Mathus Mordrinacht

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I am notoriously bad at playing the enemy spell casters that make up the enemies of every boss fight in this adventure path, and id like to finally challenge my players with the final boss. That being said, my players are geared to the teeth (their Mystic Theurge has crafted out her ass to make all sorts of shit).

The party consists of

Cleric/Wizard crafter, who has at least resist 30 everything, everyday buffs herself with freedom of movement, protection from evil, arcane sight. Plus she has a staff or something that sends out fireballs that do upwards of 167 dmg in a single hit (this has annihilated the witch fights in the previous book)

Monk with over 40 AC when fighting Defensively. He can also teleport with abundant step, which makes it extremely frustrating when the boss teleports away to heal and he follows and then grabs them.

a halfling rogue with a Invisibility ring, ninja head band, some head piece that protects him from mind affecting effects and compulsion effects, and a corset to help him out of escape artist. He can also hide from basically everything, scent, life sense you name it he can get around it. He can also see invisibility. If he jumps a boss and gets his full round of sneak attacks he can do almost as much dmg as the clerics fireball, and nuke their stats, movement, to hit, and AC.

Fighter Archer who with no special gear only feats manages to also do 167dmg on a full round where every arrow fired hits.

And lastly a Kineticist who SUPRISEEE!! Can pump out an ass load of dmg.

they are all lvl 13 right now. I have never run this fight, and I really need help before we start the next book on nerfing the shit out of my party so that they are nice and soft for the final boss fight. I'm tired of them walking all over every encounter.


Is there any way to make the Psychic from the cover? (ie) a character that can telepathically manipulate weapons? i'm reading through the PDF and I don't see anything like that, unless I missed it.