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What kind of creatures might we see accompanying a military force of duergar?

Monster codex has helpfully provided some beetles, but what else could be logically added for variety?

Would we see constructs? Slave auxiliaries?

What about summoned and bound outsiders? What outsiders are even associated with the duergar deity, Droskar? He's neutral evil, has a home on the abyss... so does he have stronger connections with demons? Devils? Daemons (who hate mortals because they are the source of sin - and therefore demons)?

Any thoughts and suggestions welcome


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In The Lands of the Linnorm Kings, rulership is decided by proving your worth and slaying a fey dragon.

So what happens when a ruler dies? Where does that authority go? Do the citizens hold a Thing and elect a "placeholder"? Does the kingdom descend into total anarchy as lesser jarls make a bid for power? Or does another Linnorm King "step in" and take control?


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Hello all, thank you for the advice so far.

Chemlak wrote:

I'm spotting two technical errors.

First, it's impossible for a mythic creature to have CR 14. Base CR 11 with 5 MR gets +2 CR, for a total of 13. Base CR 12 would have MR 6, +3 CR, so 15.

Second, MR 5 has 5 mythic power, not 7. And if it was mythic tier instead of mythic rank, it would have 11.

I am fudging the "Mythic Rank equals one half of the original CR of the creature" a bit to avoid making her TOO overkill.

I've also now added in "Extra Mythic Power" as one of her chosen mythic abilities, drawing on the "Universal Path" ability, to give her the extra mythic points.

Eltacolibre wrote:

Saves are a bit too low for CR 14 but I guess with some mythic power surge spent, it kinda make up for it.

Average high DC of your ability/spells is supposed to be DC 22 at CR 14, might be worth reducing the DC a little bit (just one off would be enough) because remember that mythic characters outside of spending mythic surges powers don't really increase their saving throws.

As for the encounter in general:

Since they are going to be level 10 with mythic tier 2, their party APL is effectively 11.

It should be a decent fight 2 or 3 rounds.

I've done some shifting around and leveling out of her ability scores to boost her saving throws, and lower the dc of her spells.

As for the fight lasting 2 or 3 rounds, I'm hoping it will be a little longer than that. For that reason I'm adding in other "Wendigo Spawn" (see below)

Any advice on how many of these nasties to add in?

Spoiler:

Wendigo Spawn CR 10
CE Medium Outsider (Chaotic, Evil, Native, Cold)
Initiative +12 Senses Blindsight 60 ft, Darkvision 60 ft, low light vision; Perception +17

AC 24 Touch 18 Flat Footed 16 (+8 Dex, +6 Nat)
HP 132 (11d10+66); Regeneration 10 (fire)
Fort +9 Ref +15 Will +10
DR 10/magic and cold iron; Immune to cold and fear; SR 21; Vulnerable to Fire (x1.5)

Speed 120ft fly (perfect)
Space/reach 5ft
Melee Bite+14 (2d6+3/19-20 plus 2d6 cold and grab), 2 claws +14 (1d8+3/19-20 plus 2d6 cold)

Special Attacks Howl, Rend (2 claws 1d8+4 plus 2d6 cold)

Str 17 Dex 27 Con 23 Int 22 Wis 16 Cha 20

Base Atk +11 CMB +14 (+18 Grapple) CMD 32

Feats: Ability Focus (howl), Critical focus, flyby attack, improved critical (bite, claws), improved initiative

Howl: 3/day as a standard action. Range 1 mile. Any who hear howl must make a dc 20 will save to avoid being shaken for 1 hour. creatures in 120 feet become panicked for 1d4+4 rounds, those in 30 feet cower in fear for 1d4 rounds (mind affecting).

Here are the boss' new stats based on advice so far:

Spoiler:

Nazhena CR14/MR 5
XP
Female Wendigo Spawn Simple Witch
CE Medium Outsider (Cold, Native, Evil, Chaotic)
Init +32/+12 (Dual Initiative); Senses Blindsight 60 ft, Darkvision 60 ft, low light vision; Perception +19
Defense
AC 29; Touch 18; Flat-Footed 29; (+8 Dex, +11 Natural) 20% concealment miss chance (blur), Resist Fire 30 (+4 on Reflex saves to half damage)
HP 248 (11d10+138) Regeneration 10 (fire)
Fort +11; Ref +17; Will + 12
Defensive Abilities ; DR 10/Epic and Cold Iron; Immune Cold and Fear; Resist ; SR 26
Vulnerable to Fire (x 1.5)
Offense
Speed 120 ft fly (Perfect)
Space 5ft; Reach 5ft
Melee Bite +17 (2d6+6/19-20 plus 3d6 cold and grab), 2 claws +14 (1d8+6/19-20 plus 3d6 cold)

Special Attacks Mythic Power (7/day; surge +1d8 – 2 already spent on Detect Scrying and Resist Energy), Extra Mythic Power (factored in), Mythic Spellcasting, Mythic Spellpower 2/day (one spent on resist energy), Abundant Casting, Rend (2 claws, 1d8+9/19-20 plus 2d6 cold)
Spell-Like Abilities (CL )

Spells Known/Prepared (CL )
5th (/day, spontanious only)— DC 23 Cone of Cold M (2), Dominate Person M
4th (/day, spontanious only)— DC 22 Solid Fog M, Scrying, Detect ScryingM *
3rd (/day, spontanious only)— DC 21 Bestow Curse , Ice Ball M (3) (as fireball)
2nd (/day, spontanious only)— DC 20 Blur *, Resist Energy (Fire)M*, Blindness/Deafness (2)

Statistics
Str 22, Dex 27, Con 27, Int 26, Wis 20, Cha 20
Base Atk +11; CMB +16 (+20 grapple); CMD 34
Feats Ability Focus (Howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative
Skills ;
Languages
SQ

Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Howl (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 22 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Wendigo Psychosis (Su) Curse—Nightmare or wind walk; save Will DC 20; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save is Charisma-based.

Wind Walk (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability—it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new DC 20 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis. The save DC is Charisma-based.


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I am introducing a new "boss" enemy to my players in the next few sessions of a mythic game set in the Lands of the Linnorm Kings. The party has just reached level 9, and their 2nd mythic tier, but I expect they will reach level 10 before facing the following encounter.

The party makeup is as follows:
a shifter barbarian/ranger Champion
a human ranger Guardian
an elf evoker Archmage
an elf (reincarnated human)monk/ninja Trickster
a human druid Hierophant

The party will soon be headed into invaded territory, now occupied by a force of lesser "wendigo spawn" (a dialed down, or "younger" version of a true wendigo) and a winter witch from Irrisen who, through contact with a powerful artifact, has not only suffered a transformation into a wendigo, but also unlocked mythic power...

Her stats are below.

In particular, I am looking for a critique of whether there are any significant design holes - anything that makes her either game-breakingly difficult or easy for this party makeup (they do tend to be able to easily handle encounters considered "challenging", but I also want to gauge whether I'm throwing them into a TPK)

Spoiler:

Nazhena CR14/MR 5
XP
Female Wendigo Spawn Simple Witch
CE Medium Outsider (Cold, Native, Evil, Chaotic)
Init +32/+12 (Dual Initiative); Senses Blindsight 60 ft, Darkvision 60 ft, low light vision; Perception +17
Defense
AC 29; Touch 18; Flat-Footed 29; (+8 Dex, +11 Natural) 20% concealment miss chance (blur), Resist Fire 30 (+4 on Reflex saves to half damage)
HP 226 (11d10+116) Regeneration 10 (fire)
Fort +9; Ref +15; Will + 10
Defensive Abilities ; DR 10/Epic and Cold Iron; Immune Cold and Fear; Resist ; SR 26
Vulnerable to Fire (x 1.5)
Offense
Speed 120 ft fly (Perfect)
Space 5ft; Reach 5ft
Melee Bite +14 (2d6+3/19-20 plus 2d6 cold and grab), 2 claws +14 (1d8+3/19-20 plus 2d6 cold)

Special Attacks Mythic Power (7/day; surge +1d8 – 2 already spent on Detect Scrying and Resist Energy), Mythic Spellcasting, Mythic Spellpower 2/day (one spent on resist energy), Abundant Casting
Spell-Like Abilities (CL )

Spells Known/Prepared (CL )
5th — DC 25 Cone of Cold M (2), Dominate Person M
4th — DC 24 Solid Fog M, Scrying, Detect ScryingM *
3rd — DC 23 Bestow Curse , Ice Ball M (3) (as fireball)
2nd — DC 22 Blur *, Resist Energy (Fire)M*, Blindness/Deafness (2)

Statistics
Str 17, Dex 27, Con 23, Int 30, Wis 16, Cha 20
Base Atk +11; CMB +14 (+18 grapple); CMD 32
Feats Ability Focus (Howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative
Skills ;
Languages
SQ

Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Howl (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 22 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Wendigo Psychosis (Su) Curse—Nightmare or wind walk; save Will DC 20; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save is Charisma-based.

Wind Walk (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability—it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new DC 20 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis. The save DC is Charisma-based.

Any advice or warnings will be greatly appreciated.


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Spoiler:
Xanderghul. I know :)

Plus the ruin of Xin-Edasseril in the Ironbound Archipelago.

As for the "cosmic evil" - I see your point. I'll need to consider that...