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We had some discussion after the session and we aren't going to be continuing WotW, so the point is kind of moot.
That's unfortunate, but I understand. My first group stopped in the middle of Book 2 with no wish to continue. I'm leery on how long this new group will last, but I'm hopeful. Whatever new adventure you guys decide to do, I hope it works out.

JohnHawkins |

I have looked at the dragon and a rough guess of my pc's in 4 levels and I have to agree that in an Antimagic field it would be a very difficult fight. Grumblejack the Barbarian has the best attack, followed by the antipaladin but both will have trouble hitting even with flanking and the dragon will have no problems hitting them with power attack.
Good plans would be to counterspell the antimagic field or otherwise interrupt casting. I think your group also sufferred because they did not encounter the dragon they encountered one of his girl freinds with a Treant, if they had known they faced the dragon then they would have gone for him initially and he may have had more problems getting his spell off with fully boosted pc's in mellee with him.
I think rather than stand and fight the dragon with his antimagic field up a good strategy would be to run away and then try hit and run attacks against him later.
I may remove his anti-magic field and save that tactic for the final battle in book 6.
Its suprising how many attractive evil sorceress's you get in this game the one in my game is heading for a stratospheric charisma score

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I look at my group and I can't imagine them taking this fight on and winning either. I looked it up, and the Ki Pool for monks is supernatural as well. I asked around and learned that eidolons would be dismissed as if they were a summoned monster. I think only the assassin rogue would have even the slightest of a chance, and only because of the sneak attack dice and his death attack, which are both extraordinary. Grumblejack would have a shot too, maybe.

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Adamantine weapons? Rods of Cancellation?
Adamantine weapons don't get past DR 15/magic, and the rods only work on magic items.
What's needed here is a pure fighter archer build with the Clustered Shots feat, as well as a ton of other good feats that'll do crazy damage when combined, including Weapon Specialization and Deadly Aim. That, and an arcane caster with prismatic spells. Having an artifact would be nice too.

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MannyGoblin wrote:Go outside the box. Contract that his consorts will be spared(Honest contract, not 'lol you didn't read clause 152631') if he submits. Works better if some of them got snagged beforehand.Not bad. Reward the groups that aren't murder hobos.
Are there groups that aren't murder hobos? :)

Pnakotus Detsujin |

Mine did a good job with the dragon, namely ...
First, they made a war against the dragon island attacking it with a flying tower from a flying (home-brew) castle in the Ansgardian mountains that was taken from the allies of the storm giant. In the middle of the war, 3 of the 5 concubines were murdered, including a lady genie that would have been otherwise able to wish-resurrect all of them and their loved.
Then the dragon, uber buffed, appeared! Great Wyrm Mythic Copper dragon! Ac 56, more than 400 HP, 75% chance to ignore any crits ... and they Antagonize him!
The graveknight dwarf ranger starwart defender emerged from a pit with the skull of an ancient cristal dragon lady friend of him throwing insults, and he ... just jumped on him, killing it with a greater vital strike bite while also breathing over all the group for 90 damage of uber acid. Then the mythic antipaladin dread vampire smited, scoring +100 damage and the lycantropic (minotaur) alchemist rogue jumped over the beast using pounce and did 6 nonlethal attacks (2 entered) with more than 200 damage ...
After 2 rounds, 5 quickened spells and a full attack, the Planeswalker did fall on negatives, and the mythic mummy witch of the group took out a 40.000 mo of "special copper sphere" created for the purpose and SOUL BINDED the Great Wyrm to it after inflicting on it 15 negative leves due to vampire touch, thus creating after an 8 long hours ritual a pseudo dragon orb ...
Funny part: after 2 weeks of weeping sadness the dragon is now ok with that and he's trying to "redeem" the witch, that keeps the orb INSIDE or her ribcage next to her heart ...
And he's scoring a few points talking a lot to her about stuff and stories.
Ah, the glory of a mythic gameplay!

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kevin_video wrote:Are there groups that aren't murder hobos? :)MannyGoblin wrote:Go outside the box. Contract that his consorts will be spared(Honest contract, not 'lol you didn't read clause 152631') if he submits. Works better if some of them got snagged beforehand.Not bad. Reward the groups that aren't murder hobos.
I've heard rumours of such groups existing. Haven't seen them for myself though.

JohnHawkins |
3 people marked this as a favorite. |

After hinting to my players they may want to consider this one of them suggested this plan
ACME Wile Coyote plan here :)
Its a bit impractical but glorious :) and Apollonair would enjoy the immense embarrassment it would cause to the dragon and its really evil.
1) A few big patches of green slime. (may have to farm it somewhere)
2) Polymorph any Object Slime to Rags, Armor etc
3) Put Slime object on flying minions (flying zombies, controlled bat swarm etc)
4) Instruct fliers to get in the way of dragon.
5) Slime reverts to slime form within 10ft, if momentum is conserved this is great, otherwise fliers should approach from above, or get the dragon to attack them.
"A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone."
Using polymorph any object we could get say 50ft of green slime into an object for 10d6 con, dragons are big with wings so have a big surface area.
Doubtless not all of that will hit, but we will have a Dragon covered in green slime, in an antimagic zone where it can't cure disease, magic fire it off, having to hack bits off itself with its own natural attacks (which will get it more covered in slime). It would be like a seabird in oil, only taking con damage.
Liabilitys:
Carrying Green Slime (We can portable hole jars of it pre deployment) after deployment we keep the minion screen away from us.
A Dragon sized chunk of antimagical green slime being dropped on us.
I can also see them going with send in the evil sexy sorceress to be redeemed plan and doing something with that, seduction followed by assasination has worked for her before

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Anyone interested, should check out the free magazine Wayfinder 15. There's racial poisons, and a lot of cool kingdom items in them. In particular, the ones I thought would nice to have in the castle that the PCs will raid are, the poison-watch goblet (it even has a unicorn on it), king's mantle (+4 vs. poisons), high priest's ring (give to the cleric in the final battle), stately sash, and even the courtier's gloves.

Axial |

So from what I can tell, not a lot of players are fond of Princess Bellinda. It seems like people see her as a Mary Sue, think she's not foreshadowed very well, and that her character is just generally kind of stupid.
How do I change that? How would I make her a presence early on in the campaign, make the PCs hate her, and have her be more of an interesting character?
Or should I replace Bellinda altogether?

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Who or what would you replace her with? An emo prince? Let's be honest. When you've got NPCs like Grumblejack and Fire-Axe Sakkarot, it's extremely hard to make the good guys even remotely cool.
I'm keeping her. She's pretty essential to the story, and she make sense once you learn her background and heritage.
I guess you could foreshadow her with her having done a parade, and was waving at the people, or have a royal proclamation happen and she had a hand in it. Something that takes down the Asmodeus religion down even more pegs and raises Mitra the same number. Maybe the laws have been even harsher lately because the king wants to keep his daughter safe.

BLloyd607502 |

Go outside the box. Contract that his consorts will be spared(Honest contract, not 'lol you didn't read clause 152631') if he submits. Works better if some of them got snagged beforehand.
Pretty much what my group did.
We have a guy that can pull peoples hearts out while they're still living ala that guy from temple of doom.We collected the hearts of his consorts and didn't even have to fight him, because the negotiator we sent in had the hearts hanging around his neck and the Consorts following behind him, we stated clearly we wouldn't trade his heart for theirs.
But we wouldn't make him choose one heart to be returned (While they all watched, letting them know which one he truly loved over the others), if he gave us his heart to keep with theirs.
It was a pretty fantastic session.
Then they rode him back to meet their Black Dragon 'friend', slaughtered him and had a good aligned dragon kill the King, thus cementing in the minds of the populace that he deserved it somehow.
Wonderfully nefarious.

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Found this on the 5e Homebrew Tumblr and thought I'd share it. Note that the pages are mixed up, so it's actually 1, 2, 4, 3, 5.
Out of all of the materials listed, I figured that the one that'd fit best, especially in this book specifically, would be stradium. It's not hard to think that the birds would have some of it either unrefined, or being made into a weapon or armor.
If you can fit the others, that's great. Maybe you're doing the lost dwarven kingdom side quest. The tristone would be a perfect reward for that scenario. Perhaps in Book 6, after a specific oceanic encounter, the sanguine material is found. Or, it could have been found by the Yutak tribe. They don't really know what it is, or what its properties are, but their Medicine Man does know it's mystical. They'll trade it as something equal in wealth to the ivory.

JohnHawkins |
1 person marked this as a favorite. |

I have been running book 4 for a while now. The ruins of Davaryn were interesting but I did not bother with stats for any of the fights. Looking at them none of the fights are meant to stand a real chance of defeating the party in one encounter and as they are encountered on different days there is no real attrition so I just rp'd the encounters so we could get on with the game.
The countess was very suprised when the forces of evil said they would save her for a steep price , she would have to become Duchess of Davaryn when they took over the kingdom. Probably the easiest negotiation ever.
I forgot Maul and Clarion so they will probably turn up at the palace alongside the angel who has come to kill the pc's making it a hard fight without me having to pull out all the stops to boost him.
The dragon died from seduction combined with Shocking grasp coup de grace. The party burnt a couple of limited wishes to edit the memories of their sorceress so she remembered a falling out with the main body of the party and then she fled being chased by expendable minions to be rescued by the dragon, then once she had seduced him and he was working on converting her an Unconsious agenda spell took effect so she assassinated him the rest of the party then broke the gem holding the rest of her memories and they were done. This neatly avoided the battle against the dragon with antimagic shell.
At the moment they are on a sideqest (book 5 of shatterred star before storming the palace.)
They have found the BLUSH OF YOUTH Occult ritual from the villains codex which has their vampires really keen. Unfortunatly they need a bunch of pre adult Aasimars so they are off to raid a Mithran orphanage

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Thanks to Necromancers of the Northwest, the king of Talinguarde has a new sword (bottom of the page).

JohnHawkins |

This week I hopefully finish off book 4. I have had an interesting idea for the confrontation between Chargrammon and Sir Richard. I intend to hand out character sheets and let my players conduct the fight. They are not sure who they want to win Sir Richard dead is good but they would quite like to do it. Chargrammon dead probably means one less job for them in the future, they don't think a Black dragon fits into their vision of Talingarde

JohnHawkins |
1 person marked this as a favorite. |

The king and his bodyguards.
The cleric and the inquisitor have precast all their enhancement spells(not included below) which give them a big bonus and the cavaliers can all share their teamwork feats this means everyone has
Lastwall Phalanx(+4-6 sacred AC, and save bonus vs evil magic)
Outflank
Loyal to the death (this means hitting the king gets hard)
Shieldwall (+8-12 Shield bonus to AC)
Duck and cover(the king no longer gets bad reflex saves)
Escape route(forget attacks of opportunity for movement on any of these)
Intercept charge
Combined with their feats and cavalalier abilities the bodyguards protect the king while the cleric heals and the inquisitor and king lay down the hurt
They did well , the pc's were somewhat put out when their archer fired 5 greater named bullet arrows at the king saw 1 deflected and 4 hit bodyguards were their magic boost had no effect.
However after prolonged battering the king went down but not until the cleric and all his guards were dead
Brother Quintus of Austea CR 15
XP 51,200
Male human cleric of Mitra the Shining Lord 16
LG Medium humanoid (human)
Init +1; Senses Perception +7
Aura aura of heroism, nimbus of light (30 ft., 16 rounds/day)
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Defense
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AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield; +2 deflection vs. evil)
hp 203 (16d8+79)
Fort +14, Ref +8, Will +19; +2 resistance vs. evil
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 longsword +17/+12/+7 (1d8+5/19-20)
Ranged mwk light crossbow +14 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 24, 8d6 [+16 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 16th; concentration +23)
. . 10/day—touch of glory (+16)
Cleric Spells Prepared (CL 16th; concentration +23)
. . 8th—heart of the mammoth, holy aura[D], stormbolts[APG] (DC 25)
. . 7th—reach heal (3), holy sword[D], resurrection
. . 6th—mass bear's endurance, mass bull's strength, greater dispel magic, heal, greater heroism[D]
. . 5th—breath of life (DC 22), extended communal protection from energy[UC], fickle winds[UM], flame strike[D] (DC 22), righteous might, sanctify weapons
. . 4th—death ward, freedom of movement, holy smite[D] (DC 21), communal protection from energy[UC] (3)
. . 3rd—dispel magic, heroism[D], magic vestment (4), prayer, wrathful mantle[APG] (DC 20)
. . 2nd—aid (2), bless weapon[D], inheritor's smite, shield other
. . 1st—shield of faith[D], shield of faith (6)
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Glory (Heroism subdomain), Sun
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Tactics
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During Combat Brother Quintus' primary mission in any combat is to keep the king alive and empowered. Just before they teleport here, Quintus casts archon's aura, prayer, and holy aura on the entire party and bull's strength on the king. Holy aura still has 13 rounds left and prayer has 12 rounds remaining as the band arives in the anctum. Archon's aura and bull's strangth will last for roughly fifteen more minutes.
When battle begins, he uses his more powerful spells to destroy enemies only if it appears the king is in no immediate danger. If the king is magically afflicted, he uses greater dispel magic to end the effect. If the king's significantly wounded, he heals his liege. If the king dies, he immediately resurrects him. He will do everything he can to make sure the king survives.
Morale A religious fanatic and life-long supporter of the House of Darius, Brother Quintus will gladly die to defend the king or princess.
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 25, Cha 14
Base Atk +12; CMB +15; CMD 26
Feats Extend Spell, Greater Spell Penetration, Heavy Armor Proficiency, Improved Channel, Lunging Spell Touch[ACG], Reach Spell[APG], Selective Channeling, Spell Penetration, Toughness
Skills Acrobatics -5 (-9 to jump), Heal +25, Knowledge (religion) +18, Spellcraft +18
Languages Common
Combat Gear healer's kit; Other Gear +2 full plate, +2 heavy steel shield, +2 longsword, crossbow bolts (10), mwk light crossbow, cloak of resistance +2, headband of inspired wisdom +4, silver holy symbol of Mitra, diamond (for resurrecting king or princess) (worth 10,000 gp)
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Special Abilities
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Aura of Heroism (16 rounds/day) (Su) 30'r aura grants Heroism
Cleric Channel Positive Energy 8d6 (5/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Lunging Spell Touch Take -2 to AC to increase reach for touch spells by 5'.
Nimbus of Light (30 ft., 16 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 16 dam to undead each rd and dispels [Darkness] spells.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +16 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +16 (10/day) (Sp) Grant +16 to a CHA-based skill or ability check.
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Additional Details
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Non Core Ultimate Magic
- Spear of Purity
- Archon's Aura
Advanced Player's Guide
- Wrathful Mantle
- Stormbolts
Notes - Built on Epic fantasy 25 point buy
- Longsword Mitra's favored weapon. Added proficiency with longsword.
- Prayer and Holy Aura enabled on Adjust Tab (from himself)
Questions - Under spent on point buy
- HPs wrong again, should be 131. Adjusted on Personal Tab
- Ref save is wrong in module
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Father Dorian DeMascas, Inquisitor of Mitra CR 15
XP 51,200
Male human inquisitor of Mitra the Shining Lord 16 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +10; Senses Perception +28
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Defense
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AC 24, touch 12, flat-footed 23 (+9 armor, +1 deflection, +1 Dex, +1 natural, +2 shield; +2 deflection vs. evil)
hp 198 (16d8+74)
Fort +13, Ref +7, Will +16; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx; +2 resistance vs. evil
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 holy longsword +21/+16/+11 (1d8+10/17-20 plus 2d6 vs. evil) or
. . gauntlet (from armor) +19/+14/+9 (1d3+9) or
. . unarmed strike +19/+14/+9 (1d3+9 nonlethal)
Ranged javelin +17 (1d6+9)
Special Attacks exploit weakness, greater bane (16 rounds/day), judgment 6/day (3 simultaneous)
Inquisitor Spell-Like Abilities (CL 16th; concentration +21)
. . At will—detect alignment, discern lies (16 rounds/day)
Inquisitor Spells Known (CL 16th; concentration +21)
. . 6th (1/day)—heal, greater named bullet[UC]
. . 5th (4/day)—flame strike (DC 20), greater lend judgment[UM] (DC 20), righteous might, true seeing
. . 4th (5/day)—beacon of luck, cure critical wounds, divine power, freedom of movement, holy smite (DC 19)
. . 3rd (6/day)—dispel magic, magic circle against evil, magic vestment, greater magic weapon, searing light
. . 2nd (6/day)—aid, align weapon, knock, resist energy, silence (DC 17), tongues
. . 1st (7/day)—bless, comprehend languages, cure light wounds, protection from evil, sanctuary (DC 16), true strike
. . 0 (at will)—acid splash, create water, detect magic, light, read magic, stabilize
. . Domain Spellkiller inquisition
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Tactics
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During Combat The inquisitor casts true seeing (15 minute duration) and righteous might (1 round duration) just before stepping through the teleportation circle. Thus he arrives as a large sized warrior of justice who uses his judgements and spells to terrifying effect.
He prefers to engage the enemy directly with his longsword. Even though a potent spellcaster, he relishes punishing the wicked with swift sword strokes.
Morale This fanatical servant of Mitra views himself as the kings personal bodyguard. He will die to defend King Markadian or to follow his commands.
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Statistics
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Str 16, Dex 12, Con 14, Int 11, Wis 20, Cha 14
Base Atk +12; CMB +19; CMD 27
Feats Alertness, Combat Casting, Coordinated Defense[APG], Disruptive, Heavy Armor Proficiency, Improved Critical (longsword), Improved Initiative, Improved Vital Strike, Lastwall Phalanx, Outflank[APG], Shield Wall[APG], Shielded Caster[APG], Toughness, Vital Strike, Weapon Focus (longsword)
Skills Acrobatics -5 (-9 to jump), Diplomacy +21, Intimidate +29, Knowledge (arcana) +18, Knowledge (religion) +19, Perception +28, Sense Motive +36, Spellcraft +19, Survival +24
Languages Common
SQ monster lore +5, solo tactics, spellkiller, stern gaze +8, track +8
Combat Gear potion of cure serious wounds; Other Gear mwk full plate, mwk heavy steel shield, +1 holy longsword, javelin (4), amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, inquisitor's bastion vambraces[UE], ring of protection +1
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Coordinated Defense +2 to CMD if adj ally with same feat. +4 if foe is larger.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (16 rounds/day) (Sp) Discern Lies at will
Disruptive +4 DC to cast defensively for those you threaten.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred, DC 23) After defeating enemy, gain +2 sacred bonus to AC for 16 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Stern Gaze +8 (Ex) +8 to Sense Motive and Intimidate.
Third Judgment (6/day) (Su) Variable bonuses increase as the combat continues.
Track +8 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
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Additional Details
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Note - Built on Standard Fantasy 15 point buy
- Righteous Might enabled on Adjust tab
- Prayer and Holy Aura enabled on Adjust tab (from Brother Quintus)
- Longsword Mitra's favored weapon. Added proficiency with longsword.
Questions - HPs wrong again, should be 101. And thats with no favoured class bonus to HPs. Adjusted on Personal Tab
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King Markadian V called the Brave CR 17
XP 102,400
Male human fighter 18
LG Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 39, touch 14, flat-footed 36 (+15 armor, +1 deflection, +3 Dex, +4 natural, +6 shield; +2 deflection vs. evil)
hp 324 (18d10+144)
Fort +20, Ref +16 (+4 bonus vs. area of effect attacks), Will +14 (+5 vs. fear); +4 morale vs. fear (+6 with some abilities); +2 resistance vs. evil
Defensive Abilities evasion, fortification 50%; DR 2/—
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Offense
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Speed 30 ft.
Melee +2 heavy shield bash +23/+18/+13/+8 (1d4+20) or
. . gauntlet (from armor) +21/+16/+11/+6 (1d3+18) or
. . the darian blade +28/+23/+18/+13 (1d8+26/17-20 plus 2d6 vs. evil and 2d6 vs. Asmodeus) or
. . unarmed strike +21/+16/+11/+6 (1d3+18 nonlethal) or
. . weapon spirit darian blade +31/+26/+21/+16 (1d8+29/17-20 plus 2d6 vs. evil and 2d6 vs. )
Ranged +2 adaptive composite longbow +23/+18/+13/+8 (1d8+10/×3)
Special Attacks weapon trainings (armed bravery, fighter's reflexes, heavy blades +4, warrior spirit)
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Tactics
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During Combat In almost all situations, the king uses his combat expertise to increase his armor class. He can even use his shield to defelect ranged touch attacks (ray shield). He knows that spellcasters are often his greatest foes, so he tries to close with them so he can disrupt their spells and lay them low with an avalanche of blows. In the tight spaces of the sanctuary, they cannot fly away from him, so he uses this to his full advantage.
Morale He has been summoned here because he believes his daughter's life is in mortal danger. He will gladly give his life to save hers. He fights to the death for the life and honor of his daughter.
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Statistics
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Str 26, Dex 17, Con 22, Int 14, Wis 11, Cha 20
Base Atk +18; CMB +21; CMD 40
Feats Combat Expertise, Combat Reflexes, Covering Shield, Furious Focus[APG], Greater Shield Focus, Improved Critical (longsword), Improved Shield Bash, Missile Shield[APG], Outflank[APG], Power Attack, Shield Focus, Shield Master, Shield Slam, Shield Snag, Smiting Reversal, Swordplay Style, Toughness, Two-weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Bluff +22 (+26 to conceal - custom / magic weapon - vs. members of religions other than ), Climb +16 (+20 to catch yourself on wall or slope when falling if you have a shield equipped), Diplomacy +22, Disguise +5 (+9 to conceal - custom / magic weapon - vs. members of religions other than ), Intimidate +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Linguistics +4, Ride +15, Sense Motive +16, Swim +16
Languages Celestial, Common, Draconic, Dwarven, Elven
SQ armor training 1
Combat Gear jingasa of the fortunate soldier[UE], potion of cure serious wounds (3); Other Gear +2 moderate fortification rallying righteous mithral full plate, +2 heavy steel shield, +2 adaptive composite longbow, the darian blade, weapon spirit darian blade, arrows (20), amulet of natural armor +4, belt of physical perfection +6, cloak of resistance +3, headband of alluring charisma +6, ring of evasion, ring of freedom of movement, ring of protection +3
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Special Abilities
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Armed Bravery (+5/+10) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Specialization +4 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armored Juggernaut 2 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Armored Sacrifice (2/day) (Ex) As imm action if self/adj ally would be KO, redirect dam to armor/shield (half hardness).
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Covering Shield Add your shield's base bonus to reflex saves vs. area of effect attacks.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +4) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Fortification 50% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
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.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
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.
Smiting Reversal (+5 Atk, +18 dmg, 3/day) 3/day, AoO against enemy attempting to smite you, +5 to hit, +18 to damage.
Swordplay Style (Longsword) Chosen weapon grants +1 shield bonus to AC if fighting def./total def.
Warrior Spirit +4 (Weapon Training [Blades, Heavy] +4 [Ex], 5/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
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Additional Details
--------------------
Notes - Prayer, Bull's Strength, and Holy Aura enabled on Adjust Tab (from Brother Quintus)
Questions - King's hps are wrong: 10, 15x5.5=82, 16x+4=64, Toughness=16, and favoured class bonus? This would equal 188 if he took all hps in favoured class. Adjusted on Personal Tab
- skills under bought
- skills seem strange for a King. Too much Climb and Swim. No Knowledge skills. No Ride or Handle Animal. No Perception?
- longbow bonus to hit is wrong
- Bull's Str will only add +2 more since it won't stack with the belt, so Str can only go to 18
- Touch AC is wrong
--------------------
Knights of the King's Guard (4) #4 CR 13
XP 25,600
Male human cavalier (honor guard) 14 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
LG Medium humanoid (human)
Init +5 (+9 in selected terrain); Senses Perception +17 (+21 in selected terrain)
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 32 (+12 armor, +2 deflection, +1 Dex, +1 dodge, +2 natural, +6 shield)
hp 196 (14d10+56)
Fort +16, Ref +9, Will +10; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 glaive +24/+19/+14 (1d10+25/19-20/×3) or
. . gauntlet (from armor) +20/+15/+10 (1d3+20) or
. . unarmed strike +20/+15/+10 (1d3+20 nonlethal)
Ranged throwing axe +17 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 glaive)
Special Attacks banner +3, challenge 5/day (+14 damage, +4 AC while between target and ward), greater banner, greater tactician 3/day (Lastwall Phalanx or Outflank, swift action, 10 rds), warding charge
--------------------
Tactics
--------------------
During Combat These knights would rather be following the king in a valiant cavalry charge. But since they must fight in these cramped quarters, they still do their best, charging into the fray. They use their battleaxes to hew through both the enemy or any door that may be keeping the king from his daughter.
Morale These knights fight to the death to defend the king.
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 11, Wis 10, Cha 14
Base Atk +14; CMB +20; CMD 32
Feats Bodyguard[APG], Combat Patrol[APG], Combat Reflexes, Dodge, Improved Critical (glaive), Improved Initiative, Iron Will, Lastwall Phalanx, Mobility, Outflank[APG], Shield Brace, Shield Focus, Weapon Focus (glaive)
Skills Acrobatics -4 (-8 to jump), Handle Animal +17, Intimidate +19, Perception +17 (+21 in selected terrain), Ride +13, Sense Motive +17, Stealth -4 (+0 in selected terrain), Survival +14 (+18 in selected terrain)
Languages Common
SQ close at hand, expert trainer +7, intercept, mount, order of the guard, prepared for the journey, sworn defense
Combat Gear potion of cure moderate wounds; Other Gear +3 full plate, +3 mithral heavy steel shield, +3 glaive, throwing axe (4), amulet of natural armor +2, cloak of resistance +2, ring of protection +2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +3/+3 (Ex) Allies who can see your banner gain +3 save vs. fear & +3 to hit while charging.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Close at Hand (Ex) If ward is possessed by enemies you gain a status or locate object on your ward. Movement +10 when moving towards ward.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Expert Trainer +7 (Ex) +7 to train mounts, reduced training time option.
Greater Banner (Ex) At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. The morale bonus on attack rolls made as part of a cha
Greater Tactician (Lastwall Phalanx or Outflank, 10 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Guard's Defensive Challenge +14 (5/day) (Ex) +14 to damage target, -2 AC vs. others when used, +4 morale bonus to AC as long as you are between your ward and target.
Intercept Increase AC bonus granted to ally from aid another by +1.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mount (Ex) Gain the services of a special animal companion.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Prepared for the Journey +4 (Favored Terrain [Urban]) Bonus to Initiative, Know (geo), Percep, Stealth, and Survival in selected terrain.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Warding Charge (Ex) As immediate action, move and attack foe that attacks ward.
--------------------
Additional Details
--------------------
Notes - Standard Fantasy 15 point buy
Questions - abilities under bought by one
- skills are just not right
- HPs are wrong, adjusted on Personal Tab
- throwing Axe to hit is wrong, use Str which is better than Dex
--------------------
Knights of the King's Guard (4) #5 CR 13
XP 25,600
Male human cavalier (honor guard) 14 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
LG Medium humanoid (human)
Init +5 (+9 in selected terrain); Senses Perception +17 (+21 in selected terrain)
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 32 (+12 armor, +2 deflection, +1 Dex, +1 dodge, +2 natural, +6 shield)
hp 196 (14d10+56)
Fort +16, Ref +9, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 glaive +24/+19/+14 (1d10+25/19-20/×3) or
. . gauntlet (from armor) +20/+15/+10 (1d3+20) or
. . unarmed strike +20/+15/+10 (1d3+20 nonlethal)
Ranged throwing axe +17 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 glaive)
Special Attacks banner +3, challenge 5/day (+14 damage, +4 AC while between target and ward), greater banner, greater tactician 3/day (Loyal to the Death or Shield Wall, swift action, 10 rds), warding charge
--------------------
Tactics
--------------------
During Combat These knights would rather be following the king in a valiant cavalry charge. But since they must fight in these cramped quarters, they still do their best, charging into the fray. They use their battleaxes to hew through both the enemy or any door that may be keeping the king from his daughter.
Morale These knights fight to the death to defend the king.
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 11, Wis 10, Cha 14
Base Atk +14; CMB +20; CMD 32
Feats Bodyguard[APG], Combat Patrol[APG], Combat Reflexes, Dodge, Improved Critical (glaive), Improved Initiative, Iron Will, Loyal To The Death, Mobility, Shield Brace, Shield Focus, Shield Wall[APG], Weapon Focus (glaive)
Skills Acrobatics -4 (-8 to jump), Handle Animal +17, Intimidate +19, Perception +17 (+21 in selected terrain), Ride +13, Sense Motive +17, Stealth -4 (+0 in selected terrain), Survival +14 (+18 in selected terrain)
Languages Common
SQ close at hand, expert trainer +7, intercept, mount, order of the guard, prepared for the journey, sworn defense
Combat Gear potion of cure moderate wounds; Other Gear +3 full plate, +3 mithral heavy steel shield, +3 glaive, throwing axe (4), amulet of natural armor +2, cloak of resistance +2, ring of protection +2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +3/+3 (Ex) Allies who can see your banner gain +3 save vs. fear & +3 to hit while charging.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Close at Hand (Ex) If ward is possessed by enemies you gain a status or locate object on your ward. Movement +10 when moving towards ward.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Expert Trainer +7 (Ex) +7 to train mounts, reduced training time option.
Greater Banner (Ex) At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. The morale bonus on attack rolls made as part of a cha
Greater Tactician (Loyal to the Death or Shield Wall, 10 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Guard's Defensive Challenge +14 (5/day) (Ex) +14 to damage target, -2 AC vs. others when used, +4 morale bonus to AC as long as you are between your ward and target.
Intercept Increase AC bonus granted to ally from aid another by +1.
Loyal to the Death You become target of ranged or melee attack on adjacent ally, attacker gets +4 bonus.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mount (Ex) Gain the services of a special animal companion.
Prepared for the Journey +4 (Favored Terrain [Urban]) Bonus to Initiative, Know (geo), Percep, Stealth, and Survival in selected terrain.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Warding Charge (Ex) As immediate action, move and attack foe that attacks ward.
--------------------
Additional Details
--------------------
Notes - Standard Fantasy 15 point buy
Questions - abilities under bought by one
- skills are just not right
- HPs are wrong, adjusted on Personal Tab
- throwing Axe to hit is wrong, use Str which is better than Dex
--------------------
Knights of the King's Guard (4) #6 CR 13
XP 25,600
Male human cavalier (honor guard) 14 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
LG Medium humanoid (human)
Init +5 (+9 in selected terrain); Senses Perception +17 (+21 in selected terrain)
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 32 (+12 armor, +2 deflection, +1 Dex, +1 dodge, +2 natural, +6 shield)
hp 196 (14d10+56)
Fort +16, Ref +9, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 glaive +24/+19/+14 (1d10+25/19-20/×3) or
. . gauntlet (from armor) +20/+15/+10 (1d3+20) or
. . unarmed strike +20/+15/+10 (1d3+20 nonlethal)
Ranged throwing axe +17 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 glaive)
Special Attacks banner +3, challenge 5/day (+14 damage, +4 AC while between target and ward), greater banner, greater tactician 3/day (Duck and Cover or Escape Route, swift action, 10 rds), warding charge
--------------------
Tactics
--------------------
During Combat These knights would rather be following the king in a valiant cavalry charge. But since they must fight in these cramped quarters, they still do their best, charging into the fray. They use their battleaxes to hew through both the enemy or any door that may be keeping the king from his daughter.
Morale These knights fight to the death to defend the king.
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 11, Wis 10, Cha 14
Base Atk +14; CMB +20; CMD 32
Feats Bodyguard[APG], Combat Patrol[APG], Combat Reflexes, Dodge, Duck And Cover[APG], Escape Route[UC], Improved Critical (glaive), Improved Initiative, Iron Will, Mobility, Shield Brace, Shield Focus, Weapon Focus (glaive)
Skills Acrobatics -4 (-8 to jump), Handle Animal +17, Intimidate +19, Perception +17 (+21 in selected terrain), Ride +13, Sense Motive +17, Stealth -4 (+0 in selected terrain), Survival +14 (+18 in selected terrain)
Languages Common
SQ close at hand, expert trainer +7, intercept, mount, order of the guard, prepared for the journey, sworn defense
Combat Gear potion of cure moderate wounds; Other Gear +3 full plate, +3 mithral heavy steel shield, +3 glaive, throwing axe (4), amulet of natural armor +2, cloak of resistance +2, ring of protection +2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +3/+3 (Ex) Allies who can see your banner gain +3 save vs. fear & +3 to hit while charging.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Close at Hand (Ex) If ward is possessed by enemies you gain a status or locate object on your ward. Movement +10 when moving towards ward.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Duck and Cover Take adj ally's roll for Ref (but drop prone). +2 cover vs. ranged att if they have a shield.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Expert Trainer +7 (Ex) +7 to train mounts, reduced training time option.
Greater Banner (Ex) At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. The morale bonus on attack rolls made as part of a cha
Greater Tactician (Duck and Cover or Escape Route, 10 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Guard's Defensive Challenge +14 (5/day) (Ex) +14 to damage target, -2 AC vs. others when used, +4 morale bonus to AC as long as you are between your ward and target.
Intercept Increase AC bonus granted to ally from aid another by +1.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mount (Ex) Gain the services of a special animal companion.
Prepared for the Journey +4 (Favored Terrain [Urban]) Bonus to Initiative, Know (geo), Percep, Stealth, and Survival in selected terrain.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Warding Charge (Ex) As immediate action, move and attack foe that attacks ward.
--------------------
Additional Details
--------------------
Notes - Standard Fantasy 15 point buy
Questions - abilities under bought by one
- skills are just not right
- HPs are wrong, adjusted on Personal Tab
- throwing Axe to hit is wrong, use Str which is better than Dex
--------------------
Knights of the King's Guard (4) #7 CR 13
XP 25,600
Male human cavalier (honor guard) 14 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
LG Medium humanoid (human)
Init +5 (+9 in selected terrain); Senses Perception +17 (+21 in selected terrain)
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 32 (+12 armor, +2 deflection, +1 Dex, +1 dodge, +2 natural, +6 shield)
hp 196 (14d10+56)
Fort +16, Ref +9, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 glaive +24/+19/+14 (1d10+25/19-20/×3) or
. . gauntlet (from armor) +20/+15/+10 (1d3+20) or
. . unarmed strike +20/+15/+10 (1d3+20 nonlethal)
Ranged throwing axe +17 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 glaive)
Special Attacks banner +3, challenge 5/day (+14 damage, +4 AC while between target and ward), greater banner, greater tactician 3/day (Intercept Charge or Shield Wall, swift action, 10 rds), warding charge
--------------------
Tactics
--------------------
During Combat These knights would rather be following the king in a valiant cavalry charge. But since they must fight in these cramped quarters, they still do their best, charging into the fray. They use their battleaxes to hew through both the enemy or any door that may be keeping the king from his daughter.
Morale These knights fight to the death to defend the king.
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 11, Wis 10, Cha 14
Base Atk +14; CMB +20; CMD 32
Feats Bodyguard[APG], Combat Patrol[APG], Combat Reflexes, Dodge, Improved Critical (glaive), Improved Initiative, Intercept Charge[ACG], Iron Will, Mobility, Shield Brace, Shield Focus, Shield Wall[APG], Weapon Focus (glaive)
Skills Acrobatics -4 (-8 to jump), Handle Animal +17, Intimidate +19, Perception +17 (+21 in selected terrain), Ride +13, Sense Motive +17, Stealth -4 (+0 in selected terrain), Survival +14 (+18 in selected terrain)
Languages Common
SQ close at hand, expert trainer +7, intercept, mount, order of the guard, prepared for the journey, sworn defense
Combat Gear potion of cure moderate wounds; Other Gear +3 full plate, +3 mithral heavy steel shield, +3 glaive, throwing axe (4), amulet of natural armor +2, cloak of resistance +2, ring of protection +2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +3/+3 (Ex) Allies who can see your banner gain +3 save vs. fear & +3 to hit while charging.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Close at Hand (Ex) If ward is possessed by enemies you gain a status or locate object on your ward. Movement +10 when moving towards ward.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Expert Trainer +7 (Ex) +7 to train mounts, reduced training time option.
Greater Banner (Ex) At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. The morale bonus on attack rolls made as part of a cha
Greater Tactician (Intercept Charge or Shield Wall, 10 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Guard's Defensive Challenge +14 (5/day) (Ex) +14 to damage target, -2 AC vs. others when used, +4 morale bonus to AC as long as you are between your ward and target.
Intercept Increase AC bonus granted to ally from aid another by +1.
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mount (Ex) Gain the services of a special animal companion.
Prepared for the Journey +4 (Favored Terrain [Urban]) Bonus to Initiative, Know (geo), Percep, Stealth, and Survival in selected terrain.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Warding Charge (Ex) As immediate action, move and attack foe that attacks ward.
--------------------
Additional Details
--------------------
Notes - Standard Fantasy 15 point buy
Questions - abilities under bought by one
- skills are just not right
- HPs are wrong, adjusted on Personal Tab
- throwing Axe to hit is wrong, use Str which is better than Dex
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JohnHawkins |
1 person marked this as a favorite. |

The note "Questions - King's hps are wrong: 10, 15x5.5=82, 16x+4=64, Toughness=16, and favoured class bonus? This would equal 188 if he took all hps in favoured class. Adjusted on Personal Tab
- skills under bought
- skills seem strange for a King. Too much Climb and Swim. No Knowledge skills. No Ride or Handle Animal. No Perception?
- longbow bonus to hit is wrong
- Bull's Str will only add +2 more since it won't stack with the belt, so Str can only go to 18
- Touch AC is wrong"
Is from the file someone someone else created and kindly made available with a direct conversion of everything from the published module I should have removed it and the tactics notes before posting as they are based on the unchanged stats in the module and I have changed them a lot.
In fact I have given the king maximum possible hp, +6 stat boosting belt etc so the notes are completely out of date. I may or may not have bothered changing his skills as I knew he would not be making many skill checks while fighting for his life
I agree he could not use the shield and Longbow , however I consider the bow to be a weapon only to be used if facing an opponent he cannot reach to engage with sword and shield so I did not bother giving him any equipment to support bow fighting.
He is a pretty poor archer with no feats or anything so really he should avoid archery duels anyway

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Something new just got put up by the guys from Necromancers of the Northwest and it's perfect for Book 4.

Pnakotus Detsujin |
2 people marked this as a favorite. |

Well, we finished book three, so it's on to book four we go. My party want to fight the army at the gates of Valtaerna. They reckon four cloudkills, some nasty auras, contagion etc would rout the army. I'm wondering if I can subtly get then to just leave. Any ideas? They've gone power mad! :D
Just describe to them the fact that there are more than 20 thousand people arriving. If this does not make them escape, then have their minions tell them about the "shining banner" at the head's host, and how the army seems unfettered by the snow and such.
Then send against the gate houses 2 paladin devilslayer troops - you can find them in the monster section of Hell's Vengeance Book 6 - and 3 others crusader troops.
Also, while they approach have them receive support from the rest of the troops by this effects, one each round:
- volley of arrows towards the pcs or the pcs troops (10d6 piercing damages, reflex x halves)
- greater dispel magic radius effect, over eventual pc protections
- a wall spell (of your choice) erupts were you like in the middle of the battle, granting either cover to allied troops or dividing the pc's forces.
If after that, the pcs are able to hold the gate, describe how the enemy's army is reading siege weapons to litterally level the walls and then simply march in. If this does not make them escape, send in the Sons of Balentine (or your equivalent of them)
Be relentless! Make them know fear

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I like that idea, but go even one step further. Two devilslayer troops and a field hospital troop. Having that channel to harm undead can really be a kick to the teeth for anyone playing a lich, vampire, or necromancer. Those vampire spawns will be taken down pretty quickly, and the small army of undead any necromancers have will get damaged pretty heavily. At the back, have the sergeant troop. This way as the swift action, they can do a swift action to heal a troop beside them, and then volley the party.
If they're still keen for a fight, have the troops move to the side and let in a knight inheritor troop or two.
If the party still thinks they can challenge 20,000 soldiers, and the Sons, and the king, then make sure that second wave of troops are the elite phalanx guard of troops who are furious at the fact that their comrades in arms have fallen (add the Elite, Phalanx, and Savage Troop templates from Bestiary 6). Do not reward stupidity and them being mad with power.
While it doesn't actually say how many people are in a troop, 3.5 had a template called Mobs that I've recommended before troops were a thing, and would be considered a prototype for the subtype we all now know. In that template, it's said that 48 medium size or 12 large size creatures take up that space. I would say keep that number the same. If your group wants to take on 20,000 soldiers, the king, and the Sons of Balentyne, then make them face off against a mix of upwards of 450 troops until they either perish or finally see the writing on the wall.
If you have to, explain to your players what exactly 20,000 troops actually means in game terms. That'll be what their character knows. If the player is thinking "20,000 level 1 warriors is a piece of cake", then of course they're not going to take the fight seriously. In that regard, I've experienced the exact same thing and had to make use of the mob template numerous times because of it. Even got called out for it too.

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1 person marked this as a favorite. |

So, something my players brought up when I discussed this with them. Two of them said they'd absolutely try to take it on, regardless of how blatantly one-sided the fight is because "I'll be a hero going out in a BLAZE OF GLORY." Why? Because if it has stats, they're going to fight it. So, don't give it stats. Tell your group straight up that there are no stats. It's a cut-scene, and they're either going to lose if they stay or win if they leave. How they leave will determine if they escape unscathed or lose all of their minions. Their call. If they get uppity that that's not fair, throw a tantrum like children, and that they should be given the chance to take down the troops, then spank them hard.

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I like the idea of the Troops. I've also been chatting to one of the players (non-power mad) and reminding them that they're supposed to keep a low profile, blame the bugbears, keep the existence of uber-ninja Asmodeus cells a secret etc. They'll bring it up next week in-character so that might help.
I may also have a quick OOC chat to the players and say that the adventure is somewhere else. If I say this will be a TPK they'll see that as a challenge. Your "say there are no stats" approach, basically.
Hopefully we can get over this craziness quickly.

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Next question - after finishing book 3 they have almost 400,000gp of loot. That will be a large jump in effectiveness. Plus - level 7 spells!
Is this as intended?
Yes, but it's not supposed to be for them. At the beginning of Book 4, they're supposed to be (preferably) 13th level. The wealth table says that they should therefore have 140k worth of treasure and items. That said, this AP is written thinking that the money and items are going to be spent outfitting all of the minions and cohorts so that they can actually survive. Also, don't forget, unless they're keeping everything, stuff will be sold for 50% (ie. 200k less). If the players want to find a way to sell 200 sets of swords and armor, ask them who they plan to sell that all to. Or maybe they're going to fabricate items using other items as a base. That is an idea. The original item just loses the magic if they were enchanted.
However, if the players do find a way to sell and hoard all of the cash for themselves, that's fine too. Just means that when the time comes, their own army will be decimated that much quicker.

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Hmmm, they're planning on offloading everything via your Mercane and haven't planned on having an army. The bugbears can do their own thing, they have a small organisation of muggers and dodgy merchants and that's it. Where should they have the idea that they need an army, at this stage? I must have missed that, oops!

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Hmmm, they're planning on offloading everything via your Mercane and haven't planned on having an army. The bugbears can do their own thing, they have a small organization of muggers and dodgy merchants and that's it. Where should they have the idea that they need an army, at this stage? I must have missed that, oops!
It's not so much that they should know, but rather that's what everyone else has been doing, and likely what Gary's playtest group did too.
My mercane idea may have been a little too powerful in the long scope, but he still buys everything for 50%, unless someone is a great negotiator (or has an ability to automatically increase selling percentages). So that's 200k split 4-5 ways. I would hint that if Grumblejack's been really good, then he should be getting rewarded too. His armor will cost more because of his size and because of his infernal heritage (as per the armor rules). That should eat some of it too. If the players complain, just let them know that all adventures are written for a specific amount of wealth. Hopefully you don't have players that want that 880k now, or want more wealth than they're supposed to.

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So - my group are messing about in Daveyn and have just beaten up Maul and Clarion. The Necromancer wants to raise one as a Skeleton and then awaken it, or possibly do something funky with create undead.
I didn't thin you could raise outsiders but I can't seem to find anything that says that. Does anyone have any experience with undead angels?

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So - my group are messing about in Daveyn and have just beaten up Maul and Clarion. The Necromancer wants to raise one as a Skeleton and then awaken it, or possibly do something funky with create undead.
I didn't thin you could raise outsiders but I can't seem to find anything that says that. Does anyone have any experience with undead angels?
Technically you can. Depends on how you're treating them. Myself, they leave a temporary corpse that'll rot away to nothing quite quickly as it's only just a temporary shell. Their true self is banished back to their home plane. If your version is that they leave a true corpse behind while their soul goes back to their home plane to regenerate a new host body, then you can absolutely use raise dead. Old school D&D adventures (see: Dungeon of the Fire Opal) have had outsiders be raised and turned into skeleton warriors. It's up to you based on your own world's lore and how it treats outsiders.

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Cool - that seems reasonable. Some of my players are very much sticklers for rules in books, as opposed to rulings. After much digging I found something in Complete Divine saying that dead outsiders "evaporate" and their substance rejoins their homeplane.
Now everybody is (if not happy) satisfied :-)

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Cool - that seems reasonable. Some of my players are very much sticklers for rules in books, as opposed to rulings. After much digging I found something in Complete Divine saying that dead outsiders "evaporate" and their substance rejoins their homeplane.
Now everybody is (if not happy) satisfied :-)
Yeah, WotC have retconned themselves before (see 2e Dungeon of the Fire Opal vs. 3.5 Complete Divine) so the final decision lands on the GM. And I see nothing wrong with having outsiders evaporate and not be capable of becoming undead monsters. Considering the campaign, that's just too much slavery at this point.

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Wakey-wakey, fellow GMs! Can I have some more advice please?
My party has decided to use their undead ettins, hill giants and ogres to drag/push the scuttled ships to shore and salvage the cargo. Phase two is to set the organisation to organizing repairs.
I don't even know where to begin - timescale, realistic costs/profits...I'm baffled. Anyone like to take a stab at this?

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Wakey-wakey, fellow GMs! Can I have some more advice please?
My party has decided to use their undead ettins, hill giants and ogres to drag/push the scuttled ships to shore and salvage the cargo. Phase two is to set the organisation to organizing repairs.
I don't even know where to begin - timescale, realistic costs/profits...I'm baffled. Anyone like to take a stab at this?
Sorry, it’s been literal years since I read the book. I’ll need some context. All I remember about 4 is dragon saving, fighting birds, and fighting dragons. Don’t remember ships.
For the most part, you’re going to want to look at the price of ships and the Craft skill. They’ll be untrained so it’ll take some time. They can argue all they want, but you’re not going to just have an entire crew of carpenters. Then you have to look at the damage of the ships. Is it structural? Can that be repaired? Are they just scrap for other ships? One Piece is a great anime that touches on that. Ships with a broken keel (ie. the backbone of a ship) is damaged, it is irreparable and will eventually fall apart in the water.
Then look at how long it takes to build a ship. You’re looking at about a year from scratch. That’s assuming you even know how to build one. I’m sure they want it to just happen, but it doesn’t work that way. It’s why shipwrights exist. They’re going to have to break it down for you, not the other way around.
Also, how many trips do they plan to make? Undead are only so fast and mindless. Stuff can easily be washed away or missed entirely. The undead can make Perception checks. They’re following orders to the best of their mindless abilities.
Whatever you do, don’t hand it all over on a silver platter. Don’t punish them for outward thinking, but if they want this, especially being outside the context of the book, they’re going to have to earn it.