Misroi wrote:
You can't get rid of all his teamwork feats, since inquisitor grants bonus teamwork feats. Maybe give him a variant elemental gem that he tosses down right before combat, summoning a Large fire elemental that's actually made of hellfire. Or maybe a way to summon some minor devils to act as meat shields/team-up opportunities.

Yeah, I noticed that after the period to edit. A good point about having him have the ability to make allies to use them with if he happens to not be in the big temple battle.


With the changes to spells known, it's less adapting to the PCs and more about better optimization. Mark of Justice is a very flavorful choice, for example, but the players will never know about it, which makes it the opposite of flavorful.


He also has several prepared caster friends, and in general access to the resources of both House Thrune and the Church of Asmodeus so it doesn't make sense Barzillai would pick niche spells.


There's Thrune rebuilt as an occultist in one of the module threads, I believe.

Quoted:
Rebranding Barzilliai Thrune as an occultist: high INT, low wis kind of guy, interested in ancient texts and relics, not that connected to Asmodeus given Mephistopholes intervention, etc.

Though Barzilliai Thrune has never been a true believer in Asmodeus, he recognized the power that the church held in Chelliax and used this to his advantage. Currying political favors and prestige, he was able to raise to a reasonably high level in both the church and the government. However, recently, he has hit a glass ceiling. It became apparent that queen Abrogail II was never going to make him part of her inner circle, as he was just too distantly related. Similarly, he had also hit the top of where he could go with the church, as simply wasn't able to become anything higher without being an archbishop. Unwilling to accept that he had hit the most powerful he could become, he launched a dastardly scheme.

Barzilliai Thrune
Male Advanced human Occultist 15
LE Medium Humanoid (Human)
Init+3 (+5 with heightened Awareness); Senses: Perception +20
----- Defense -----
AC 31 (+3 Dex, +11 Armor, +4 Deflection, +2 Natural Armor, +1 dodge)
hp206 (15d8+135)
Fort+22,Ref+14,Will+19
Defensive Abilities: Many (see text in book 4), Stoneskin (absorbing 90 HP), SR 27
----- Offense -----
Speed 30 ft. (40 in armor and hasted)
Melee +23/+23/+18/+13 (2d6+10, +1d6 fire)(+20/+15/+10 w/o haste, heroism, and weapon of awe, dealing 2d6+8 damage)
Space5 ft.;Reach5 ft.
Special Attacks: See implements section
Occultist Spells: (Cl 15, Concentration +22/+31 for defensive casting)
Level 5 (4/day) Spell Resistance, Planar Binding (lesser), True Seeing, Command (greater), Cone of Cold, Mislead, Overland Flight
Level 4 (6/day) Dismissal (DC21), Dimension door, Detect Scrying, Hold Monster (DC21), Sending, Illusory Wall, Echolocation
Level 3 (7/day) Dispel Magic, Cure Serious Wounds, nondetection, Pierce Disguise, Suggestion (DC 20), Fireball, Lightning Bolt, Stone Shape
Level 2 (7/day)Resist Energy, Glitterdust, Locate Object, Calm Emotions (19), ghost whip, Mirror Image, Weapon of Awe
Level 1 (7/day) Shield, Cure Light Wounds, Heightened Awareness, Memorize page, Burning Hands, Illusion of Calm, Feather Fall
----- Tactics -----
-->Before Combat: Barzillai casts Nondetection, Heightened Awareness, and Detect Scrying every day. Before combat begins, he casts Mirror Image, Heroism and Stoneskin (from a scrolls, already counted in statistics) and then Spell Resistance.
-->During Combat: On the first round of combat, he expends his heightened awareness for a bonus to initiative, then he activates his boots of speed as a free action (already counted), casts Weapon of Awe as a standard action (already counted), and uses his swift action to activate a Mind Barrier. On subsequent rounds he uses evocation spells or his evocation implement to deal damage. If one PC is causing trouble, he tries to shut them down with his Enchantment abilities. If forced into melee, he uses his Legacy Weapon ability to make his weapon a +4 flaming impact bane weapon (against whatever the melee attacker's race is)
----- Statistics -----
Str20, Dex16, Con24, Int24, Wis15, Cha18
Base Atk+11; CMB+16; CMD 33
Feats: Combat Casting, Craft Magic Arms and Armor, Craft Construct, Craft Wonderous Item, Extra mental Focus, Iron Will, Expanded Arcana, Toughness, Weapon Focus (Heavy Mace.)
Skills: Bluff:+20, Craft (Torture Devices) +13, Diplomacy+23, Intimidate:+17 Knowledge (Arcana, Planes, Religion)+25, Knowledge(Local, Nobility)+14, Linguistics:+11, Perception:+20, Spellcraft +25, Sense Motive+20, Use Magic Device +27
Languages Common, Aklo, Draconic, Infernal, Strix, shadowtongue, Dwarven, Elven, Giant.
----- Special Abilities -----
Mental Focus: 24
(6 into Transmutation)
(8 into Abjuration)
(6 into Evocation)
(3 into Enchantment)
(1 into conjuration)
Magic Item Skill (included)
Object Reading
Shift Focus
Aura Sight
Magic Circles
Outside Contrct 2
Binding Circles
Implements:
Transmutation: +3 (Boots of Seed)
>>>Resonance: +4 Bonus to Strength (Already counted)
-->Legacy Weapon
-->Size Alteration
-->Gravity Mastery
Enchantment: 1000 GP Asmodean Necklace (already included in gear)
>>>Resonance: +1 to charisma based skill checks
-->Cloud Mind (DC 24)
-->Obey (DC 24, or 26 if against Humanoid)
-->Mind Slumber (DC 24)
-->Binding Pattern (DC 24, 7 rounds)
-->Forced Alliance (DC 24)
Abjuration (Breastplate)
>>>Resonance: +4 bonus to saves
-->Mind Barrier (30 points of damage)
-->Unraveling (+16 to Caster Level, or +19 vs. psychic magic)
Illusion: Ring of Spell storing
>>>Resonance: none (no mental focus)
Evocation: Gloves of Elvenkind
>>>Resonance: +3 Damage to evocation powers/instant damaging evocation spells (already included)
-->Energy Ray (8d6+3)
-->Energy Blast (10d+36 AOE damage, Reflex DC 24 for half)
Conjuration: 1000 GP Statuette of Asmodeus hanging from his belt
>>>Resonance: None (1 Mental focus)
-->Servitor (Summon monster 5)
-->Sidestep (150 Feet)
Gear: Ring of Spell Storing, Scroll of Blade Barrier, Scroll of Geas, Scrolls of Stoneskin (2), Scroll of Heroism, Wand of Cure Critical Wounds (17 charges), Lesser Rod of Quicken Spell
Other Gear: +5 improved fire resist breastplate, +3 flaming impact heavy mace, Belt of Physical Might +4 (Dex and Con), Boots of Speed, Chelish Crux (special), Headband of Intelligence +4, Ring of protection +4. 4000 GP worth of psychically significant times, Gloves of Elvenkind 2500 GP ring, Masterwork tools (Torture implement crafting)


I've actually read that thread, and I love it. It's a really great alternative to the character as written, and helps solve where the mechanics and character don't quite meet up. Barzillai comes off more as high INT than WIS.

Unfortunately, I really have little knowledge of occult adventures, and don't want to base the final encounter on a system I'm not familiar with. Plus I've never actually run this campaign before, so I don't know how satisfying the final fight actually is as written.

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