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Killing the character probably will not solve any problems. His replacement will be even more optimized since he can build it from scratch. Another problem, unless the entire party hates him you would have to both kill him and make it impossible to Raise Dead the character. At 9th level the party cleric can easily bring the character back. Finally you cannot be obvious. Why is this character being targetted. You need to attack the entire party and make sure the death does not seem too obvious. If you absolutely have to kill the guy then ignore his high saves and hitpoints. A well built sorcerer with lots of focus on touch attacks an Enervation (expecially with a metamagic rod or two) can fry just about any character and its only a touch attack to succeed. ![]()
Sean K Reynolds wrote:
We never divine by two. It is hard enough to get even one person to play a cleric in our campaign. Two would be impossible. ![]()
Louis IX wrote:
Well said. If it offends someone that I call this style "video-game" because I feel it accurately reflects that style then I am sorry. It is not the game style I would want to play in, but to each their own and I wish you as much fun as you can have at the table. ![]()
concerro wrote:
Like I have already said you have missed the point completely. Maybe its my age. In older versions of the game this would never come up because there were not hard fast rules for everything from farting to flying. So everything did not have to add up in a math manner to determine what was better and what was subpar and considered a liability. To say it bluntly the raw numbers will give fighters an edge. That is becuase raw numbers equate to a video game style. You are never out of armor, you never fight in terrain that is a problem for your gear. Even when attacked at night you have all your equipment. Someone earlier argued that the endurance feat would let them sleep in their armor for fear of being attacked when not wearing it. This works in a video game. In a video game style the NPC doesnt give a hoot how much you stink, how nasty you look, or anything else. But in a game with a skilled DM there are going to be challenges besides advance 30 feet and start whacking with sword. If that is the extent of a game then great, run a fighter and max for direct in combat damage knowing that is all the character will be good at. But if your DM is going to attack you on ocassion at night. When monsters act as smart as NPCs instead of waiting in their room to die. When stealth has to happen, which a monk can do as well as a rogue and after that first round of sneak the monk will quickly out damage the rogue. then a variety of classes are needed. Every class has its place. When the number crunchers start comparing damage per round and proclaim a monk or any other class subpar becuase it looks inferior on a spreadsheet then all they are doing is playing a video game. Because only in a video game are the paramaters so set in stone that those spreadsheets work. If you think I insulted you then my apologies. I probably did a bit and I shouldnt have. But when people start throwing around who is better this or that based on a set of rather boring parameters (and several have in this thread, I am not pointing at you) then it gets annoying. ![]()
A Man In Black wrote:
So your one of those players whose characters are just a sum of their magic items. How nice for you. Like I said, go back to your video games. A decent DM wont let a fighter be superior all the time because he cannot be all the time. A fighter isnt wearing his armor 24/7. A fighter wont have his weapon in hand 24/7. A fighter wont be able to sneak up and scout and then attack. A fighter will have brains of mush from a will save and wont be getting out of the way for reflex saves. Every class has good and bad points. A monk is at a disadvantage when a DM runs like some computer game where the fighter is always in his armor, always has his sword, where unsteady ground doesnt exist, or when he hands out magic items that turns players into flying superheroes. ![]()
Daniel Moyer wrote:
I kind of figured sorcerers will be screwed. Even if a party knows that a Rakshasa is coming along a sorcerer cannot just buy a new useful spell like a wizard can. At best you can buff and blast with wands of acid arrow, etc. ![]()
concerro wrote:
I can see the whole point went right over your head. Go on back to playing your computer games using pen and paper. ![]()
A Man In Black wrote:
Yeah because my Monk will NEVER ever EVER take Vital strike to improve his damage when he only gets to make a single attack. He will never be the rogues prayer when the rogue needs a flank and the fighter is just too damn slow to get there. Oh and my monk is going to b-slap you like yesterdays lunch if anyone ever dares use improved disarm on you and take away that nice shiny sword you love so much. ![]()
A Man In Black wrote: You need a fantastically large amount of wis and dex to out-AC the fighter even in PF (you need a total bonus between the two of +13 to match a fighter who fills out the max dex cap of mithril plate armor) And of course the fact that the monk move 4 times as far, can swim, climb, and jump. All of those mean nothing in comparison to your turtle in armor. All that AC of yours makes you meat for touch attacks. Gee, the monk has 90% of his AC against those same touch attacks. Everything has its pluses and negatives. Your idea of DnD which is playing a MMORPG with paper and pen will of course better fit your dirt origional tank with a big sword. In my game which does not play like some computer game the faster monk just as much has his place. He moves. He gets to the enemy in one round and keeps his attention so your slower than dirt melee monkey doesnt get chewed down with 4 rounds of ranged attack. He saves against those Reflex based attacks that maul you and those Will saves that turn you to mush and convince you to beat on the cleric next to you that used to be your ally. Oh and I was curious. What is your character going to do in the middle of the night? He going to sleep in that armor? Or if the party is attacked is he going to abandon his mates for the first 7 rounds of combat while he puts on his armor? I know what they monk will be doing. He will be running around being 100% effective. ![]()
Zurai wrote:
I will have to drop hints. I can tell you that no one in my party will even have that skill much less have it trained to max. ![]()
Zurai wrote:
I would say pretty rare since everything in Pathfinder says they are from across the ocean. Which would make it CR23. If you swap in the new Pathfinder Rakshasa then its CR25. Since the +5 can only be used on an untrained skill your best bet is a wizard with say a 20 Int at this point. So its a D20 + 10 to make a CR25. Using the second point you have two chances at making a 25% chance sucess. If the party wizard fails then others can try but their chances of sucess will drop. ![]()
Zurai wrote:
How did anyone in your party know what a Rakshasa was? The Rakshasa from House Arkona appear to be the only ones in the region if not the entire Inner Sea since they came over in a rather specific manner. More likely for in-character thinking would be to see all those animal head human body statues and think strange Shoanti totem creatures. ![]()
James Jacobs wrote:
That is a possibility. But intentionally running a foe dumb so the party has a better chance does not make much sense either in my opinion. A Rakshasa can read minds and does so per the description pretty easily and effectively. If it goes up against someone who know what it is and what its weaknesses are and still stands there boasting is pretty stupid. Anyway this goes back to meta. The only way a party should know what a Rakshasas weakness is should be by a decent knowledge check. Otherwise its out of character knowledge on a monster that is from a different continent and thus well outside the pervue of a party made of homegrown heroes. Think about it this way. Take a Rakshasa, change nothing on it except make it DR 15 Lawful and Blunt. See how many parties in Escape from Old Korvosa dont get steamrolled. Very few parties going into the module should know the weakness of a relatively unique monster. ![]()
Enlight_Bystand wrote:
Meta-deduced I think is a more accurate statement. I just read those sections of the Guide. Obvious is House controlled by something, strange immortals who "die" and are replaced every few decades, and a link to the Pathfinder version of India. The only reason this says Rakshasa in any way is player meta-knowledge that the only Monster Manual entry with links to Indian mythology are the Rakshasa and possibly the multi-armed female demons being similar to Kali the destroyer. Just as likely is the House being led by vampire, liches, a sucession of dopplegangers, or any number of longterm threats. The other problem being that I doubt many of my players will peruse the guide all that much and I dont find anywhere in the module, which is where they will expect clues relevant to the adventure, clues that will help them out here. I will have to add some I guess. Maybe I will throw in a few more "wild" sounding rumors that people say thugs who really disapoint the Arkona are often invited to the house for one final meal and never seen again. ![]()
James Jacobs wrote:
Are there any hints in Escape from Old Korvosa that I missed? As far as I can tell the party will wander into the dungeon pretty clueless and get jumped by not just a Rakshasa but one with levels of monk. In this situation there is no prep and one cannot really retreat well to get prepped and come back. Also as a side item. Clerics in the PFRPG do not have a single SR ignoring spell to throw at a Rakshasa. All they can do is align weapons if they have the spell handy, or summon meatshields of Summon Monster. Since Rakshasas do not have spellcraft but can read minds I would expect one in battle to throw a magic missle spell at any caster trying to summon allies with full round casting spells. ![]()
Gorbacz wrote:
1. Your right my bad. 2. No combat casting but its DR means it can cast and you can hope to do some damage and disrupt it. Also it has a movement of 40. The monk and barbarian can keep up.Everyone else is hoping for a haste spell. 3. Great spell choices if party has wizard instead of sorcerer and assuming you select becuase you are fighting a Rakshasa. In this particular module you have no warning and no real way to retreat, prep, and return. 4. Most summoned monsters are going to do nothing against the DR. They can grapple though you are right. 5. Their CMD is 29. Assuming a fighter that has gone combat maneuver nuts and has a 20 strength he will need a 12 or better for most maneuvers. Doable but not a guaruntee. This is all an option. But this is a Rakshasa. Shape change and mind reading means it picks the battle. Which means you pretty much assume it gets off the ambush not the other way around. So the party barbarian gets a charm person or suggestion spell. Then while party is still at range it eats a not too damaging lightning bolt or magic missle aimed at whoever is trying to dispel on the raging former best friend barbarian. All the while the Rakshasa has gone invis and is waiting for the fun to end. Once you refriend your barbarian, (or worst case knock his butt out then heal him) the Rakshasa can start again. Properly used a Rakshasa can quite easily TPK a 10th level party unless the party is prepped for him and either ambush him or start on equal footing. Unfortunately the abilities of a Rakshasa will pretty much guaruntee the fight will happen how he wants it to happen and when he wants it to happen. Overall I guess it comes down to the fact that a Rakshasa is a fair CR10 in a normal fight. But the abilities it has means it should rarely be a normal fight and its one of those foes that in an ambush easily hits as a CR11 or 12 foe. ![]()
Gorbacz wrote: Well, your'e not supposed to compare monsters vs. monsters, but monsters against a PC party. And an average, balanced lvl 10 PC party will take down a Rakshasa without major hiccups. Sure, it will be a time-consuming and frustrating fight, but still I don't any major issues with the monster as it as. The explain how it will happen. The tank of the party wont do as much melee damage as the fire giant you mentioned. The casters even with improved spell penetration will need to roll 15 to get through the Rakshasa's SR. The party thief even when flanking will not be hitting an AC of 33. Even if the party cleric happens to have aling weapon it wont be effective on the main tanks great axe or great sword. Odds are the thief and his rapier or a ranger with his longbow. Now survive the onslaught. Multiple lightning bolts, potential turned allies from charm person. Where is the trick that is going to allow a 10th level party to easily take down a Rakshasa. It can be done but the best chance for sucess is only if the party knows in advance and the wizard/sorcerer of the party loads up on buff spells instead of damage spells. Even then winning this battle will come down to someone in the party being decent with a piercing weapon and catching the Rakshasa by surprise so it isnt mage armored, shielded, and mirror imaged. ![]()
Alagard wrote:
I will be very interested in hearing how it goes. If the Rakshasa buff at all their AC goes over 30. Their DR nullifies most damage. Their SR ignores all casters at this modules level unless caster rolls a 19 or 20. Oh and the Rakshasa can also mirror image themselves for extra protection while throwing around five 7d6 lightning bolts. ![]()
Gorbacz wrote: The Rakshasas have ho-hum Fort and Will saves, and they really do funny amount of damage per round (around 20 on a full attack which connects with everything). A Fire Giant does 77 dmg with a fully connecting full attack, 103 if he Power Attacks. You can actually heal up thru a fight with Rakshasa while the party dispels his buffs, targets his saves or just wallops him to the ground. Ho hum saves that are protected by SR27. Also the Rakshasa has DR 15 so every single hit of your fire giant is going to be less a good amount. Every fire giant hit does 3D6+15. So against a Rakshasa that will be 3D6 straight up. So that averages to be 10 points of damage per hit. A Rakshasa has a base AC of 25 with both mage armor and shield as spells that can cast. This means an AC of 33 in most battles. So your fire giant needs a 12 to hit with his first attack, even more if he plans on power attacking, a 17 with his second, and a crit with his final attack. So on average the fire giant will hit once per round against the rakshasa and do 10 points of damage. This means on average it will take a fire giant 12 rounds to kill a Rakshasa, not counting the use of any other spells by the Rakshasa such as mirror image which will really ruin the giants day. In response the Rakshasa has its melee attacks as well as five 7d6 lightning bolts, 7 acid arrows, and 5 magiv missles (7 minus the 2 buff spells). I think it is pretty safe to say a Rakshasa will not only defeat a Fire Giant easily in combat but will shred any fire giant in encounters and be eating the giants brain for lunch very soon into the battle. Oh, someone as for a spoiler tag. My apologies, I should have added one. If there was a way for me to edit my origional post I would. My apologies again. ![]()
Zurai wrote: As mentioned, the 3.5 Rakshasa was really more of a CR8 monster. One of the goals of the Bestiary was to correctly CR all monsters; for quite a few of them, that involved either making them stronger (Rakshasa) or weaker (dragons). Well the certainly did that. I think they made them one of the more powerful CR10 out there now. I would like to point out that it has long been stated that certain monsters like dragons (as well as demons and devils I believe) were intentionally made powerful for their CR ranking because they were supposed to be epic foes. Whether this was a good idea or not is a different question, but the actual strength of them versus their CR was intentional. ![]()
Gorbacz wrote: Not really, Rakshasa's melee capability is not really much better than CR 10 dragons, fire giants and bebiliths. Each one of those would be vastly easier to take down. Its not the raw damage of the Rakshasa. Its the incredible defense along with a heavy dose of hitpoints that make them so tough. Also if I take one of these improved Rakshasa and add 6 levels of monk on top I am fairly certain you will have a foe that will easily eat any 8th level party for lunch. ![]()
Okay. I am reading through the modules so I understand the full path before I run them as a DM. At the same time I am looking at the new Bestiary. There is no way I can just swap out the old Rakshasa for the new. They have the same defenses, better offense, and double the hitpoints. Not counting the lord Rakshasa, or the Monk Rakshasa, there are several times when the party encounteres two or three at once. I know they do not deal insane damage. But I fear that with their strong defense they will easily wear down a party or best case turn into very long very boring very unexciting nibble fests as the party slowly wears them down through the DR. Even if they have align weapon the odds of them having several available (or even one this will be a surprise foe and how often does a cleric mem this spell just for the hell of it) it wont be enough to deal with the sheer number of foes. What do other poeple think? ![]()
Okay. Looking through the new Bestiary and one thing really jumped out at me. The Rakshasa. I say this because I am reading the Curse of the Crimson Throne series in prep to run it as a DM. The 3rd module "Escape from Old Korvosa" has a large number of Rakshasa in it. I certainly cannot use them as modified in the Bestiary. They have the same DR and SR but have had their hitpoints pretty much doubled and their offensive melee ability heavily increased as well. While the module knocks them down to CR8 by calling them glass cannons that were overrated at CR10 I think the Bestiary has now done the opposite. Now Rakshasas are going to be killing machines. Even when a party figures out the vulnerability a Rak is still going to do huge damage since they will have double the staying power. This doesnt even account for the Shield and Mage Armor spells that a party will be hard pressed to dispel and will give the Rak a 30 plus AC that only the chief tank will be able to barely hit. So was it intentioal for them to go from the weaknes CR10 foe to easily the srongest? Also any suggestions on how to use them in COTCT without total TPK? ![]()
primemover003 wrote:
To me this sounds like you are advocating that she basically railroad her players back into the AP. Or am I reading you wrong? ![]()
Couple questions as I read this module. 1. Cressida says she got the note from Vencarlo that day. If a party has access to Dimension Door (which they should) they can get into Old Korvosa in a couple hours. At what point do the Red Mantis assassins start watching the place. If Cressida got the message in the morning and the party moves quick they could be at his house within an hour of being told. Will look odd that he is long gone when they reply so quick to his communication. 2. Someone suggested adding Rolf to the Mad King encounter. Wouldnt this rather strong increase the DC of that encounter? Thats not a small fix but a rather large ramp up. 3. How is the crazy elf Laori's armor class figured? Going by 3.5 rules (which are the rules the module was written for) she has 5 from armor, 3 from magical vestment, and 2 from dexterity for a total of 20 not 22. Even when adding in the better armor of Pathfinder you only get to 21. ![]()
Chris Parker wrote:
A fighter will also have a superior BAB combined with lower costs for enchanting his weapons. Also need to include that a fighter can up his armor class more easily than a monk. Finally a monk has several stats that are important to him which means his primary stats are generally going to be lower than the stats of a fighter. Basically a monk needs all the stats of a fighter plus wisdom. ![]()
fanguad wrote:
First off Paladin does not mean lawful stupid. Rolth is a necromancer who has murdered for his trade and willingly worked to spread a plague that is going to kill thousands. He has also demonstrated at least once his ability to escape when his defeat seems emminent. To call his death a "murder" because the party refused to take him prisoner when they got the drop on him is completely disingenuous and sounds more like sour grapes from you for them killing Rolth. The fact that you are deciding to retcon his death after the fact through a clone spell reinforces that feeling. As for the damsel situation, you are failign to understand what lawful good means. Lawful good does not mean every law must be obeyed no matter what, that is lawful evil. Lawful good does not even mean the local laws must be obeyed by a Paladin. It should mean that a Paladin has a higher calling or code that influences his decision. I am guessing from your comments and your need to "remind" the Paladin what is proper and what is not that you and the Paladin's player have not taken the time to put together a code for the Paladin? If you are having a problem with how the Paladin is acting then you should do this. Work with the player to create a 10 Commendments of the players deity that fits the deity. The important thing though is the player must work with you as well. You need to go into this open. If things you absolutely feel need to be in there are opposite what they player thinks then you should agree to retcon the players deity choice to another deity that you and the player can better create a code under. Just my opinion. |