Way of the Wicked—Book #3: Tears of the Blessed (PFRPG) PDF

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Lead an Army of Darkness into Battle!

Inside the Vale of Valtaerna is found the most sacred site to the benevolent god Mitra in all of Talingarde. From this holy site, your enemies draw power and comfort. This is the story of how you raised an army of wickedness and stormed that stronghold of light slaughtering all who stood in your way!

No longer are you a petty servant of darkness. Here is your chance to become a master of evil. But beware! This will not be easy. There are more than just priests in the vale. This is the lair of countless good celestials who will do all in their power to stop your rise. Can you defeat them? Will you be destroyed or will you emerge triumphant amidst the tears of the blessed?

Welcome to the third chapter of the “Way of the Wicked”—the only evil adventure path for the Pathfinder Roleplaying Game!

Inside you’ll find:

  • “Tears of the Blessed,” an adventure compatible with the Pathfinder Roleplaying Game for 10th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the city of Ghastenhall
  • Detailed information about the Church of Mitra, your most determined foes.
  • All you need to run a vicious narrative battle with your PCs in command.
  • 102 pages of full color!
  • And More!

Raise your army, dark lord, and march to war. There will be no one to stop you this time!

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****½ (based on 7 ratings)

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Clerics, Angels and Phoenix, oh my

*****

Your horrid villains are tasked with sacking a wintered-in valley of nauseatingly Lawful Good types. Recruit foot soldiers, bust the gate open and sack the place!

This chapter continues to demonstrate the villainous virtues of infiltration, sabotage, skulduggery and raw Evil firepower. The big nasties are all challenging icons of Things that are Good. Some groups will mop the floor with their foes, others will have a more difficult time.

As is the established pattern in earlier chapters, the villains can nova some encounters while carefully husbanding resources in other parts.

Plan carefully Ladies and Lords for failure to pay attention may send your damned souls to Hell far earlier than you wish...


Tears of the Blessed Review

****( )

Warning: Potential spoilers. Written from a GM's perspective. I ran this for 6 PCs.

In the third installment of the Way of the Wicked, the players are given the task of recruiting and army to sack the holy city of Valtaerna. Having played through this book, I must continue to give my compliments to creators. The world and the story is still holding the players attention and offering them creative ways to play their dark lords.

A particularly excellent part of this book was the appropriately epic Battle for Valtaerna. While this long fight spanned at least two full sessions and used almost every resource the party had, it never became tedious or felt like the players were just going through the motions.

However, if I had a criticism of this chapter of Way of the Wicked, it would be that the excitement is a little bit frontloaded. The Big Battle, while excellent, happens fairly early in the book. There is also the matter of a the Phoenix, who is fought relatively early in the book, but is actually a far more dangerous and memorable than the final boss.

Two words of caution to GM planning to run Tears of the Blessed:
1. Be careful with the Phoenix. My players were not well prepared heading in to that fight. Thankfully they had Protection From Energy or we may have had a TPK. However, our party mage had too few non-fire spells and the martial characters didn't have a way of getting through the Phoenix's DR 15/Evil. With the Phoenix's healing capabilities, the fight ended up being a slog where they could barely do more damage than the Phoenix could heal in a round.
2. Be careful with Holy Word. While, most encounters in the latter half of the book have access to this devastating spell, I highly suggest limiting your usage of it. This is a really powerful spell, that does a great job incapacitating players and making the encounter feel dangerous. Unfortunately, when you are a player, being incapacitated isn't very fun. Not only will your players hate it, but they will actively prepare ways to counter it. Considering that Holy Word is probably the best tactic of an otherwise rather weak final boss, you really don't want to wear it out.

However, minor complaints and warnings aside, I would still highly recommend this book. It runs far quicker and easier than Call Forth Darkness and maintains the series excellent quality in story and characters.


*****

I've reviewed this on RPGGeek.com.

You can read it here.


***( )( )

Tears of the Blessed is a very cool concept module with a lot of neat flavor. The book itself is written with style and the general outline of the adventure itself is very promising. Here's my review:

1. Mechanics
While the fluff and circumstance in the module is fantastic at times (and drudging at others) it suffers from a lot of fidgety mechanics issues that belie a fair bit of annoyance.
A lot of the stat blocks in Way of the Wicked are streamlined. These are made for best use, which is, in thought, very kind, but in practice for the experienced DM very agitating. Baking power attack into most enemies attack rolls seems smart until they're also baking abilities in as well, making unraveling bonuses difficult. Some creatures have deflection against evil opponents in their stat blocks, making their CMD and AC jump up from what's written down. If you have a neutral character in the party, they're very powerful in this module.
Many opponents are not as dangerous as their CR entails. This leads to a kind of boredom syndrome-- a lot of battles are versus foes who, in writing, are CR 10, but in longevity are not-- AC tends to teeter around 20, and attack rolls around +13. Many battles are the opposite-- the creatures aren't very dangerous, but are extremely long-lived. Later on in the Vale itself, DR 5-15/evil is on every single monster you encounter until you begin to encounter incorporeal foes. From the middle of the Battle of Saintsbridge, almost every single foe you face has spell resistance. That is immensely painful. Many encounters are able to cast holy word, which is very punishing to melee. Many encounters are layered in personal or group protection from evil effects, making almost all mind-affecting abilities wasted. Protective aura is unbelievably irritating. Many encounters are slogs that the NPCs can never be victorious in, making the entire conflict unnecessary. A lot of encounters are just soldiers, or later, angelic soldiers, throwing themselves at you to die with little fanfare. Not a lot of encounters enhance the mood-- they just serve as filler.
The humdrum is broken up by several lynchpin encounters that are both exciting, interesting and incredibly iconic. Suchandra the Phoenix is an extremely worthy foe, as is The-Flame-That-Sings. Ara Mathra and She-Forever-Silent are intimidating, as are Taranea and the ghostly paladins (though three encounters of three is far too much in my opinion). These encounters are not only interesting, but some of the only encounters that are plot-worthy (see below).
As a warning, The-Flame-That-Sings is a full-on TPK encounter if your group does not have protection from energy and resist energy. By the time the group killed The-Flame and Suchandra got busy, everyone but the wizard was out of their 120 fire absorption and almost all of them but the monk and bard were on fire. In an adventure that is all-but guaranteed to have an evil-aligned cleric, this can be very devastating.

2. Impetus
In this book, the PCs finish their quest from the last adventure and then are thrust into the next. This has the same kind of problem as the first two books: Cardinal Thorn says jump, so you jump, get tortured and jump minus a stat point, or the book permanently kills you. Not a lot of illusion of choice. You must meet with Sakkarot, that scenario is successful if the PCs try at all, you must go into the Vale, you must douse the three flames, you must kill everyone there, you must slay Ara Mathra. The PCs wants or character motivations don't come into it. There aren't any compelling characters to want to work for, like in other modules (unless you're still riding on the fumes of Thorn from book 1) or people who need saving. It's the opposite-- your character sees there are people who need killing and goes to kill them for the sake of killing. There's no characters to really hate or want to kill, either. Unlike the other books, evil doesn't turn on evil, nor is good annoying, self-righteous or antagonistic. It makes the module extremely bleak. You go around killing great people who don't deserve it and who can't fight back... for fun.

3. Plot
The plot is that the PCs go to a place that is good and nice, kill everyone there and then kill the angels there because their boss said so. There's really nothing beyond that besides plot seeds for the next books. An interesting character is introduced-- Dessiter-- and then disappears. None of the antagonists are really fleshed out beyond the room they're in, and thusly feel very flat. Many, despite there being a huge amount of reasons for them to, do not leave their encounter rooms. My favorite is Taranea-- a CG azata-- who follows orders to not intervene in the Battle of Saintsbridge until the PCs are (presumably) high enough level to fight her. An elementally chaotic creature and elementally good creature not only follows orders but lets people die because of them.
You spend almost the entire module knowing about Ara Mathra but he never interacts with the party-- not even a word from the sky, a showing, an angry prophecy. Strangely, the party is on a timer-- the leader of the Vale is summoning an army of ghostly paladins to fight the PCs-- but the PCs don't know it, so they kind of lackidaisically take their time through the module without much urgency.

Still not liking some of the organization, and definitely disliking many parts-- To enter 2-9, you must go through 2-9a, which is detailed after the contents of 2-9-- a half-page of exposition. Stat blocks still break the page. Maps are square with almost no exception, making drawing them uninspiring.

3 stars simply for the concept alone, though the execution was lacking. This module is, despite everything I just said, still worth a read. Really don't miss it-- it has some of the coolest ideas, scenarios, areas, monsters and concepts in it, surrounded by a lot of hit-or-miss basic D&D setpieces (mass combat) that the module could have abandoned without losing anything.


And the Heavens will weep

*****

This one will have to be short. Suffice to say that in this one, after your villains got the Tears of Achlys at the climax of the last adventure, they first get some downtime (and plenty of side quests to get into trouble and grab some loot), and then they get their next assignment. Simply stated, destroy the most sacred and well-protected temple in the kingdom and defile it past any use. Oh, and no survivors.

You get all the easy jobs.

Anyway, there's considerable role-playing in here as you recruit allies, some of them characters you met before. You'll also meet a devil who's taken a close interest in your careers, which can lead to even further trouble. Not to mention enough battle and mayhem to satisfy the most bloody-minded player as you smash your way into the Vale of Valtaerna, going through everything from warriors to fanatic good clerics to celestials until you (hopefully) achieve victory. And after that you'll find yourself dealing with some very powerful good beings in the Vale -- you'll need sharp wits as well as ready blades to deal with them unless you want to be overwhelmed.

And then the REAL difficulty begins when you enter the Temple of Saint Macarius, deal with the opposition you find there, maybe find some very useful treasures, and finally confront the true master of the temple and leader of your foes. And you WILL need to be both fortunate AND tough to beat Ara Mathra!

It's rounded out with a Gazetteer of the city of Ghastenhall as well as a guide to the religion of Mitra, the Triune God, that should be very helpful for DMs (and maybe players in a more conventional campaign).

There are a few typos here and there, but this is every bit as amazing as the prior adventures in the series. Five stars!


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Scarab Sages

Pathfinder Adventure Path Subscriber

Session 21:

So the PCs carry on their conquest of the Vale. Torture and pyramid building factor high on their list of things to do.
Minions man the gate.

Deciding against hitting the phoenix, the villains go after the cathedral first. The dispatch the archons guarding the docks and Lea. Then they realize they need more information to get thru the labyrinth.

Next session I suspect they will uncover the answers to the labyrinth, either from the living or via speak with dead. Now to 'prepare' the Master & the Oracle for the fight! :)

The players are still having a blast with this adventure and adventure path. :)

Grand Lodge

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I've finally come to realize why Ara Mathra has been sitting wrong with so many of us all this time, and why the Sunlord IS the better choice for a substitute. Math. Ara Mathra isn't CR 16, he's CR 14. The advancement isn't enough. He should have 20 HD, not 18. Also, the AC is missing 1 natural armor per HD. So at 20 HD it should be three higher than what it is, and at current it's still 1 natural armor too low. That being said, at 18 HD, Ara Mathra should have four attacks, not just three. Another reason he doesn't seem to hold up.

While the suggestion for the stronger Sunlord is probably a good fit, it's not completely balanced. It's guess work at converting a 3.5 npc. I make this suggestion instead, and what I've told my friend who's taken over the campaign to do. Keep Ara Mathra as-is, but with proper adjustments (ie. +1 natural armor, add 4th attack, +2 SR, etc). He's CR 14. However, to make him a proper CR 16, add the +2 CR Archangel template from 4 Winds/Purple Duck Games's Tome of Monsters. The elemental immunities won't add to anything, but fast healing 10 and Holy Word at-will, definitely shall. Having it 3/day is nice, but at-will is better.

Description Quote: "A deity will occasionally select an angel or archon to take a position of leadership among his brethren. The archangel – or metatron, as they are sometimes called – may be in command over all angels of its type, or more commonly in charge of a squadron set to a certain task. More often than not, the archangel acts as a mediator between its deity and mortals or other angels or archons. A number of mortals mistakenly believe the archangel speaking to them is the voice of their god, when ultimately all the metatron is doing is delivering a message."

That is perfect, in my eyes.


I made Ara Mathra a planetar with the advanced template and the PCs still killed him fairly easily.

Grand Lodge

Vaellen wrote:
I made Ara Mathra a planetar with the advanced template and the PCs still killed him fairly easily.

Somehow it seems wrong that your players could take on a CR 17 with AC 36.

I just looked up the planetar. It's missing its 4th attack as well. That seems rather odd to me. Did Paizo forget that at BAB 16 you get a 4th strike?

Grand Lodge

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I got Mark of Purple Duck Games to post the Archangel template on his wiki site.


How did you get to those numbers on the advanced Ara Matra?

I assumed you used the monster creation table: Creature Hit die and take the CR-1 for outsiders? (ie, 14 at CR 12, 18 at CR 14 and 20 at CR 16)

Personally, I rather thnk the CR and HD tables are confusing as Asmodeus' playground, and do not wholly apply to Angels to begin with.

Look at the Planetar, which at CR 16 only has 17 HD.

You could also argue that you would use the monster advancement table.

http://paizo.com/pathfinderRPG/prd/monsters/monsterAdvancement.html

According to that table you would need to go up 80 hp (which would equate to 7.7 HD), meaning you could even go to 22 HD for Ara Matra, or would that be too radical an assumption?

Other question, the only class who would benefit from Helbrand in the campaign I am running is an Inquisitor. Seems giving him a bane weapon is rather silly. Any idea how to re-skin Helbrand?

Grand Lodge

Rambear wrote:

How did you get to those numbers on the advanced Ara Matra?

I assumed you used the monster creation table: Creature Hit die and take the CR-1 for outsiders? (ie, 14 at CR 12, 18 at CR 14 and 20 at CR 16)

Personally, I rather thnk the CR and HD tables are confusing as Asmodeus' playground, and do not wholly apply to Angels to begin with.

Look at the Planetar, which at CR 16 only has 17 HD.

You could also argue that you would use the monster advancement table.

http://paizo.com/pathfinderRPG/prd/monsters/monsterAdvancement.html

According to that table you would need to go up 80 hp (which would equate to 7.7 HD), meaning you could even go to 22 HD for Ara Matra, or would that be too radical an assumption?

Other question, the only class who would benefit from Helbrand in the campaign I am running is an Inquisitor. Seems giving him a bane weapon is rather silly. Any idea how to re-skin Helbrand?

To answer the first question: that'd be too radical an assumption. The to-hit and saves would make him more powerful than a CR 16 is. But yes, I did look at the creation table, and it's the only way I know people have used it. I wish it was as easy as 3.5 where it stated that +2 HD = +1 CR for outsiders, or +1 HD = +1 CR for class levels. That'd make life so much simpler. And it's more than just HD that make a CR. It's what they're AC, saves, resistances, damage, ability scores, etc are as well. If we truly went with the advancement table, a golem would never be more than a CR 10 or 12 because their saves and hp are stupid low.

For the other question, just change Bane to Truebane. It's 3.5 and is a +3 ability, which makes the weapon all the better. The ability reads: When wielded, the weapon begins as a 'Bane' weapon vs. the wielder's creature type. At the end of any round the weapon injures a creauture, it changes to a 'Bane' weapon vs. the last creature it injured for 1 round. If the weapon goes 1 round without injuring a creature, it reverts back to being 'Bane' vs. the wielder's creature type.
It's 3.5 so you could argue that the weapon property is expensive and drop it to a +2 instead.


Well, I just plugged it in to the Monster Builder on d20pfsrd and added 8 HD. Besides it adding size increase it wasn't all that bad.

As far as I can see 20 HD seems reasonable, but the monster creation table does indicate 22. I figured 20 HD with maybe an increase in size would be decent challenge. Top of my head it would do 2d6+18 plus solid blow (ex power attack) had 33 AC and an odd 300 hp. More HP than a Planetar and slightly better damage iirc, but the Planetar wins on casting, so meh.

I'll look into true bane. Maybe I'll start with the unholy property instead. Maybe work in a Hammer-the-gap like property vs good outsiders in or something.

Grand Lodge

Rambear wrote:
Well, I just plugged it in to the Monster Builder on d20pfsrd and added 8 HD. Besides it adding size increase it wasn't all that bad.

I forgot that, that even existed. The only problem I have with that is it's not 100% accurate. Maybe 80%. You still have to do skills, sometimes saves, and additional attacks gained from base attacks. Some are more accurate than others, depending on the creature. It's possible Gary used that too. Never know.


Pathfinder Adventure Path, Rulebook Subscriber

So I'm coming up on the final battle for my player soon. She hasn't bothered to put out any of the flames yet. Am I correct in understanding that the first two flames *need* to be put out in order to turn off the wall of flame? Should I make her go back if she hasn't put them out by the time she gets to the end?

Sorry if this has been asked before, but 409 is a lot of posts to wade through.

Grand Lodge

Nate Z wrote:

So I'm coming up on the final battle for my player soon. She hasn't bothered to put out any of the flames yet. Am I correct in understanding that the first two flames *need* to be put out in order to turn off the wall of flame? Should I make her go back if she hasn't put them out by the time she gets to the end?

Sorry if this has been asked before, but 409 is a lot of posts to wade through.

Yes, the PC needs to take out all of the fire to drop the wall. They're the protectors. Until you get passed them, there's no going forward.


Anyone else find a slight flaw in the Movanic Deva's tactics?

They atart out by activating antimagic field, then employ their holy smite and flaming greatswords. Uh... how can they use spell-like abilities and magical weapons in their antimagic field...?

Seems a bit odd to me, unless they are somehow immune to their own field.

Grand Lodge

Robert Crawley wrote:

Anyone else find a slight flaw in the Movanic Deva's tactics?

They atart out by activating antimagic field, then employ their holy smite and flaming greatswords. Uh... how can they use spell-like abilities and magical weapons in their antimagic field...?

Seems a bit odd to me, unless they are somehow immune to their own field.

They're not. Well, one wouldn't be. Antimagic field is a ranged attack. You would have one cast the spell, make sure the other person is out, then cast outside. The person casting it can move outside the field without it following him. It's not flawed, it's just weird.


kevin_video, Antimagic field is an emanation centered on the caster that moves with the caster. It cannot be used as a ranged attack.

Grand Lodge

Gauss wrote:
kevin_video, Antimagic field is an emanation centered on the caster that moves with the caster. It cannot be used as a ranged attack.

Why does it say range 10 ft?


Because that is the range of the emanation from the center.

I know, it is a bit confusing to have a range instead of just an area but that is how they word effects centered on the caster.

If the range was 0' while the area was 10' then spell could not function since the range is smaller than the area due to this rule:

CRB p213 Range wrote:
A spell’s range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following.

Also, the spell description specifically states that the spell is centered on you (the caster) and moves with you.

CRB p243 Antimagic Field wrote:

Range 10 ft.

Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

If you go through the various emanation spells you will see a difference between the "Alarm" types, that have a standard range that differs from the area and are centered on a space, from the "Antilife Shell" types that are centered on the caster and have a range that is identical to the area.

Dark Archive

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Tomorrow, we're going to finish this book. I will use the insane rants I found on richard dawkins reads hate mail to let the angels speak their minds a bit. Replace God with Sarenrae a couple times and you're all set.

"I will look forward to observing from my post in heaven the exquisite tortures you will suffer at the hands of the just and loving Sarenrae you have rejected."

I couldn't make it up if I tried. I just love those adorable religious trolls.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

For Ard Mithra I think I am going to use the stats for the Herald of Iomedea but my group is some time away from this

Grand Lodge

Trying to do a bit more before my game on Tuesday. It might be a while again as I've got a few exams coming up, and I still need to do a few finishing touches for the new group.

Changes I made to WotW--Book 3, part 1.

Grand Lodge

Felt like doing more writing instead of studying. Can you blame me? :P

Changes I made to WotW--Book 3, part 2.

Grand Lodge

Changes I made to WotW--Book 3, part 3.

Let's take on the wall and bridges.

Grand Lodge

I'm on fire this week. No, not literally.

Changes I made to WotW--Book 3, part 4.

Also be on the lookout for my update on Bestiary 5 monsters I thought would likely fit. I thumbed through it last night while getting set up for my revisit to this AP campaign. It won't get posted here though. You'd need to follow my Tumblr for that.

Grand Lodge

Changes I made to WotW--Book 3, part 5.

I put up the Bestiary 5 list as well. Small write-ups as I only briefly went through it, so it's not something I'm adding to the individual writes ups.

Grand Lodge

And with this, the story aspect of Book 3 is officially done. Next will be the side quests that were originally given in Book 2 (namely the ring of Princess Iris), as well as a few other things to help stave off boredom for the PCs during their three months of winter.

Changes I made to WotW--Book 3, part 6.

Wow. I quite literally did this book in a week.

Grand Lodge

The final entry of Book 3.

Changes I made to WotW--Book 3, part 7.

I was thinking of doing Book 4 relatively soonish, but I think I'll take a break for a while. It would seem that my entries are going unread and unliked. Could be because I'm doing too many at once, or what's written doesn't feel relevant to another's game.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have looked at your stuff and not got round to commenting. Mainly because I am still running part 2 and have not worked out in detail all my changes for part 3 , also I tend to only post detailed thoughts on stuff I have already run (such as NPC stats in the part 2 thread) this is because I prefer not to have stuff out in the open where a player could see it. (Not that I think my players look at GM threads for games they are playing in but I am paranoid).

Grand Lodge

JohnHawkins wrote:
I have looked at your stuff and not got round to commenting. Mainly because I am still running part 2 and have not worked out in detail all my changes for part 3 , also I tend to only post detailed thoughts on stuff I have already run (such as NPC stats in the part 2 thread) this is because I prefer not to have stuff out in the open where a player could see it. (Not that I think my players look at GM threads for games they are playing in but I am paranoid).

I'm just used to seeing "liked" or "marked as favourite" when I come on here. A few people have either abandoned the threads or the game itself. Throne of Night is even more dead in the water. One guy that frequented on here and through PMs disappeared about four weeks ago.

The Exchange RPG Superstar 2010 Top 32

that may be me :)
I was only following the book 1 and 2 threads via RSS, plus the RL monster got me :)


Not unread or unliked, I just never remember to actually clicking the like button. Rude of me I know.

Grand Lodge

Even it's not liked, it's good to get feedback. That way I know if something needs changing, or expanded upon, etc.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Tomb of the Iron Medusa:

All of my pc's are from a single extended old noble family, I am intending that sometime towards the end of book 3 /start book 4 they will discover this long last familily tomb and become aware that it holds secrets of the start of their families links to devil worship, given that I expect them to seek out and explore the tomb


I was looking over Mitra's article the other day. It's fairly decent, since it details the three aspects of Mitra, the internal structure of the priesthood, and how the church fits into the politics of Talingarde.

However, it does talk way more about the church and it's politics then it does about Mitra itself. I was hoping for details on his realm, servitors, history with Asmodeus, paladin code, et cetera.

I read Inner Sea Gods and Inner Sea Faiths not too long ago, and would love to see an in-depth article along those lines for Mitra. Maybe someone will write up boons and obediences for him.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

In many ways Talingarde is meant to be setting neutral and able to slot into any fantasy world the gm likes. I suspect this is why there are no names for any gods other than Asmodeus and Mithra , giving details of the relationship between Mithra and Asmodeus would pin the world down and make it harder to slide Talingarde into say Golarion. I suspect this is why there is no write up of Asmodeus for Talingarde.

I have written up obediences for Asmodeus and the devil lords , but as only npc's would have those obediences for Mithra and really very few would expect to have them at a signifigant level (the Princess, Chief Inquisitor , maybe some of the clerics in book 3 or the King ) it would be a lot of effort to produce 9 Obediences and then kill off the people with them quickly.

This week my players get serious about taking the vale in book 3


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The battle for the Vale, all stats include precast combat buff spells

Sir Dallidan the Bold, the point of the charge:
CR 10
XP 9,600
Human fighter (dragoon) 11 (Pathfinder RPG Ultimate Combat 46)
LG Medium humanoid (human)
Init +6; Senses Perception +11
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 24 (+10 armor, +2 Dex, +4 shield)
hp 111 (11d10+46)
Fort +10, Ref +5, Will +4 (+3 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +18/+13/+8 (1d8+7/19-20) or
. . war lance +22/+17/+12 (1d8+16/×3)
Ranged composite longbow +13/+8/+3 (1d8+4/×3)
Special Attacks banner +2, piercing lance, spear training
--------------------
Tactics
--------------------
During Combat Sir Dallidan charges with his lance at top speeds towards the largest, fiercest enemy he can find. If he must fight at range, then he does so mounted and with deadly efficiency.
Morale Sir Dallidan is reckless almost to the point of insanity. He has never retreated from anything in his life and will not do so today. Death or victory!

--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 8, Wis 12, Cha 10
Base Atk +11; CMB +17; CMD 29
Feats Deadly Aim, Improved Initiative, Indomitable Mount, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Precise Shot, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Toughness, Trample, Wheeling Charge
Skills Acrobatics -3 (-7 to jump), Handle Animal +13, Perception +11, Ride +17
Languages Common
SQ armor training 1, spinning lance
Other Gear +1 full plate, +2 arrow deflection heavy steel shield, +1 longsword, war lance, arrows (20), composite longbow (+4 Str), belt of giant strength +2, brightly colored crimson tabard with his personal crest -- a knight on horseback charging
--------------------
Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Indomitable Mount Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Piercing Lance (Ex) Attack mount and rider as a standard action or charge.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ride-By Attack You can move - attack - move when charging mounted.
Spear Training +2/+4 (Ex) +2 to hit and +4 damage with spears.
Spinning Lance (Ex) Use lance as a double weapon, treating the butt end as a club.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Trample Your target may not try to avoid your mounted overruns.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.
--------------------
Additional Details
--------------------
Base Statistics When not mounted, Sir Dallidan the Bold has
Speed 30 ft; Melee longsword power attack +10/+5 (1d8+10/19-
20); Ranged composite longbow (+4 Str) deadly aim +10/+5
(1d8+10/x3)

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His charging knights
Charging Knights #1 CR 5
XP 1,600
Human fighter (dragoon) 6 (Pathfinder RPG Ultimate Combat 46)
LG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 56 (6d10+18)
Fort +7, Ref +3, Will +2 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk lance +13/+8 (1d8+10/×3) or
. . mwk longsword +11/+6 (1d8+4/19-20)
Ranged mwk composite longbow +8/+3 (1d8+4/×3)
Special Attacks spear training
--------------------
Tactics
--------------------
Before Combat They charge with their lances and then attack en masse.
During Combat If Sir Dallidan is slain and three of their number fall, the rest flee the field.
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 9, Wis 10, Cha 12
Base Atk +6; CMB +10; CMD 21
Feats Mounted Archery, Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialization (lance)
Skills Acrobatics -6 (-10 to jump), Handle Animal +10, Ride +6
Languages Common
SQ armor training 1
Other Gear full plate, heavy steel shield, mwk composite longbow (+4 Str), mwk lance, mwk longsword
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Ride-By Attack You can move - attack - move when charging mounted.
Spear Training +1/+2 (Ex) +1 to hit and +2 damage with spears.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Trample Your target may not try to avoid your mounted overruns.
--------------------
Additional Details
--------------------
Base Statistics When not mounted, Charging Knights has Speed 20 ft.

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Fireball salvo killed their horses, they then got hacked to bits

The archers

Sir Giles of Tell, the finest archer in Valtaerna:
CR 9
XP 6,400
Human fighter (archer) 10 (Pathfinder RPG Advanced Player's Guide 104)
NG Medium humanoid (human)
Init +9; Senses Perception +16
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 72 (10d10+13)
Fort +8, Ref +8, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +12/+7 (2d6+3/19-20)
Ranged oathbow +17/+17/+12 (1d8+15/×3)
--------------------
Tactics
--------------------
During Combat Combat Sir Giles much prefers archery to melee, obviously.
He will rain down death on his enemies and only resort to melee if forced. He picks the most deadly seeming warrior amongst his foes and uses the oath of his oathbow against them.
Morale Sir Giles of Tell has a family in the town of Sanctum. He realizes with one glance that this horde will spare no one. He fights to the death. However, if he believes he can succesfully flee a losing battle, he will. But he will be back in Encounter Nine helping defend the last bridge.
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 10, Wis 16, Cha 8
Base Atk +10; CMB +12; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Far Shot, Greater Weapon Focus (longbow), Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Climb +11, Perception +16, Survival +16, Swim +14
Languages Common
SQ safe shot, trick shots (trick shot: disarm[APG], trick shot: sunder[APG])
Other Gear studded leather, oathbow (+2 Str), arrows (40), greatsword
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Far Shot Halve the range increment penalty for extended range.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with your Archetype's focused weapon (Bows or Crossbows). This ability replaces weapon training 2 for the Archer archetype, or weapon training 3 for the Crossbowman archetype.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Sunder Sunder with a bow at 30' and -4 CMB.

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Elite Archer #9 CR 5
XP 1,600
Human fighter (archer) 6 (Pathfinder RPG Advanced Player's Guide 104)
NG Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 46 (6d10+8)
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +7/+2 (1d8+1/×3)
Ranged mwk composite longbow +10/+10/+5 (1d8+9/×3)
--------------------
Tactics
--------------------
During Combat Combat They follow Giles lead and try to stay away from melee. If that fails, a few draw spears and try to keep the enemies at bay, so that the rest of the archers can shoot them.
Morale Dedicated but not fanatic, If reduced to 7 hp or less these archers flee. If Sir Giles and half their number fall they flee.
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +7; CMD 21
Feats Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Climb +6, Perception +9, Survival +10, Swim +8
Languages Common
SQ trick shot (trick shot: disarm[APG])
Other Gear chain shirt, arrows (40), mwk composite longbow (+1 Str), spear
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.

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Fireballs killed the minions and the melee machines dimension doored in on top of the boss
The Dwarves

Fireballs and full on melee assault , backed by a charge of the Duergar

Durhan One-Stroke, The Dwarven Thane:
CR 11
XP 12,800
Dwarf fighter (foehammer) 12 (Pathfinder RPG Advanced Race Guide 14)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 28, touch 11, flat-footed 27 (+11 armor, +1 Dex, +6 shield)
hp 145 (12d10+75)
Fort +13, Ref +5, Will +7 (+3 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 warhammer +22/+17/+12 (1d8+12/19-20/×3) or
. . heavy shield bash +16/+11/+6 (1d4+4)
Ranged throwing axe +13 (1d6+4)
Special Attacks hammer to the ground, hatred, sledgehammer
--------------------
Tactics
--------------------
During Combat Thane Durhan is a dwarf with a big axe. He uses it at every opportunity, power attacking.
Morale Death before dishonor! Fight to the last!
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 20, Int 11, Wis 16, Cha 6
Base Atk +12; CMB +16 (+18 bull rush, +18 overrun, +18 sunder, +18 trip); CMD 27 (31 vs. bull rush, 31 vs. trip)
Feats Combat Reflexes, Covering Defense[APG], Greater Shield Focus, Greater Weapon Focus (warhammer), Greater Weapon Specialization (warhammer), Improved Critical (warhammer), Improved Shield Bash, Power Attack, Saving Shield[APG], Shield Focus, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +4, Handle Animal +7, Intimidate +12, Perception +4 (+6 to notice unusual stonework), Ride +1, Survival +12, Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ piledriver, rhythmic blows
Other Gear +2 full plate, +2 heavy steel shield, +2 warhammer, throwing axe
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Covering Defense Total Defense: grant a cover bonus to AC of your shield's shield bonus until your next turn.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hammer to the Ground (Ex) Make a trip check vs. foe after successful bull rush.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Piledriver Hammer blows can bull rush or trip as part of an attack.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rhythmic Blows (Ex) +1 for each consecutive blow against a target.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Sledgehammer (Ex) +2 bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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Dwarven Nobles #1 CR 6
XP 2,400
Dwarf fighter (foehammer) 7 (Pathfinder RPG Advanced Race Guide 14)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 shield)
hp 65 (7d10+22)
Fort +8, Ref +4 (+3 bonus vs. area of effect attacks), Will +3 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +11/+6 (1d4+4) or
. . mwk warhammer +14/+9 (1d8+7/×3)
Ranged javelin +9 (1d6+4)
Special Attacks hammer to the ground, hatred, sledgehammer
--------------------
Tactics
--------------------
During Combat Hold the line and hit the enemy with your axe!

That summarizes dwarven tactics for this battle.
Morale The line must be held at all costs! Fight to the end! Axes of the dwarves!
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +11; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Covering Shield, Improved Shield Bash, Missile Shield[APG], Shield Focus, Shield Slam, Two-weapon Fighting, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +7, Handle Animal +4, Intimidate +4, Perception +3 (+5 to notice unusual stonework), Ride +1, Swim +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear mwk full plate, mwk heavy steel shield, javelin (3), mwk warhammer
--------------------
Special Abilities
--------------------
Covering Shield Add your shield's base bonus to reflex saves vs. area of effect attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hammer to the Ground (Ex) Make a trip check vs. foe after successful bull rush.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Sledgehammer (Ex) +2 bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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I used the cleric as written

The Serene Order
Brother Nicodemus did a pummelling charge which nearly killed PC before being hacked apart, the brothers not so much

Brother Nicodemus of the Serene Order :
CR 11
XP 12,800
Human warpriest (sacred fist) of Mitra the Shining Lord 12 (Pathfinder RPG Advanced Class Guide 60, 130)
LG Medium humanoid (human)
Init +5; Senses Perception +19
--------------------
Defense
--------------------
AC 33, touch 27, flat-footed 27 (+4 deflection, +5 Dex, +1 dodge, +6 natural, +7 untyped bonus)
hp 132 (12d8+75)
Fort +13, Ref +11, Will +16; +1 morale bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +22/+22/+17 (2d8+12) or
. . unarmed strike flurry of blows +20/+20/+15/+15 (2d8+12)
Ranged sling +19/+19 (1d4+9)
Special Attacks blessings 9/day, channel positive energy 6/day (DC 21, 4d6), fervor 12/day (4d6), stunning fist (4/day, DC 22)
Warpriest (Sacred Fist) Spells Prepared (CL 12th; concentration +18)
. . 4th—battle trance[ARG] (DC 20), divine power, forceful strike (DC 20), freedom of movement
. . 3rd—deadly juggernaut[UC], magic vestment, prayer, protection from energy, communal resist energy[UC]
. . 2nd—bull's strength, inheritor's smite (2), ironskin, owl's wisdom, communal protection from evil[UC]
. . 1st—divine favor (2), shield of faith (2)
--------------------
Tactics
--------------------
During Combat Brother Nicodemus tries to use his superior mobility to attack enemy spellcasters hoping to defeat them before they can do more damage.
Morale A religious fanatic fighting for the only home he has ever known, Brother Nicodemus fights to the death.
--------------------
Statistics
--------------------
Str 20, Dex 20, Con 16, Int 10, Wis 22, Cha 10
Base Atk +9; CMB +19; CMD 41
Feats Combat Style Master[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Unarmed Strike, Power Attack, Pummeling Charge[ACG], Pummeling Style[ACG], Quicken Blessing[ACG], Stunning Fist
Skills Acrobatics +18, Climb +22, Knowledge (religion) +13, Perception +19, Sense Motive +12, Swim +22
Languages Common
SQ blessed fortitude, blessings (good: battle companion, holy strike, nobility: inspiring word, lead by example), flurry of blows, ki insight, ki pool (10 points cold iron, magic, silver)
Other Gear sling, sling bullets (10), belt of physical perfection +2, headband of inspired wisdom +4, monk's robe
--------------------
Special Abilities
--------------------
Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Combat Style Master May switch styles as a free action
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fervor (4d6, 12/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows+7/+7/+2/+2 (Su) You can make a flurry of blows, as the monk.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Insight +2 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Miraculous Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead. On fail, halve effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Quicken Blessing (Inspiring Word [Su]) Expend 2 uses of blessings to deliver selected blessing as swift action.
Stunning Fist (4/day, DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Warpriest Channel Positive Energy 4d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Acolytes of the Serene Order #8 CR 7
XP 3,200
Human monk 8
LG Medium humanoid (human)
Init +3; Senses Perception +13
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +2 monk, +2 Wis)
hp 60 (8d8+20)
Fort +7, Ref +9, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +8/+3 (1d10+1) or
. . unarmed strike flurry of blows +8/+8/+3/+3 (1d10+1)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks flurry of blows, stunning fist (8/day, DC 17)
--------------------
Tactics
--------------------
During Combat The monks do their best to keep up with Brother Nicodemus and support him as best they can.
Morale The Serene Order fights to the last
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 10
Base Atk +6; CMB +11; CMD 25
Feats Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Pummeling Style[ACG], Stunning Fist, Stunning Fist Adept, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+30 to jump), Climb +8, Escape Artist +14, Perception +13, Sense Motive +13, Stealth +14, Swim +12
Languages Common
SQ fast movement, high jump, ki pool (6 points cold iron, magic, silver), maneuver training, slow fall 40 ft., wholeness of body (8 hit points)
Other Gear crossbow bolts (20), light crossbow, robe of the serene order
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+8/+28 with Ki point) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Slow Fall 40 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (8/day, DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Wholeness of Body (8 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

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The Shield Archons

Shield Archon elites:
CR 13
XP 25,600
Advanced shield archon fighter 2 (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 31)
LG Large outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
Aura aura of menace (20 ft., DC 20)
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 23 (+2 deflection, +2 Dex, +6 natural, +6 shield, -1 size)
hp 226 (11d10+124)
Fort +20, Ref +11, Will +12 (+1 vs. fear); +1 morale bonus vs. fear, +4 vs. poison
DR 10/evil; Immune electricity, petrification; SR 21
--------------------
Offense
--------------------
Speed 40 ft., fly 90 ft. (good)
Melee +3 shortspear +25/+25/+20/+15 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks transpose ally
Spell-Like Abilities (CL 9th; concentration +13)
. . Constant—magic circle against evil
. . At will—aid, greater teleport (self plus 50 lbs. of objects only), message
. . 1/day—disrupting weapon, divine power, shield other
--------------------
Tactics
--------------------
During Combat These two large angels are just large enough to completely block the entrance to the bridge. And they will not leave their post. They will have cast shield other on each other and it will easily outlast the duration of this battle. On the first round of the battle against our villains, they use their 1/day divine power spell-like ability. This grants them a +3 luck bonus on attack rolls, weapon damage rolls, Strength checks and Strength-based skill checks. They also gain 9 temporary hit points. Further, whenever they make a full-attack action, they make an additional attack at their full base attack bonus. This effect last for nine rounds.

Other than that, they hold their ground and fight till defeated.
Morale These bastions of good fight to the bitter end. They will defend their post till they are forced to return to the celestial realms or until the battle is won.
--------------------
Statistics
--------------------
Str 24, Dex 17, Con 29, Int 18, Wis 20, Cha 19
Base Atk +11; CMB +23; CMD 34 (44 vs. bull rush, 40 vs. overrun, 38 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Mobile Bulwark Style, Shield Focus, Stand Still, Weapon Focus (shortspear), Weapon Specialization (shortspear)
[b]Skills
Acrobatics -6 (-2 to jump), Bluff +10, Climb +1, Diplomacy +18, Fly +10, Intimidate +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +19, Sense Motive +19, Stealth +4, Survival +19, Swim +1
Languages Celestial, Draconic, Infernal; truespeech
SQ spear and shield
Other Gear +1 tower shield, +3 shortspear
--------------------
Special Abilities
--------------------
Aura of Menace (20 ft., DC 20) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (90 feet, Good) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobile Bulwark Style While using style, move action to set tower shield as total cover. Add shield bon to bull rush/overrun CMD.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Spear and Shield (Su) As a free actions transform either or both hands into +1 tower shields or +3 shortspears.
Spell Resistance (21) You have Spell Resistance.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Transpose Ally (1/day) (Su) Teleport to switch places with a willing/unconscious ally as a standard action.
Truespeech (Su) Speak with any creature that has a language.

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The flying paladins, these guys did good. They could fly faster than any pc and swooped in from long range did a ride by charge using the reach of their lance and really messed up the party. The medusa petrified a lot of their mounts but before they went down the pc's were in pain. Saddle Surge and Light lance gave them brutal amounts of damage 3d8+72(+18 from saddle surge included) +2d6 on a charging attack

Blessed Knights :
CR 8
XP 4,800
Aasimar paladin (shining knight) 9 (Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +13
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 24 (+9 armor, +3 deflection, +1 Dex, +2 shield)
hp 86 (9d10+32)
Fort +11, Ref +7, Will +11; +1 morale bonus vs. fear
Immune charm, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 holy lance +20/+15 (1d8+18/×3) or
. . longsword +19/+14 (1d8+15/19-20) or
. . mwk lance +20/+15 (1d8+17/×3)
Special Attacks channel positive energy 3/day (DC 17, 5d6), smite evil 3/day (+3 attack and AC, +9 damage)
Spell-Like Abilities (CL 9th; concentration +12)
. . 1/day—daylight
Paladin Spell-Like Abilities (CL 9th; concentration +12)
. . At will—detect evil
Paladin (Shining Knight) Spells Prepared (CL 6th; concentration +9)
. . 2nd—light lance[APG], saddle surge[APG]
. . 1st—bless weapon, divine favor, hero's defiance[APG]
--------------------
Tactics
--------------------
Before Combat As they fly into battle the knights cast magic weapon (duration: 6 minutes) and sun metal (duration: 6 rounds on their lances. These spells are already noted in the stat blocks.
During Combat These blessed knights are trained to use their charge attacks to full effect. They charge their opponents and then circle about and charge again. They will do this as often as they can.
Morale These knights fight to the death.
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 16
Base Atk +9; CMB +19; CMD 27
Feats Celestial Servant[ARG], Monstrous Mount, Mounted Combat, Ride-by Attack, Spirited Charge
Skills Acrobatics -6 (-10 to jump), Diplomacy +9, Handle Animal +10, Knowledge (religion) +4, Perception +13, Ride +13; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ divine bond (mount), lay on hands 7/day (4d6), mercies (dazed, shaken, sickened), skilled rider
Other Gear mwk full plate, heavy steel shield, longsword, mwk lance
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Dazed) (Su) When you use your lay on hands ability, it also removes the dazed condition.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 5d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.
Spirited Charge Double damage when making a mounted charge (triple with a lance).

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Finally the clerics

The Priests of Mitra:
CR 9
XP 6,400
Human cleric of Mitra the Fire Undying 10
LG Large humanoid (human)
Init +0; Senses Perception +9
--------------------
Defense
--------------------
AC 32, touch 14, flat-footed 30 (+11 armor, +3 deflection, +2 dodge, +2 natural, +5 shield, -1 size)
hp 114 (10d8+66)
Fort +13, Ref +7, Will +13; +1 morale bonus vs. fear
DR 5/evil; Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 morningstar +20/+20/+15 (2d6+11) or
. . dagger +18/+18/+13 (1d6+9/19-20)
Ranged mwk light crossbow +13/+13 (1d8+3/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 3/day (DC 15, 5d6), holy lance (5 rounds, 1/day)
Domain Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—fire bolt (1d6+5 fire), touch of good (+5)
Cleric Spells Prepared (CL 10th; concentration +14)
. . 5th—fire shield[D], flame strike (DC 19), righteous might
. . 4th—air walk, divine power, freedom of movement, holy smite[D] (DC 18), spell immunity
. . 3rd—daylight, dispel magic, fireball[D] (DC 17), prayer, searing light
. . 2nd—aid, bull's strength, cure moderate wounds[D], delay poison, spiritual weapon, status
. . 1st—bless, burning hands[D] (DC 15), detect chaos, divine favor (2), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, stabilize
. . D Domain spell; Domains Fire, Good
--------------------
Tactics
--------------------
During Combat They cast righteous might on round one and then split between attacking along side and supporting the holy warriors.
Morale These priests will die here before they admit defeat.
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 18, Int 8, Wis 18, Cha 10
Base Atk +7.5; CMB +20; CMD 29
Feats Craft Magic Arms & Armor, Extra Channel, Heavy Armor Proficiency, Shield Focus, Toughness, Vital Strike
Skills Acrobatics -5 (-9 to jump), Appraise +0, Bluff +1, Climb +3, Diplomacy +6, Disguise +1, Escape Artist -5, Fly -7, Heal +11, Intimidate +1, Knowledge (religion) +11, Perception +9, Ride -5, Sense Motive +9, Spellcraft +12, Stealth -9, Survival +5, Swim +3
Languages Common
Combat Gear healer's kit; Other Gear +2 full plate, +2 heavy steel shield, +2 morningstar, crossbow bolts (10), dagger, mwk light crossbow, cloak of resistance +1
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 5d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire Bolt 1d6+5 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Holy Lance (5 rounds, 1/day) (Su) Touched weapon temporarily becomes holy.
Touch of Good +5 (7/day) (Sp) Grant +5 to skill checks, ability checks and saving throws for 1 rd.
Vital Strike Standard action: x2 weapon damage dice.

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Holy Warrior CR 5
XP 1,600
Human fighter (phalanx soldier) 6 (Pathfinder RPG Advanced Player's Guide 105)
LG Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +2 natural, +2 shield)
hp 71 (6d10+34)
Fort +9, Ref +4 (+2 bonus vs. Trample attacks), Will +6; +1 morale bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 halberd +16/+16/+11 (1d10+10/×3) or
. . dagger +14/+14/+9 (1d4+7/19-20) or
. . longsword +14/+14/+9 (1d8+7/19-20)
Ranged composite longbow +9/+9/+4 (1d8+1/×3)
Special Attacks phalanx fighting, ready pike +1
--------------------
Tactics
--------------------
During Combat These soldiers are skilled halberdiers and practiced at tripping and taking prisoners for the inquisition. When they trip an opponent, not only do they fall prone but they provoke attacks of opportunity. With a -4 penalty to their AC while prone, these soldiers always chooses to power attack the fallen foe (acquiring a -2 penalty to hit and a +6 bonus to damage).

Further, do fallen foes provoke from all enemies within reach.
Morale These soldiers are Mitran fanatics and will gladly lay down their lives in service to the inquisitor. For this service they have all been promised immortality in the Shining Lands.
--------------------
Statistics
--------------------
Str 22, Dex 13, Con 16, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +14 (+18 trip); CMD 23 (25 vs. bull rush, 25 vs. drag, 25 vs. overrun, 27 vs. trip)
Feats Combat Expertise, Greater Trip, Improved Trip, Iron Will, Power Attack, Toughness, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Acrobatics -5 (-9 to jump), Appraise +2, Bluff +1, Climb +6, Diplomacy +1, Disguise +1, Escape Artist -5, Fly -5, Heal +2, Intimidate +8, Knowledge (local) +5, Perception +8, Profession (soldier) +10, Ride -1, Sense Motive +8, Stealth -5, Survival +6, Swim +4
Languages Common, Dwarven
SQ stand firm +2
Combat Gear oil of magic weapon, potion of barkskin +2, potion of bull's strength; Other Gear mwk full plate, heavy steel shield, +1 halberd, arrows (20), composite longbow, dagger, longsword, 10 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Phalanx Fighting (Ex) Polearms and spears are one-handed if wielded along with a shield.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Stand Firm +2 (Ex) +2 to CMD vs. Bull Rush, Overrun, Push, Pull, Trip, and saves vs. trample.

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At the end of all that the party was very low on spells and hp, another major encounter would probably have been a TPK which is what I wanted, they felt pushed to the limit


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Suchandra, The-Fire-That-Never-Dies, a phoenix :
CR 17

Fighter agile advanced phoenix (Pathfinder RPG Bestiary 227, 288, Pathfinder RPG Monster Codex 247, Pathfinder RPG Mythic Adventures)
NG Gargantuan magical beast (fire)
Hero Points 1
Init +33/+13, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +39
Aura shroud of flame (4d6 fire, 20 ft., DC 27)
--------------------
Defense
--------------------
AC 34, touch 18, flat-footed 22 (+9 Dex, +3 dodge, +16 natural, -4 size)
hp 260 (20d10+150)
Fort +19, Ref +21, Will +16
Defensive Abilities evasion, self-resurrection; DR 15/evil; Immune fire; SR 26
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 60 ft., fly 120 ft. (good)
Melee bite +32 (2d8+16/19-20 plus 1d6 fire), 2 talons +32 (2d6+16/19-20 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Spell-Like Abilities (CL 18th; concentration +26)
. . Constant—detect magic, detect poison, see invisibility
. . At will—continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire
. . 3/day—fire storm (DC 25), greater restoration, heal, mass cure critical wounds, quickened wall of fire
--------------------
Statistics
--------------------
Str 35, Dex 29, Con 24, Int 27, Wis 26, Cha 26
Base Atk +20; CMB +36; CMD 58
Feats Blinding Critical, Combat Reflexes, Critical Focus, Devastating Strike[UC], Dodge, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Critical (talon), Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Power Attack, Quicken Spell-Like Ability (wall of fire), Vital Strike
Skills Acrobatics +32 (+44 to jump), Diplomacy +28, Fly +30, Intimidate +28, Knowledge () +28, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (planes) +28, Perception +39, Sense Motive +28, Stealth +20; Racial Modifiers +8 Perception
Languages Auran, Celestial, Common, Ignan
SQ armor training 4, gatefinder (perception), gatekeeper (knowledge [planes]), hero points
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Blinding Critical (DC 30) Critical hit blinds or dazzles target.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flight (120 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fire You are immune to fire damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Wall of Fire) Spell-like ability is cast as a swift action up to 3/day.
Self-Resurrection (1/year) (Su) Rise from dead in 1d4 rds unless body is destroyed. Desecrate spell suppresses the effect.
Shroud of Flame (4d6 fire, 20 ft., DC 27) (Su) 4d6 fire dam to foes in reach (Ref neg), foes hitting with non-reach weapons take 1d6 fire dam.
Spell Resistance (26) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.
Weapon Training (Natural) +4 (Ex) +4 Attack, Damage, CMB, CMD with Natural weapons

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He put up a good fight but his Spell resistance let him down and 4 Named Bullet Arrows and 2 Cones of Cold did him a lot of harm, he met the final death.
Lea the Huntress, Guardian of the Sacred Gardens:
CR 17
XP 102,400
Advanced leonal agathion (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 20)
NG Medium outsider (agathion, extraplanar, good)
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +25
Aura protective aura (20 ft.)
--------------------
Defense
--------------------
AC 35, touch 20, flat-footed 29 (+4 deflection, +5 Dex, +1 dodge, +15 natural)
hp 346 (18d10+126) (currently 22)
Fort +22, Ref +20, Will +14; +4 vs. poison
DR 10/evil, 10/silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 23
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +30 (2d6+11 plus grab), 2 claws +30 (1d8+11)
Special Attacks pounce, rake (2 claws +30, 1d8+11), roar
Spell-Like Abilities (CL 14th; concentration +18)
. . Constant—speak with animals
. . At will—detect thoughts (DC 16), fireball (DC 17), hold monster (DC 19)
. . 3/day—cure critical wounds, neutralize poison, remove disease, wall of force
. . 1/day—heal
--------------------
Tactics
--------------------
During Combat Her preferred mode of combat is hiding until she announces her presence with a mighty roar hopefully catching all her enemies within the great cone. Shen then uses, wall of force, to isolate her foes so she can fight them one at a time. She leaps into combat using her fearsome pounce to grab and maul her enemies. Once that victory is won, she uses, heal, or , cure critical wounds, and repeats the procedure until all that invade the Hall of the Huntress are laid low.

Lea is not interested in taking prisoners. All who invade her Hall are worthy only death for their crime.
Morale Lea knows that if she dies she will both be banished from this plane and have proven herself an unworthy guardian. Fanatical about seeing that neither occurs, she fights to the death to defend her charge.
--------------------
Statistics
--------------------
Str 32, Dex 21, Con 24, Int 18, Wis 18, Cha 19
Base Atk +18; CMB +29 (+33 grapple); CMD 49
Feats Ability Focus (roar), Dodge, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Mobility, Spring Attack, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +30 (+54 to jump), Diplomacy +8, Escape Artist +21, Fly +9, Handle Animal +21, Heal +8, Intimidate +25, Knowledge () +21, Perception +25, Sense Motive +25, Spellcraft +22, Stealth +30, Survival +8; Racial Modifiers +4 Acrobatics, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, speak with animals, truespeech
SQ lay on hands (9d6, 13/day)
--------------------
Special Abilities
--------------------
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (9d6, 13/day) (Su) You can heal 9d6 damage, 13/day
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Pounce (Ex) You can make a full attack as part of a charge.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Roar (3/day, DC 25) (Su) Up to three times per day, a leonal can emit a powerful roar as a standard action. Each roar affects a 60- foot cone with the effects of a holy word spell and also deals 2d6 points of sonic damage to all creatures in the area (DC 21 Fortitude
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Speak With Animals (Su) Speak with animals as a free action, without sound.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Truespeech (Su) Speak with any creature that has a language.

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Her Holy word roar nearly caused a TPK, the pc's killed her with 4 of 5 characters present paralysed and the remaining pc on 5 hp

The-Flame-That-Sings, a peri:
CR 15
XP 51,200
Advanced peri (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 218)
NG Medium outsider (good, native)
Init +9; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +28
--------------------
Defense
--------------------
AC 34, touch 20, flat-footed 24 (+9 Dex, +1 dodge, +14 natural)
hp 304 (19d10+114)
Fort +14, Ref +20, Will +19
DR 10/cold iron, 10/evil; Immune electricity, fire; Resist acid 10, cold 10; SR 25
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +29/+24/+19/+14 (1d6+10/18-20 plus 1d6 fire) or
. . 2 wings +22 (1d6+4 plus burn)
Special Attacks burn (2d6 fire, DC 25), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +25)
. . Constant—fire shield (warm shield)
. . At will—aid, flame jump, pyrotechnics (DC 22), scorching ray
. . 3/day—fireball (DC 23), flame strike (DC 25), wall of fire
--------------------
Tactics
--------------------
During Combat The-Flame realizes that many foes she faces are likely to be resistant to fire and thus she prefers to lead with her, wall of fire, (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistent to fire then she uses, fireball, and ,flame strike, to quickly remove them from the battle.

If badly wounded, she uses flame jump to travel to the Guardian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top.
Morale Fanatically and eternally dedicated to defending the phoenix, The-Flame-That-Sings fights to the death.
--------------------
Statistics
--------------------
Str 26, Dex 28, Con 23, Int 25, Wis 23, Cha 30
Base Atk +19; CMB +27 (+29 disarm); CMD 47 (49 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Acrobatics +31, Bluff +32, Diplomacy +32, Fly +35, Heal +25, Knowledge (planes) +29, Knowledge (religion) +26, Linguistics +26, Perception +28, Perform (Enter Choice) +32, Sense Motive +28, Spellcraft +29, Stealth +31
Languages Auran, Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.
Other Gear +2 flaming burst scimitar, jewelry and fine silk (worth 2,300 gp)
--------------------
Special Abilities
--------------------
Burn (2d6 fire, Wing, DC 25) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Flame Jump (At will) (Sp) Enter fire of own size to instantly travel to a fire anywhere, as greater teleport.
Flight (90 feet, Good) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.
Spell Resistance (25) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Whirlwind Dance (1/day, DC 28) (Su) Flame vortex can move over foes to batter, burn & sweep up for 9 rd (Ref neg).

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Did not do well in the fight and has had the indignity of capture. My players would like to turn her back to evil suggestions or ideas appreciated


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Sambethe, the Oracle of Mitra:
CR 15
XP 51,200
Angel-blooded aasimar (angelkin) oracle 16 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
NG Large outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 34, touch 13, flat-footed 34 (+13 armor, +4 deflection, +2 natural, +6 shield, -1 size)
hp 268 (16d8+140)
Fort +13, Ref +7, Will +14; +1 morale bonus vs. fear
DR 10/evil; Immune exhaustion, fatigue; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +4 longsword +30/+30/+25/+20 (2d6+17/19-20) or
. . longsword +26/+26/+21/+16 (2d6+13/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 8/day (DC 25, 8d6)
Spell-Like Abilities (CL 16th; concentration +23)
. . 1/day—alter self
Oracle Spells Known (CL 16th; concentration +23)
. . 8th (3/day)—mass cure critical wounds, mass heal, summon monster VIII
. . 7th (6/day)—mass cure serious wounds, holy word (DC 24), greater restoration, resurrection
. . 6th (7/day)—blade barrier (DC 23), cold ice strike[UM] (DC 23), mass cure moderate wounds, greater dispel magic, heal
. . 5th (7/day)—breath of life (DC 22), cleanse[APG], mass cure light wounds, dispel evil, flame strike (DC 22), righteous might
. . 4th (7/day)—cure critical wounds, divine power, freedom of movement, holy smite (DC 21), greater magic weapon, restoration, tongues
. . 3rd (8/day)—cure serious wounds, dispel magic, magic circle against evil, magic vestment, neutralize poison, remove curse, remove disease
. . 2nd (8/day)—bear's endurance, bull's strength, cure moderate wounds, eagle's splendor, owl's wisdom, remove paralysis, lesser restoration
. . 1st (8/day)—abadar's truthtelling (DC 18), bless, cure light wounds, detect evil, detect undead, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 17), read magic, stabilize
. . Mystery Life
--------------------
Tactics
--------------------
Before Combat The oracle can sense the villains approaching and casts, sanctuary, and ,magic circle against evil, on herself.
During Combat Sambethe does all she can to support the Master and to keep him combatant. She heals his wounds, dispels magical effects that afflict him and restores his strength. If there is ever a round where he needs no healing then she uses, flame strike, to damage his enemies.

If however finally the Master falls, she casts, righteous might, upon herself and joins the fight personally. She uses her healing spells upon herself to keep her in the battle. She uses holy word to gain advantage against her foes and she presses the attack. She uses her every spell with wanton abandon. The time for half measures is over.
Morale The Oracle of Mitra fights to the death to defend the sacred flame.
--------------------
Statistics
--------------------
Str 26, Dex 10, Con 22, Int 12, Wis 14, Cha 24
Base Atk +12; CMB +27; CMD 35
Feats Alertness, Combat Casting, Greater Spell Penetration, Heavy Armor Proficiency, Martial Weapon Proficiency (longsword), Spell Penetration, Toughness, Weapon Focus (longsword)
Skills Acrobatics -6 (-10 to jump), Climb +7, Diplomacy +24, Heal +23, Knowledge (planes) +20, Knowledge (religion) +18, Perception +4, Sense Motive +23, Spellcraft +18, Swim +7; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Dwarven, Elven
SQ oracle's curse (lame), revelations (enhanced cures, life link, channel, safe curing, spirit boost), slow and steady
Combat Gear healer's kit; Other Gear +4 full plate, +4 heavy wooden shield, +4 longsword, longsword, page of spell knowledge (magic vestment)[UE], page of spell knowledge (magic weapon, greater)[UE], ring of sustenance, wooden holy symbol of Mitra
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enhanced Cures (+16 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Life Link (16 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle/Oracle/Oracle Channel Positive Energy 8d6 (8/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Safe Curing (Su) Casting healing spells does not provoke AoO
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Spirit Boost (16 HP, 16 rounds) (Su) Healing beyond maximum becomes temporary HP.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The Master of Serenity, head of the Serene Order:
CR 15
XP 51,200
Human monk 16
LG Medium humanoid (human)
Init +10; Senses Perception +24
--------------------
Defense
--------------------
AC 40, touch 32, flat-footed 33 (+4 armor, +4 deflection, +6 Dex, +1 dodge, +1 luck, +5 monk, +4 natural, +5 Wis)
hp 268 (16d8+140)
Fort +18, Ref +18, Will +17; +1 morale bonus vs. fear, +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison; SR 26
--------------------
Offense
--------------------
Speed 80 ft.
Melee unarmed strike +24/+19/+14 (2d10+10/19-20 plus 2d6 vs. evil) or
. . unarmed strike flurry of blows +26/+26/+21/+21/+16/+16/+11 (2d10+10/19-20 plus 2d6 vs. evil)
Ranged sling +19 (1d4+4)
Special Attacks flurry of blows, quivering palm (DC 23), stunning fist (17/day, DC 23)
--------------------
Tactics
--------------------
During Combat The Master's primary purpose is to defend the Oracle of Mitra and to avenge this violation of the sacred Vale.
He uses his mobility to attack spellcasters (with high jump he likely can attack even flying spellcasters) first.
Morale As the head of the Serene Order he has dedicated his life to the service of Mitra and the defense of the Vale.
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 22, Int 8, Wis 20, Cha 14
Base Atk +12; CMB +23 (+25 disarm, +25 trip); CMD 48 (50 vs. disarm, 50 vs. trip)
Feats Agile Maneuvers, Combat Reflexes, Dodge, Improved Critical (unarmed strike), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Pummeling Charge[ACG], Pummeling Style[ACG], Spring Attack, Stunning Fist, Toughness, Weapon Finesse, Weapon Focus (unarmed strike)
Skills Acrobatics +25 (+61 to jump), Climb +23, Intimidate +21, Perception +24
Languages Common
SQ abundant step, fast movement, high jump, ki pool (13 points adamantine, cold iron, lawful, magic, silver), maneuver training, slow fall 80 ft., wholeness of body (16 hit points)
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear sling, sling bullets (10), agile holy amulet of mighty fists, belt of incredible dexterity +4, bracers of armor +4, monk's robe, ring of ki mastery[UE], ring of sustenance
--------------------
Special Abilities
--------------------
Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement (+50 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +14/+14/+9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+16/+36 with Ki point) (Ex) +16 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Quivering Palm (1/day, DC 23) (Su) Begin vibrations you can trigger with a thought to kill subject later.
Slow Fall 80 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (26) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (17/day, DC 23) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Wholeness of Body (16 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


This team with a summoned Deva and gold dragon did well , they came very close to dropping all the mellee combatants and that would have caused the pc's a lot of trouble.
The players rapidly realized they had to kill the oracle after she completely repaired all the damage they did to the Oracle


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

She-Forever-Silent, a Chalkydri Angel:
CR 22
XP 614,400
Paladin advanced chalkydri angel (Pathfinder RPG Bestiary 288, Pathfinder RPG Monster Codex 248)
LG Medium outsider (angel, extraplanar, good)
Init +9; Senses darkvision 60 ft.; Perception +25
Aura resolve (10 ft.), protective aura
--------------------
Defense
--------------------
AC 38, touch 23, flat-footed 33 (+8 deflection, +5 Dex, +15 natural)
hp 287 (16d10+127)
Fort +24, Ref +27, Will +30; +1 morale vs. fear, +1 morale bonus vs. fear, +4 vs. poison
DR 10/evil; Immune acid, cold, death and necromancy effects, petrification; Resist electricity 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 40 ft., fly 90 ft. (good)
Melee +2 flaming greatsword +34/+29/+24/+19 (2d6+49/17-20 plus 1d6 fire)
Ranged +2 flaming javelin +32 (1d6+29 plus 1d6 fire)
Special Attacks smite evil 1/day (+8 attack and AC, +16 damage)
Spell-Like Abilities (CL 12th; concentration +20)
. . Constant—detect evil, see invisibility
. . At will—aid, bless, consecrate, continual flame, detect evil, discern lies (DC 21), dispel evil, dispel magic, fog cloud, holy smite (DC 22), invisibility (self only), plane shift (DC 22), remove curse, remove disease, remove fear
. . 3/day—atonement, cure serious wounds, greater restoration, holy word (DC 24), polymorph, quickened flame strike (DC 22)
. . 1/day—heal, raise dead, summon
--------------------
Tactics
--------------------
Morale She-Forever-Silent fights to the death.
--------------------
Statistics
--------------------
Str 32, Dex 20, Con 24, Int 22, Wis 22, Cha 27
Base Atk +16; CMB +31; CMD 50
Feats Blind-fight, Cleave, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (flame strike), Weapon Focus (greatsword), Weapon Focus (longsword)
Skills Acrobatics +5 (+9 to jump), Diplomacy +23, Fly +24, Heal +21, Intimidate +20, Knowledge (planes) +21, Knowledge (religion) +18, Perception +25, Sense Motive +25, Stealth +20, Survival +21; Racial Modifiers +4 Perception, +4 Sense Motive
Languages Celestial, Draconic, Infernal; truespeech
SQ lay on hands 16/day (8d6)
Other Gear +2 flaming greatsword, +2 flaming javelin
--------------------
Special Abilities
--------------------
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (90 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (8d6 hit points, 16/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Quicken Spell-Like Ability (Flame Strike) Spell-like ability is cast as a swift action up to 3/day.
Smite Evil (1/day) (Su) +8 to hit, +16 to damage, +8 deflection bonus to AC when used.
Spell Resistance (25) You have Spell Resistance.
Summon (level 8, 1d4 movanic devas 35%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Truespeech (Su) Speak with any creature that has a language.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

1 person marked this as a favorite.

Just to put it out there, if you have a copy of Pathfinder Adventure Path 107 - Hell's Vengeance 5 of 6, check out the minor artifact on page 36. That might be a very cool item to have added to the party's item list. They might fight over it though, and they wouldn't be able to wear it all the time because of the slot it takes (headband), but it's a very cool item. I'm definitely considering it.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It is an interesting item, and one I had overlooked. As my players are about to break into the vault it could be an interesting addition to the contents


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The Abbot who made his stand alongside the 2 iron golems, both sides were fully buffed for combat, he went down to a poisoned arrow after his repulsion effect stopped melee from going after him. The golems put up a fight but were not doing enough damage , without the cleric hammerring the pc's

Only the angel to go , my players expect him to be dangerous, we shall see. I have put some effort into him

Earnan MacCathlain, Lord-Abbot of the Order of St.:
CR 15
XP 51,200
Male human cleric of Mitra the Shining Lord 16
LG Large humanoid (human)
Init +6; Senses Perception +26
Aura divine presence (30 ft., DC 28, 16 rounds/day)
--------------------
Defense
--------------------
AC 38, touch 15, flat-footed 36 (+10 armor, +4 deflection, +2 Dex, +7 natural, +6 shield, -1 size)
hp 161 (16d8+33)
Fort +16, Ref +11, Will +24
DR 10/evil; SR 28
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +31/+31/+26/+21 (2d6+14/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 5/day (DC 22 [24 to damage undead], 8d6), holy lance (8 rounds, 3/day)
Domain Spell-Like Abilities (CL 16th; concentration +26)
. . 13/day—touch of glory (+16), touch of good (+8)
Cleric Spells Prepared (CL 16th; concentration +26)
. . 8th—fire storm (DC 28), fire storm (DC 28), frightful aspect[UC], holy aura[D]
. . 7th—guardian deva (DC 27), holy word[D] (DC 27), poison breath (DC 27), repulsion (DC 27), summon monster VII
. . 6th—blade barrier[D] (DC 26), blade barrier (DC 26), greater dispel magic, harm (DC 26), heal (2)
. . 5th—dispel evil, flame strike (3, DC 25), righteous might[D], spell resistance, true seeing
. . 4th—dismissal (DC 24), divine power, freedom of movement, holy smite[D] (DC 24), holy smite (2, DC 24), greater magic weapon
. . 3rd—daylight, magic circle against evil[D], magic vestment (3), protection from energy, wrathful mantle[APG] (DC 23)
. . 2nd—aid, align weapon, bless weapon[D], ironskin (2), lesser restoration (2), spear of purity[UM] (DC 22)
. . 1st—bless, detect evil, detect evil, divine favor, protection from evil[D], shield of faith (3)
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Glory, Good
--------------------
Tactics
--------------------
During Combat The Lord-Abbot is first and foremost a spellcaster.

He carries a largely ceremonial longsword and he isn't bad with it but almost never uses it in a serious fight. He has a high perception and likely will hear the PCs coming from a mile away. That means he will be ready for them. He casts frightful aspect, true seeing and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame strike to great effect. He spares no resources. He will use everything in his power to win this fight.

If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught.

If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that.
Morale Lord-Abbot MacCathlain fights to the death.
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 20, Wis 30, Cha 14
Base Atk +12; CMB +23; CMD 34
Feats Channel Smite, Extra Channel, Guided Hand[UC], Improved Channel, Improved Initiative, Leadership, Quick Channel[UM], Selective Channeling, Weapon Focus (longsword)
Skills Acrobatics -4 (-8 to jump), Climb +4, Diplomacy +21, Fly +9, Heal +29, Knowledge (religion) +24, Linguistics +24, Perception +26, Sense Motive +29, Spellcraft +24, Survival +26, Swim +4
Languages Celestial, Common
Combat Gear quicken metamagic rod, reach metamagic rod[APG], scroll of flame strike, scroll of flame strike, scroll of greater spell immunity; Other Gear breastplate, heavy steel shield, longsword, headband of mental prowess +6 (Int, Wis), incense of meditation, key to his room, key to the treasury
--------------------
Special Abilities
--------------------
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 8d6 (5/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Divine Presence (30 ft., 16 rounds/day, DC 28) (Su) Allies in 30 ft gain sanctuary with enhanced DC. If attack, ally breaks aura for self, creator breaks for everyone.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Holy Lance (8 rounds, 3/day) (Su) Touched weapon temporarily becomes holy.
Leadership (score 18) You attract loyal companions and devoted followers.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (28) You have Spell Resistance.
Touch of Glory +16 (13/day) (Sp) Grant +16 to a CHA-based skill or ability check.
Touch of Good +8 (13/day) (Sp) Grant +8 to skill checks, ability checks and saving throws for 1 rd.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This guy is not as bad as it looks I have knocked off 18 pts of natural armour, 5 points of generic armour , 6 points of spell resistance and 6 points off all saves. I also let him block an attack with each attack of oppertunity.
He put up a good fight dropping several pc's to the point of death (hero points or rapid healing saved them_)

What finally did for him was bombardment with Wracking Ray spells which dropped his strength and Dex, this meant that his ability to parry went away and he could not block or heal the damage fast enough.

He is being stuffed and turned into a wall ornament or possibly a flesh golem

Ara Mathra CR 22/MR 3:

XP 614,400
Invincible agile hand of the inheritor paladin (oath of vengeance, sword of valor) 6 (Pathfinder Campaign Setting: Inner Sea Gods 292, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Mythic Adventures, Pathfinder RPG Ultimate Magic 60)
LG Large outsider (angel, extraplanar, good, herald, lawful)
Init +37/+17, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +35
Aura courage (10 ft.), courage, protective aura
--------------------
Defense
--------------------
AC 35, touch 19, flat-footed 27 (+12 armor, +7 deflection, +6 Dex, +2 dodge, +4 shield, -1 size, -5 untyped penalty)
hp 753 (24d10+263); regeneration 10 (evil effects or weapons)
Fort +19, Ref +18, Will +17; +1 morale bonus vs. fear, +4 vs. poison;
Defensive Abilities block attacks, evasion; DR 10/epic, 10/evil; Immune acid, cold, disease, fear, petrification; Resist electricity 15, fire 15; SR 26
--------------------
Offense
--------------------
Speed 80 ft. (55 ft. in armor), fly 180 ft. (good)
Melee +4 flaming asmodeus-heretical holy keen longsword +39/+34/+29/+24 (2d6+36/17-20 plus 1d6 fire plus 2d6 vs. evil plus 2d6 vs. Asmodeus) or
. . +4 heavy shield bash +42 (2d6+23)
Space 10 ft.; Reach 10 ft.
Special Attacks first into battle, smite evil 2/day (+7 attack and AC, +6 damage)
Spell-Like Abilities (CL 18th; concentration +25)
. . At will—aid, detect evil, dispel magic, lesser restoration, magic weapon, plane shift (DC 24), remove fear
. . 3/day—bull's strength, burst of glory, cure moderate wounds, flame strike (DC 22), holy smite (DC 21), mark of justice, order's wrath (DC 21), power word stun, prayer, raise dead, resist energy, see invisibility
. . 1/day—blade barrier (DC 23), death ward, dispel evil, greater magic weapon, greater restoration, heal
Paladin Spell-Like Abilities (CL 6th; concentration +13)
. . At will—detect evil
Paladin (Oath of Vengeance, Sword of Valor) Spells Prepared (CL 3rd; concentration +10)
. . 1st—bless weapon, hero's defiance[APG] (2)
--------------------
Statistics
--------------------
Str 32, Dex 22, Con 22, Int 22, Wis 24, Cha 24
Base Atk +24; CMB +39; CMD 56
Feats Cleave, Combat Reflexes, Improved Initiative, Improved Shield Bash, Missile Shield[APG], Power Attack, Shield Focus, Shield Master, Shield Slam, Shield Snag, Two-weapon Fighting, Weapon Focus (longsword), Weapon Focus (shield, heavy)
Skills Acrobatics +4 (+12 to jump), Appraise +7, Bluff +8 (+12 to conceal - Custom / magic weapon - vs. members of religions other than Asmodeus), Climb +9 (+13 to catch yourself on wall or slope when falling if you have a shield equipped), Craft (weapons) +30, Diplomacy +35, Disguise +8 (+12 to conceal - Custom / magic weapon - vs. members of religions other than Asmodeus), Escape Artist +4, Fly +33, Heal +35, Intimidate +35, Knowledge (arcana) +25, Knowledge (history) +28, Knowledge (nobility) +28, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Ride +4, Sense Motive +35, Spellcraft +32, Stealth +0, Survival +8, Swim +27
Languages Celestial, Common, Draconic, Infernal; truespeech
SQ channel wrath, divine bond (weapon +1, 1/day), divine trigger, gatefinder (perception), gatekeeper (knowledge [planes]), lay on hands 19/day (12d6), mercy (shaken), prayer of the fourth act
Other Gear celestial plate armor, +1 bashing mithral heavy steel shield, +4 flaming asmodeus-heretical holy keen longsword
--------------------
Ecology
--------------------
Environment any (heaven)
Organization solitary or squad (the hand plus 2-5 astral devas)
Treasure double (+2 holy longsword, +2 heavy steel shield)
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs. Fear.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Trigger You can activate any paladin spell from a spell trigger item.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
First Into Battle (Su) Spend 1 use of smite evil or lay on hands to act in surprise round, even if surprised.
Flight (180 feet, Good) You can fly!
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (12d6 hit points, 19/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Prayer of the Fourth Act 0d6 (Su) Spend one minute in prayer and a use of channel energy to grant creatures in burst 0d6 temporary hp.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 10 (evil effects or weapons) Heal HP quickly and cannot die.

Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Smite Evil (2/day) (Su) +7 to hit, +6 to damage, +7 deflection bonus to AC when used.
Spell Resistance (26) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

JohnHawkins wrote:

This guy is not as bad as it looks I have knocked off 18 pts of natural armour, 5 points of generic armour , 6 points of spell resistance and 6 points off all saves. I also let him block an attack with each attack of oppertunity.

He put up a good fight dropping several pc's to the point of death (hero points or rapid healing saved them_)

What finally did for him was bombardment with Wracking Ray spells which dropped his strength and Dex, this meant that his ability to parry went away and he could not block or heal the damage fast enough.

He is being stuffed and turned into a wall ornament or possibly a flesh golem

** spoiler omitted **...

For his AC and whatnot, I would suspect he's actually a CR 21, but Hero Lab would know better, I suppose.

Still, good job on the PCs for pulling it off. That's monstrous.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It was 5 pc's and 5 cohorts.
The Herolab CR is just based off the basis for the Hand of the Inheritor modified by the paladin levels, it really does not take full account of the modifiers I stuck on. Cutting his SR down to 20 helped a lot as most of their spells got through while if I left it at 26/28 then most of them would have bounced off and I think we would have won

They did go in with all buff spells up and that helped a lot

Book 4 starts at the end of August/start of September after a 4 week break while I go on holiday


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JohnHawkins wrote:

This guy is not as bad as it looks I have knocked off 18 pts of natural armour, 5 points of generic armour , 6 points of spell resistance and 6 points off all saves. I also let him block an attack with each attack of oppertunity.

He put up a good fight dropping several pc's to the point of death (hero points or rapid healing saved them_)

What finally did for him was bombardment with Wracking Ray spells which dropped his strength and Dex, this meant that his ability to parry went away and he could not block or heal the damage fast enough.

He is being stuffed and turned into a wall ornament or possibly a flesh golem

** spoiler omitted **...

If this is your take of the "teacher", i'm waiting to see what how you will buff his "warrior" brother of book 4.

In my campaign, the fight was quite different. Since my was a mythic campaign, instead of buffing Ara like a boss, i just made him a CR 18 and, basically, made my players (six level 12/MR 2 characters) that it would have been quite easy ...
And then, i dropped the ball and summoned other 3 divine heralds (of Iomedae, Sarenrae and Torag) to assist Ara Mathra in his battle (those guys were a bit limited in their supports by using only those powers related to a certain domain.
And after that, when Ara Mathra was put down, i had him show his "true form" as a mythic divine simple template third party creature (CR 18), and only at that point the true battle started.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The one in book 4 may actually be weaker. The justification being the sacred nature of the Cathedral outside the Prime material boosted the power of Ara Mithra.
Metagame Ara Mithra was a bigh fight climatic, no preceding fights no follow up fights. His Brother is a warm up or follow up to killing the King who will be dangerous so I cannot buff him to the same degree as if he did as well as his brother he would completly stuff the pc's up and give them no chance at completing their mission particularly as they have no reason to expect him


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The final line from book 3
Minion " Sir , Sir there are 20,000 knights of Alarion at the gate , what do we do"

Gloine (the weretiger) "You've got a sword, off you go chap"

PC's immediately begin to flee with the more valuable minions, abandoning the lesser minions to their doom.

Grand Lodge

Necromancers of the Northwest came out with a few magic items of peace. Figured they'd fit best in this particular book of Way of the Wicked. The one that I feel would be best is the shield of the dove after you put a couple of enhancements on it. Namely, a vial of magic vestment +5 oil, for the end encounter. That oil will last for hours.
The reason I chose that particular shield is: a) it's avian themed, and b) he has a shield on the cover yet not in his stats. I will totally do this to my PCs when the time comes.

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