Ulfen Raider

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We have a 3 person party with 2 Leadership cohorts. I needed to do one loot side quest (dragon with treasure horde outside of Magepoint). At 10th lvl one of the cohorts started crafting items full-time for several lvls :p

Callum wrote:
Drunken Irishman wrote:

I was honestly a bit disappointed with Thessalar and his keep. Him being just a plain old lich when fighting Ulgurstasta sorcerers and spellweaver liches made him seem very vanilla.

I really reworked his spells and tactics to make him more of a challenge for my pcs. (And i might have used the stats for advanced Thessalhydra instead of the regular.... don't tell my pcs ;)

Would you mind sharing your reworked spell list and tactics? I agree with you, and my PCs are just about to run into him...

Sorry for the late reply (having a newborn can be distracting :p)

Wizard 20 (Transmuter)


HP: 225 (Eagles Splendor, False Life)
AC: 30 Touch 20 (+4 Shield, +1 Haste)
Init: +10
Saves: Fort +12 Ref +18 Will +18
CMB: +10
CMD: 30
Speed 30' or 60'

Skills: Perception +33, Stealth +37, Fly +29, Spellcraft +34, Knowledge +34, Sense Motive +33, Acrobatics +26, other skills....

Feats: Improved Initiative, Craft Construct, Craft Arms and Armor, Craft Rod, Forge Ring, Craft Wondrous Item, Greater Spell Focus, Empower Spell, Quicken Spell, Scribe Scroll B, Spell Focus, Toughness, Dodge, Lightning Reflexes, Improved Lightning Reflexes, Maximize Spell

♧Arcane Bond

Telekinetic Fist: 14/day 1d4+10 30'

Concentration +31 DC slvl +21 *(+23)

Specialized Transmuter

Opposed Schools: Illusion, Enchantment

9th: *Time Stop, Gate x2, Wail of the Banshee, Prismatic Sphere, Wish

8th: Empowered Chain Lightning, Quickened Dimension Door x2, Maze, *Temporal Stasis, Clenched Fist +42 1d8+11

7th: Maximized Enervation, Finger of Death, *Reverse Gravity, Spell Turning, Mage's Sword, Delayed Fireball x2

6th: Chain Lightning, *Disintegrate, Maximized Vampiric Touch, Quickened Mirror Image (2), True Seeing, Quickened Fog Cloud

5th: *Overland Flight, Cone of Cold, Cloud Kill, Quickened Ray of Enfeeblement, Wall of Force, Maximized Scorching Ray x2

4th: Dimension Door, Enervation, Empowered Scorching Ray, *Reduce Person Mass, Maximized Magic Missile, Fire Shield, Solid Fog

3rd: *Slow, Dispel Magic x2, Fireball, Ray of Exhaustion, Vampiric Touch x2, Protection from Energy

2nd: Eagles Splendor, Cats Grace, Scorching Ray x3, False Life, Mirror Image (2), Glitterdust, Resist Energy, Darkness, Gust of Wind,

1st: Shield, Ray of Enfeeblement, Reduce Person, Shocking Grasp, Grease, Magic Missile, Unseen Servant, Protection from Good

♡Permanent Spells: See Invisibility, Arcane Sight, Read Magic, Tongues

◇Contingency: Cast Displacement when attacked

■Already Cast: Unseen Servant, False Life

Combat Gear: Inflict Serious Wounds x10, Lesser Rod of Quicken, Wand of Scorching Ray lvl 8, Boots of Speed

Round 1: Time Stop, Gate x2 (Pit Fiend, 3 Barbed Devils), Prismatic Sphere, After that any Leftover

I second Age of Worms

Looks like you are giving your pc's access to a pretty big array of specialized spells and items. If you haven't already, make sure your enemies also have access to them. Also for certain areas Unhallow and dimensional anchor will solve your problem of them using hit and run tactics.

In my pathfinderized Age of Worms campaign, my pc's were terrified of Krekie ( high lvl kenku assassin) whom i made a slayer. Basically Krekie would pop in at inopportune times and do a death attack then dimension door or stealth away. What made her so scary was she used the party's paranoia of being under constant threat to the fullest. Have your assassin versatile and not be afraid to make a quick getaway. My pc's spent 2 full sessions hunting her down lol

From my experience King Maker run as is was pretty easy. Age of Worms on the other hand can be pretty rough at times. PC's better put their big boy pants on ;)

I was honestly a bit disappointed with Thessalar and his keep. Him being just a plain old lich when fighting Ulgurstasta sorcerers and spellweaver liches made him seem very vanilla.

I really reworked his spells and tactics to make him more of a challenge for my pcs. (And i might have used the stats for advanced Thessalhydra instead of the regular.... don't tell my pcs ;)

This magazine can be pretty brutal on low lvl pcs. All 3 temples have some serious firepower and following the tactics for each faction can lead the pcs into making some serious mistakes. Not to mention the aspect at the end will be even more dangerous if the pcs are running on empty.

I had one pc death (critical Greataxe i think) and dropped a couple into the negatives at various points. And that was with resting in between temples.

Consider the different parts of the Ebon Triad.

The LE faction is militaristic and most likely to be dealt with first.

The NE faction is so concerned with secrecy that it may be very common that they will go days without interacting with the others.

Finally the CE faction is kinda nuts so the other factions might not want to check in on them while they are tripping balls gaining their "visions".

Don't forget that Slow counters and dispels Haste

My Age of Worms group consists of a ranger, fighter, inquisitor and a npc arcane duelist bard. Good Hope, Inspire Courage and Haste(+7 hit, +6 damage) makes it pretty rare that they have a hard time hitting anything, but i wouldn't say they are overpowered.

Lol I've been a bit behind on posting. I'll probably be posting another death soon after they fight Darl

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Name: Serrif
Class: Human Fighter 17
Adventure: Library of Last Resort
Location: Doomshroud Forest
Cause: Full attack from Night Twist

Entering the Night Twist's clearing, the party was immediately assaulted with spells meant to turn their worst fears against them. Undaunted by their fears, Seriff and Mantis close in while the party's bard and inquisitor cast buff spells as the evil tree cloaks itself in Deeper Darkness. The bard successfully dispelled the darkness, and Serrif moved into melee scoring a critical hit. Then everything went wrong for Serrif as the Night Twist went: hit, critical hit, critical hit, hit, hit and hit dealing +/- 280 damage

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Name: Serrif
Class: Human Fighter 14
Adventure: Spire of Long Shadows
Location: Sea of Worms
Cause of death: Overworm and several Flame Strikes.

Taking the lead, Serrif and Mantis flew over the Sea of Worms to scout. There they encountered the wormcallers, who began harassing the party with spells. Serrif landed on a small island to attack a wormcaller not knowing that a gargantuan worm lurked near his location. Said worm then burst to the surface landing a massive hit on Serrif. Turning their sights on this new foe, Serrif and Mantis slay the overworm. Their victory was short lived as the two wormcallers each dropped a Flame Strike. The ranger easily avoided both spells, the fighter however did not. The first spell knocked Serrif unconscious, the second was fatal. The only luck Serrif had was that he was still on his small island when he fell.

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Two words... Exploding dinosaurs!

Advanced Bloody Fiery Skeletal Champion Tyrannosaurus CR 12

NE Gargantuan Undead
Init +8; Senses low-light vision, scent; Perception +37

AC 32, touch 10, flat-footed 28 (+4 Dex, +22 natural, –4 size)

hp 170 (18d8+72 +2d8+8) fast healing 10
DR 5/bludgeoning
Fort +10, Ref +10, Will +16
Speed 40 ft.

Melee bite +25 (4d6+28 +1d6 fire/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+14, AC 17, hp 15)

Str 38, Dex 19, Con 0, Int 2, Wis 19, Cha 18
Base Atk +15; CMB +33 (+37 grapple); CMD 47

Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception), Vital Strike
Skills Perception +37; Racial Modifiers +8 Perception

Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.

Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Fiery Aura (Ex): Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.

Fiery Death (Su): A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 10d6 points of fire damage DC 24 Reflex half damage

You could drop rumors/hints that there are old smuggling tunnels that could get get the party into the castle stealthily

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I can't imagine any low lvl party being thrilled to fight a swarm of stirges. They suck

Pun intended

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We combine climb, swim and jump into one skill called athletics

The most fun I've had with a fighter build was in 3.5 ftr 10 scout 5. I dont remember all the feats but the main ones were Blood Soaked Charger chain and the shield feats that let you trip and stun during a charge attack.

A sure fire way to get your pc's jaw to drop is to take defeated memorable foes and add undead templates to them. Skeletal Champion and Juju Zombie templates can go a long ways

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Some people/dragons just want to watch the world burn?

I agree that making a pc sit out on the remaining games would be quite unfair. I have a plan of action to deal with the situation. Since my pcs may visit the forums I'll refrain from posting at this point. Thanks for the suggestions they really do/did help.

At this point both the party and the pc accept the death. We generally don't raise fallen party members unless someone in the group can cast the spell. I like the idea of a recruiting a gladiator from a different group. I got some ideas spinning now.

I'll try to make a long story short. The party already fought through the first round of the Champion's Belt match. On the second day they decided to explore the area and obviously found the hidden Kyuss shrine. Bozal Zahol ends up killing the party's sorcerer. So assuming they dispatch the ulgurstasta, the party still has the rest of the tournament.

Should I make the party finish the tournament one member down? The plot point that you needed a license to compete and Ekyam had the only ones left makes it hard to deviate from that course. Especially since the registration period is over.

Any thoughts on how I should handle the situation?

Character: Sharissa Halfling Sorc 9
Adventure: The Champion's Belt
Location: Altar Room
Cause: Multiple channled negative energies.

After the death of Kudish the halforc druid, the party recruited the services of the blaster happy halfling sorcerer Sharissa.

While the party wasn't initially thrilled with the new acquisition, (being on the receiving end of several of her fireballs) they respected her ability to clear a room with relative ease.

The alliance however was cut short by one Bozal Zahol. While Sharissa was clearing out the room of Kyuss Spawn and a Mohrg, Bozal was erecting his formidable defenses.
When the party entered the altar room they were greeted by a small army of summoned earth elementals and an angry Babau demon.

During the battle Sharissa learned that Babau demons have no problems seeing invisible halflings as she took critical wounds from the demon.

Bozal not idle during the battle sat back in the comfort of his anti-life shell and spammed channeled negative energies.

Unfortunately when Sharissa fell to negative energy onslaught, her invisibility spell was still in effect. The party was unaware of her demise until she reappeared.

Character: Kudish halforc druid 7

Adventure: Hall of Harsh Reflections

Location: Telakin's Lair

Cause: Critical AoO from Telakin barbarian form.

Kudish was living on borrowed time from the start of the campaign. It was amazing he made it this far. Kudish began the battle by sending his ac up one set of stairs and him up the other. Both failed their reflex saves for the pit traps. After climbing out of the pit he shaped changed into a tiger then jumped through a wall of fire cast by Telakin. By this time Telakin was in barbarian form and full attacked Kudish whom he easily dropped. The bard then healed Kudish for 20 hp. On Kudish's next turn he stood up and provoked an attack of opportunity. Confirmed critical from a raging barbarian with a great axe. Needless to say Kudish didn't make it.

Unless the other players are also playing a powerful race, this guy is crazy. Otherwise the brawler archetype might be fun

A : The swallow may fly south with the sun or the house martin or the plover may seek warmer climes in winter, yet these are not strangers to our land? 

S #1: Are you suggesting coconuts migrate? 

A : Not at all. They could be carried.
S #1: What? A swallow carrying a coconut? 

A: It could grip it by the husk! 

S #1: It's not a question of where he grips it! It's a simple question of weight ratios! A five ounce bird could not carry a one pound coconut. 

A: Well, it doesn't matter. Will you go and tell your master that Arthur from the Court of Camelot is here. 

S #1: Listen. In order to maintain air-speed velocity, a swallow needs to beat its wings forty-three times every second, right? 

A: Please! 

S #1: Am I right? 

A: I'm not interested! 

S #2: It could be carried by an African swallow! 

S #1: Oh, yeah, an African swallow maybe, but not a European swallow. That's my point. 

S #2: Oh, yeah, I agree with that. 

A: Will you ask your master if he wants to join my court at Camelot?! 

S #1: But then of course a-- African swallows are non-migratory. 

S #2: Oh, yeah... 

S #1: So they couldn't bring a coconut back anyway...

Sorry this is where this post is heading in my mind.

Ogrillon 15 RP

Humanoid orc/giant subtype (0 RP)

Medium (0 RP)

Normal Speed (0 RP) **40'

Paragon (1 RP): +4 Str *+2 Con -2 Int -2 Wis -2 Cha

Xenophobic (0 RP): Giant and Orc

*Advanced Constitution (4 RP)

Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.

Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Darkvision (2 RP): 30'

Slam Attack (1 RP): 1d4 +1.5 Str

Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

**Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.

Frigid Touch
School evocation [cold]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.

Snowball may have a save for the staggered effect but as a wizard I'd take the ranged touch with no SR any day. Magus on the other hand can crit stagger for 1 min no save fairly consistently with frigid touch.

Stirges. A bunch of them suck. Pun intended.

A juju zombie body guard or 2 doesnt hurt

Consider leveling up in sorcerer then take eldritch knight.... that way if u do fall u have a decent fall back plan lol

Max hp 1st and 2nd lvl, climb jump and swim is a skill called athletics, monks get full bab and d10s, vital strike works with spring attack and other similar one attack abilities... all i can think of off hand

Try a zen archer if u like the monk idea

In my gaming group we gave the monk ftr BA and d10 hp and expanded their bonus feats.