Way of the Wicked—Book #4: Of Dragons and Princesses (PFRPG) PDF

***** (based on 5 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

BECOME A MASTER OF DRAGONS!

The king of Talingarde must die! Your dread master commands you to carry out this errand of blood. Do you have what it takes to assassinate the king of the most noble, virtuous realm in all the world? Are you ready to seek out the most wicked and powerful of dragons and treat with him to destroy the king’s only heir—the fair princess Bellinda?

Welcome to the fourth chapter of the critically acclaimed, Ennie-nominated “Way of the Wicked” adventure path!

Inside you’ll find:

  • "Of Dragons and Princesses,” an adventure compatible with the Pathfinder Roleplaying Game designed for 13th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the noble city of Matharyn, capital of Talingarde
  • Rules for playing vampire and lich PCs
  • Everything you need to run a city sacking sandbox
  • And More!

Sack a city! Terrorize a nation! Kill a king! Ride a dragon into a battle! All of this you must do if you are to walk the Way of the Wicked.

Who wants to be a hero, when it’s so much more fun to be the bad guy?

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

FRM1004E


See Also:

Average product rating:

***** (based on 5 ratings)

Sign in to create or edit a product review.

Holy Guacamole

*****

You're only half-way through and your group of terrors are already 13th level? Oh myyyy.

This chapter fully expects your villains to use the mighty magics and killing power at their disposal. Lacking access to 6th and 7th level cleric/wizard spells could severely hurt your ability to wreak havoc and unleash further mayhem.

One of the pleasant surprises during the later chapters of the Way of the Wicked is how long circle of death and similar spells remain viable offensive spells, which is a first in my experience with published 3e/3.5/Pathfinder campaigns.


Of Dragons and Princesses Review

*****

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

This installment of Way of the Wicked was a pleasant surprise for me. After running through three great books, I shouldn't have been surprised when this one turned out to be a blast. However, on paper there were a few things that worried me about this book.

My first concern was the first act of the book. It is a sandbox style sacking of the city of Daveryn that is quite long and seemed like it would risk being stagnant. I still do believe that this is potential weak spot in the campaign. However, this weakness was easily navigated by cherry picking the sections that I thought would be interesting to my players and having Fire-Axe bring them up to the players. The rest of the events, I just held in reserve in case my players decided to explore. Personally, I ran the Duelist Academy event, because we had a Swashbuckler who loves challenging people to duels, the Baroness's encounter, because she is the cousin of one of the PCs and I merged the prison and the rebellion into one encounter, because I knew my PCs would love the opportunity to recruit prisoners and Ifran had useful information. I also ran the Duke's encounter via minion quest. All of these events seemed enjoyable for my players.

My second concern for this game was that the story seemed very reliant on the players making specific choices. I feared that players would decide not to bother with Chargammon or try to kill the princess. However, I did not face any issues with this. Thorn's plan offered enough intrigue for my players and Dessiter was a useful tool for persuading the players out of inadvisable plans, like trying to take Thorn out immediately.

In addition to the above areas, there were some other really great parts of this book. Eiramanthus in particular turned out to be a great boss battle. Spells like Mislead and Reverse Gravity made for a memorable and cinematic feel, while his melee prowess and anti-magic field had a reasonably optimized party of six fearing for their lives. The battle was so good that the happiest player at the table was the one who died, because she thought her death was epic.

The characters continue to be excellent. Chargammon was appropriately terrifying. Jeratheon is a fun addition. His dysfunctional relationship with his father opens up a lot of interesting RP opportunities that I think will continue to pay off after Chargammon's death. Also, even though Dessiter was introduced in the last book, I feel obliged to acknowledge him again, because he is such an excellent character. Every time he says something I can tell my players aren't sure whether to laugh, buy him a drink or punch him in the face.

Overall, this whole adventure path continues to be excellent and I have yet to find a good reason not to recommend it.


*****

I've reviewed this book over on RPGGeek.com.


4.5 stars - a great adventure with minor weaknesses in the finale

*****

This pdf is 106 pages long, 1 page front cover, 2 pages maps of Talingarde, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving a total of 99 pages of content, so let's check this out!

This being an adventure-review, the following text contains a lot of SPOILERS. Potential players may wish to jump to the conclusion.

Still here? All right!

The last adventure had the PCs in a precarious situation - the sacking of the most holy places of Mitran religion can easily be botched and thus, this adventure kicks off with the PCs either fleeing from the Vale with an army on their heels or triumphantly marching from it in charge of their own dark forces. Worse for Cardinal Thorn's dread masterplan - his third knot, the assassins in charge with dealing with the regent King Markadian failed and were vanquished and his mole in the army is too frightened to assassinate the king. His plan seems to be crumbling - but there are the PCs, aren't there? These people have been a valuable asset, but they are getting too strong. Thus, Thorn develops a Xanathos gambit that may very well backfire: The king dearly loves his daughter and this is his weakness - if a sufficient threat surfaces in the royal palace, he'll come to the rescue - with the elite of his guard. But what constitutes a sufficient threat? What about Chargammon, legendary old black wyrm? Yeah, that should do the trick. The PCs get a lackluster assignment - recruit the extremely hostile Chargammon, known to slay all intruders to attack the royal palace and in the chaos ensuing the King's return, kill the regent, a formidable foe himself and destroy his elite guard. Even if they fail, Thorn wins - gaining finally the leverage to force his mole's hand. Now if that does not smell of suicide mission, the PCs are dumb. For now, though, they'll have play along.

Thus, the module kicks off with the PCs leaving Valtaerna, either at the helm of their own successful army and with an enhancement to their own evil organization or with their tails between their legs, fleeing from a vast army featuring a magic banner. Rescuing their bugbear commanders, their hippogriffs, teleportation magic - a bunch of options to escape after a botched invasion are there and even abandoning the rank-and-file goons is expected (they can be replenished), though not necessary - the PCs can actually lead their army through the wintry, deadly passes to escape with their organization intact. Once they rendezvous with the Fire-Axe, they'll see that at least the sacking of Daveryn went as planned - the city has fallen and Sakkarot wants to talk to them - and trade information, for Sakkarot, ina fit of melancholy, tells them the details of his deal with Thorn and that in the end, he is to take a fall against the Asmodean "saviors" once Talingarde has plunged into chaos. More worrying is that Tiadora and Thorn seem to be rather stingy with new orders/plans. But before new orders are issued, the PCs will have some fun - sacking Daveryn, district by district, looking for loot as well as allies and the missing duke, squashing resistances etc. - the city comes with a beautiful , player-friendly full-color map that includes the names for the district, but thankfully no annoying numbers. And it is neat to see the consequences of the PC's actions, e.g. the Tears of Achlys, which claim victims and remain a potent and deadly threat. A total of 4 looting tables, plus one for magic items and multiple random encounters supplement the planned encounters that are part of the looting: From breaking the last remnants of the resistance (e.g. the remaining city watch and a company of soldiers) to an interesting find in the local wizard's tower, the PCs have some challenges waiting: Said Wizard has the hints to the legendary wyrm Chargammon's nest as well as more vital clues: The Duke is still inside the city walls and hiding and the lord of eagles seems to have captured the spawn of Chargammon. It should also be noted that the diviner's spellbook and notes make for some cool treasures - especially the lavish description of the spellbook is a nice touch. Of course, even now the PCs can make new allies: The Baroness Vanya of Veryn, holed up in her mansion would make Cersei Lannister pale in comparison to her wickedness, but she's also a consummate politician that may make for a valuable ally regarding social interactions. The insane glory-hound and duelist master Rodrigo would make for the second potential ally - while not evil, he is amoral and cares only for his craft. Add to that spymaster Anton Breuder (who could provide a benefit in a future module), the option to steal the sapphire of storms (if the PCs are up for Mission Impossible-style trap disarming) and we're in for some fun. Better yet, if the PCs have failed to keep the slaughter of Valtaerna secret, the local prison could serve as a means to replenish their organization and a means to recruit Irfan al-Janbiya, the one assassin who was spared the righteous wrath of Sir Richard when he crushed the third knot. Once the PCs have found and dealt with all sources of information (good place to torture the subdued duke and perhaps a Mitran cardinal), the PCs could move onward -or they could do a cool sidequest for Grumblejack (or Raiju) to collect different types of spirits they may find strewn around the city - rather cool and adds some neat details to the local economy. The climax of the sacking should come as both a challenge to the PCs and as a sign that they are truly infamous: Two angels come down from the heavens to put them to justice.
Speaking of outsiders - Tiadora, this time accompanied by 9 errinyes, makes finally an appearance and hands off the quest to the PCs, acknowledging (perhaps subconsciously) that they did ALL the successful, major work in Thorn's gambit. By now the PCs should slowly starting to grasp that their master becomes concerned with their power. For now, though, they are off to the aerie of the Eagle Lord, a mythic being that commands the storms itself to rescue a black dragon - either by slaying the legendary bird and its court or by subterfuge and then have to deal with the rather dumb and deceitful spawn of the great wyrm to secure an audience and get them past the array of deadly river drakes guarding the isle. Worse, the duplicitous dragon does not warn them against the other defenses of the great wyrms lair, which makes e.g. the viper vines all the more deadly. Not as deadly as negotiating with an utterly chaotic evil black wyrm, though - in the end, PC ingenuity should prevail (there are btw. alternate ways to secure an audience) and they're off on a quest for the wyrm - to slay his rival, the copper wyrm Eiramanthus. Slaying a dragon is never easy and slaying this particular one is no exception.

The charismatic copper wyrm is a known planeswalker and has, in his travels far and wide, secured an array of concubines of surprising power - from Setia Swims-the-Sea-of-Stars, a ceteceal agathion to Sakari Yoshimune, a Toshigami Kami to finally Shakti Shobhana, a redeemed tataka rakshasa, the respective companions will provide quite a challenge - on their own. If the PCs are dumb enough to race into the island with drawn weapons and without a good plan to take care of them one by one, they will be squashed - especially with the allies of the respective concubines and potentially the copper dragon master of the island joining the fray. Add to that the labyrinthine quarters, crystalline gargoyles and a xorn emissary and a puzzle on a chess field, an interdimensional witchwyrd genius studying planar travel and the villains will be sorely tested even before they reach Eiramanthus, who true to his breed, will be rather communicative at first - of course, conflict with the noble being is inevitable and in the end, either he (and all remaining servitors/companions) or the PCs will be dead. And the rewards are nice indeed - the draconic hoard not only contains quite a bunch of unique treasures and is presented in excruciating detail, it also contains yet another piece of fabled hellbrand, dark blade of Asmodean champions and the demi-lich called "Nameless Tyrant", encased in crystal and yet another potential minion, albeit a very dangerous one - especially the knowledge of the lich-transformation might be interesting for the PCs Even more interesting, though is the infernal ally Dessiter, who warns the PCs of the impending treachery in Book 5 and to keep away from Thorn and plot his demise, adding quite a bunch of interesting pieces of information to the PC's repertoire, including the reason why Sir Richard has not yet been eliminated.
And then coolness begins - for the deed of slaying the copper wyrm, the PCs are actually rewarded by Chargammon in a rather cool way: He forces his son to serve them for 100 years - the PCs can now ride a black dragon into battle! Hell yeah! It's time to slay a king - in a month. First, wise PCs should explore the city of Matharyn and stock up - for before slaying the king will be perhaps their last chance for a while to get things done before the breakneck show-down with Thorn. The final location then, the Adarium, beckons and powerful wizards can be slain as well as celestials, righteous pyre-golems destroyed and diplomatic relations ruined (if the PCs act smart...). Secrets can be unearthed - including the hidden location of Hellbrands final component and Thorn's phylactery. Better yet, the magical prodigy princess and Sir Richard are here as well, guarded by an honor guard and a golem of mithral, their defenses are extensive and will ensure that the two get away - and for now that might be good, as it turns out the princess of Talingarde is not only beautiful, she's also a silver dragon-spawned prodigy of magic and when Sir Richard is defeated by Chargammon's assault, she intercedes and actually slays the dragon. Meanwhile, the PCs will have quite a battle with Markadian V and his elite guard on their hands.

The pdf also offers extensive troubleshooting advice and help with what/if-scenarios regarding the module's plot and the consequences we can expect from the potential of failure. We also get a whole page depicting the outcome of the clash between the Fire-Axe's armies and the forces of the king sans their leader that serves as an introduction to the things to come. The city of Matharyn gets a lavishly detailed gazetteer-section, including information on putting the PC's organization to the test against the excellent night watch. The pdf also offers advice for lich and vampire PCs and a run-down to make Way of the Wicked an all-vampiric campaign, from Book I to VI.

Conclusion:
Editing and formatting are very good, though not perfect - I encountered some minor typos spread throughout the module, though no enough to rate it down. Layout of the AP is beautiful and on par with Paizo publications and the artworks and cartography are stellar and up to the highest quality. The pdf comes fully bookmarked and with a semi-printer-friendly version without backgrounds as well as another pdf that includes the handout as well as player-friendly versions of all the maps sans the annoying numbers -AWESOME!
The fourth module of the WotW-AP is a wicked ride of fun, but one that needs careful planning on part of the DM - the module relies on the PCs completing the plan in spite of its flaws and a lot of quid-pro-quo-quests. To truly make this module work, a GM has to be up on his game. That being said, the module nevertheless is a stellar example of cool things to do and the villains will finally feel as if they are infamous indeed - the attacks by celestials and the forces of good finally directly attack the PCs and the option to gain a dragon mount rocks. Challenging creatures like a dragon and an ancient nature spirit is iconic indeed. That being said, there is at least one potential problem I see with the module: While the capital of Talingarde is detailed and the Adarium a challenging climax, it is the final section that needs a bit of DM-expansion: The pdf does not cover HOW to enter the Adarium and while the players have a multitude of tools at their behest, some guidelines would have been nice. Additionally, the PC's infiltration while their "threat" forces the king's hand could have been made more iconic, with more guards that are slain while the PCs are running the corridors. A timeline or some cinematic scenes in which the PCs can see how their wicked ally vanquishes otherwise lethal roadblocks in the module would have added some gleeful spite to their accomplishments.

That being said, I am complaining on a very high level here - this module is still an excellent, awesome ride and while it has no new mechanics like the two immediate prequels, it offers the PCs a chance to reclaim an organization and make new allies - though I would have loved to see more for the villain's cohorts to do. In contrast to the attack on Valtaerna, this module does not offer much to do for the poor cohorts apart from accompanying the PCs, which is a pity - give the psychotic alchemical golem, Grumblejack etc. something to do in the Adarium. (Though the sidequest provided for a cohort is awesome...) Perhaps a sabotage of the golems, a reconnaissance, making the assassin kill the court mage etc. - something like that. While easily done yourself, I would have nevertheless enjoyed to see some love there. Again, please bear in mind that this is still complaining at the highest level. Book 4 provides us with interesting challenges, is logical and makes for a fun ride for your villains and while personally, I slightly enjoyed the first 3 books more due to aforementioned minor nitpicks, I maintain that this pdf is still an excellent module that this time lacks hard-to-presume assumptions like the communication-blockade in book III - in fact, many adversaries herein utilize spells etc. to piece together information on your PCs, lending an air of credibility to the world and the actions of your dastardly group of devil-worshipers. The additional material is also up to the stellar quality of the book, though personally I don't like the section on vampire and lich-PCs - honestly, these topics need to be tackled in much more detail to work smoothly, at least speaking from experience. I have a vampire-PC ( a fallen, blessed priestess that turned towards bloodthirsty fanaticism) in my home-campaign and rest assured, the implications go beyond what one would expect at first.

How to rate this, then? You heard my nagging complaints and might ask yourself why I'm so utterly nitpicky with regards to these modules. Why? Well, because the Way of the Wicked is that good. Honestly, "Call forth Darkness" is perhaps one of my most favorite modules ever. And the others are not far behind. From the craft's perspective, the 4th module is solid and the attention to lavish detail, the cool creatures and of course, the presence of dragons as both adversaries and allies will lead a sense of empowerment to the PCs. For me, the finale was not as satisfying as it could easily be - however, the remedy is so simple that no DM should be stumped to improve it. In the end, I feel I have to be careful to not hold any installment of Fire Mountain Games' AP to a standard of its own and instead deliver a verdict in the grand context of publications. Not every adventure can do something radically new, after all. Thus, my final verdict for this part of the AP will clock in at 4.5 stars, gladly rounded up to 5 for the purpose of this platform - an excellent module that could use a bit more guidance/epicness in the finale, especially when the conquering in Book III and the escape/march from Valtaerna shows how well author Gary McBride can handle such situations.

Endzeitgeist out.


Face some of Taingarde's most powerful here, but keep the plot flowing smoothly.

*****

It’s universally understood, though not often said, that evil is simply cooler than good. Evil people are the ones who get to dress in the most arresting outfits, make the grandest speeches, and perform the most memorable actions. Simply put, evil characters make a bigger impression than their righteous counterparts…though oftentimes the good guys can come close.

In Way of the Wicked Book Four: Of Dragons and Princesses, players and GMs get to see this truism up close and personal. Heck, it’s even in the book’s title – this is adventure is all about those most fearsome of beasts, dragons, as well as women of nobility and power. While the PCs have met some truly arresting characters so far, it’s here that they begin to truly begin interacting with the kingdom’s power-players on a regular basis.

But before we get any further into the meat of the adventure, let’s look at the technical aspects first. The fourth Way of the Wicked book comes as three PDFs. The first is the main adventure itself, while the second is a printer-friendly version thereof. The last one is labeled as being “player handouts,” which is a slight misnomer; rather, it’s a single player handout, and four maps of major areas that have all of the labels removed, making things easier for the GM (though some might grimace at the fact that the name of the place depicted is still featured on each map).

The main file, one hundred-six pages in length, presents itself fairly well on a technical scale. Copy and pasting are enabled, and the text is fully searchable. Bookmarks are present, but again there’s only one bookmark for each major section of the book; if you want to find a more specific sub-section, you’ll need to scroll to it manually. Both of these are also true for the printer-friendly PDF.

Unfortunately, the printer-friendly PDF only lives up to its designation half-heartedly. Its idea of being “printer-friendly” is to remove the background coloration from the pages, and set the page borders to being grayscale lines. All of the interior illustrations and maps are still there in lavish full-color.

Having said that, the main file is notably resplendent. The pages are set on a dark tan background (which, I think, is meant to look like parchment) with ornate black borders on three sides. Full-color maps are present for each major section, and of course the interior illustrations are all in lustrous full color as well. I must once again tip my hat to artist Michael Clarke, as the various pictures of the major characters that the PCs meet are, to be blunt, arresting. Each one of these pictures clearly conveys the thousand words that they’re worth.

My last technical critique is regarding what’s not here, rather than what is. There are no files that are optimized for e-readers or Macs. While this wasn’t a big deal to me personally, I suspect that it’s a bit more of a nuisance for those who want versions of the book optimized for those devices.

Now, let’s get down to the adventure itself. As with previous installments, this one actually begins almost exactly where the previous one ended – I’m of two minds about how the book actually opens with what feels like the epilogue to its predecessor; on the one hand, it feels almost anticlimactic, as instead of moving forward with the plot you’re dealing with the loose ends from your last adventure. On the other hand, this helps to lend a much greater sense of cohesiveness to the campaign as a whole, since the adventures feel much more interconnected…something I suspect was author Gary McBride’s intent.

Regardless, the adventure opens with the PCs in what’s left of the Vale of Valtaerna, having not only snuffed out the holy flames of the state religion’s most holy site, but also slaughtered every living thing in the valley. Or at least, that was the plan. If the PCs succeeded, then they get to march their army out (absorbing the surviving bugbears into their own evil organization, if the rules from Book Two are being used) with no fuss as they continue their evil plans.

Cogently, however, the book spends more time talking about what happens if the PCs failed and some survivors managed to escape. In this case, the winter thaw finds an army of light (FAR outnumbering the PCs’ forces) preparing to retake the Vale. This is another classical “villain moment,” in that it presents the PCs with the question of what they’ll do regarding their minions when it comes time to beat a hasty retreat. While the PCs can likely escape on their own, there are various actions presented, along with their consequences, should they also want to save their minions and greater retinue.

Once the PCs escape, it’s time for them to relax before their next assignment. Rejoining with the humanoid army led by Fire-Axe at the recently-conquered city of Daveryn, the PCs can kick back and accomplish some side-quests for a month. This is largely a chance to catch up on XP and treasure (in the form of some good old-fashioned looting), but does have several opportunities for the PCs to find several clues for their upcoming assignment.

Speaking of being assigned, after a month of squashing what resistance remains in Daveryn, the PCs’ master sends them one last assignment: to kill the king of Talingarde. Of course, this isn’t as simple as just poisoning his food – the king marches at the head of an army, and attacking him there is suicide. Rather, the PCs are to create a huge calamity back at his palace, where his young daughter resides. The king, loving his child so much, will magically transport back to defend her…which is when the PCs will ambush him.

Of course, this requires creating a disaster of sufficient magnitude, and it’s here that the titular dragons begin to come into play. The PCs need to enlist the help of the great black wyrm Chargammon. This is much easier said than done, as the dragon eats anyone who approaches him. So first, they need to find a way to secure an audience.

This part of the adventure seemed, to me, to be a bit rushed – not the issue of the PCs’ master giving them their next assignment (the book is actually very cognizant of the fact that the PCs are by now straining their metaphorical leashes) – but rather, how the PCs are supposed to think of the manner in which they’re to safely meet with Chargammon. Simply put, one of the aforementioned clues in sacking Daveryn is the key here, but the sandbox nature of the conquered city means it’s less than certain that the PCs will even look in the right place, let alone find it. The adventure basically tells the GM to make sure the PCs find this clue somehow, but only offers a few off-the-cuff suggestions for what to do if the PCs don’t go to the right area and look in the right place; it’s a weak point in what’s otherwise an excellent adventure.

Once the PCs discover the clue, it’s off to find the one person who can secure them a meeting with Chargammon. This is largely a sidetrek, as the adventure makes it fairly easy to locate the correct area once the PCs are on the right path, and the fight is relatively brief.

Only after this is done can the PCs meet with the powerful black dragon, being able to journey there in relative safety (I have to interject here that the picture of the black drakes that dwell on Chargammon’s island made me think of a certain dragon named Toothless). The actual meeting itself is anything but safe, however, as Chargammon is as arrogant as he is powerful. It’s very easy for PCs who are stupid or proud to provoke a fight that they likely cannot win. Again, this is an area where the plot moves along very thin rails; a minor disruption can have major repercussions here.

Chargammon, in the true style of RPG NPCs, won’t agree to do anything unless the PCs undertake a quest for him first. In this case, he wants a rival dragon slain – a copper dragon of less power but greater allies named Eiramanthus. This is no small thing, as like Chargammon, Eiramanthus commands his own island.

The island is an otherworldly place. Eiramanthus is a planeswalker extraordinaire, and alters his home to better reflect the nature of his travels. As such, the entire island has an alien feel to it that also gives it certain defensive properties. The major defenses are the creatures who dwell there, however – in addition to visitors and the local servants, Eiramanthus’s home is occupied not only by the dragon himself, but by his three concubines; exotic and powerful women that he wooed on his travels.

I was critical of some of the previous parts of the adventure because they had clear directions that they wanted the PCs to go, but offered only a relatively narrow range of options for how to make that happen. Here, the situation may seem somewhat similar, but I don’t hold this against the book. That is, if the PCs are stupid, they may end up facing Eiramanthus with most of his servants and concubines helping him, which is likely to overwhelm the PCs. It’s far smarter to use some degree of subterfuge to try and take them down one at a time or in small groups.

There’s little advice on what the situation is or how to make sure things don’t go south quickly. I don’t consider this a bug, but rather see it as a feature. This adventure is for high-level PCs, and at this point if they’re not using some degree of strategy, the fault is entirely their own. That the PCs are likely to face disaster if they try to kick in the door is how things are supposed to go. At this point, punishing them for not using their heads is the correct thing to do.

It’s after things are done here that the plot makes a significant leap, as it’s here that the PCs are given not only a great deal more information on their master’s past, but are given the first direct information regarding overthrowing him. The seeds for the next book are sown here…

Once Eiramanthus is slain (and his truly prodigious hoard, which includes some amusing souvenirs from other dimensions, has been claimed), Chargammon is willing to hold up his end of the bargain. Now all that’s left is to head to the capital city and prepare to lure the king into the death-trap. This is an area where the PCs will again have a chance to explore a major city, but that part is left to the gazetteer at the end of the book.

For the final act, the king’s palace is detailed. Sneaking in and overcoming the defenders isn’t what I’d call cakewalk, but it’s by no means a truly difficult affair, which makes sense as most of the martial forces have marched to the front. However, plenty of soldiers remain that even a high-level group should be wary of sounding an alarm before their ready to commit regicide. Once Chargammon attacks, however, the king (who is a paragon of a certain eight Virtues, for fans of a particular old school RPG series) comes running…along with his closest defenders. Remember, they came back because the situation was dire, so even caught unaware they’re still ready for a truly tough fight. To slay a king here will be no small thing for the PCs.

The adventure doesn’t quite end there, as there’s a “cut scene” involving Chargammon and the princess. I honestly wasn’t quite sure what to make of this, as this is written as a narrative, and so it’s difficult to know if this is meant to be read to the PCs or is simply an extra for the GM. Ideally the former, but that might not be workable. Far better, at least in terms of practicality, was the FAQ-style section where the book dealt with what to do if things went awry at various points. This was a very bright idea, as this adventure more than others offered places in which various parts of the plot could conceivably be done out of order, ignored, or changed depending on the PCs’ actions. The suggestions for how to get things back on track are most welcome.

Of course, the book doesn’t end here. A gazetteer is given for the capital city of Talingarde, Matharyn. While I was expecting to be tired of city guides, I was once again proven wrong. Matharyn has its own feeling; whereas other cities are populated by people pragmatic in their approach to life and work, Matharyn really is a bastion of order and goodness. This is a city where the people are good and do good, and the author notes that this is quite likely to throw less-selfish evil-doers for a loop; it’s hard to imagine a society more perfect than one where everyone works for the common good and is genuinely happy. Luckily for those characters who want to destroy such virtue, there are ten brief side-quests given as well.

The final section of the book is a discussion regarding how to run the campaign for PCs who become vampires or liches. If this sounds random, it shouldn’t, as the previous book presented the PCs with a golden opportunity to become vampires, and this one presents a similar method for achieving lichdom (I won’t spoil the surprise here). This is the first of a two-part section, with this first one eschewing mechanics (save for one new magic item that allows vampires to survive in sunlight) in favor of advice and suggestions.

It’s worth noting that this section is also fairly lopsided in favor of vampires. While the initial part does talk about some of the issues with playing a lich (e.g. can lich powers be voluntarily deactivated? What to do if someone steals your phylactery?), the majority of it talks about what to do regarding the many weaknesses and restrictions of vampires. This may seem like would-be lich PCs are being snubbed, but it’s understandable given that vampirism is much easier for most PCs to achieve, compared to lichdom. The section closes out with book-by-book advice given for running Way of the Wicked as a campaign about the ascendancy of a vampire kingdom.

Overall, there’s little question that Of Dragons and Princesses stands alongside the previous three adventures as a high-water mark among adventures. However, it never exceeds the standards its predecessors set. Small issues regarding how smoothly the plot continues onward, along with one too many “fetch quests” for my taste (e.g. quest to figure out how to meet Chargammon, quest to secure his aid, etc.) make this an adventure that’s excellent by any other standard, but not quite so much as the others.

Of course, those are small complaints compared to what’s here overall. From the flight from Valtaerna to the first real discussion of overthrowing the PCs master to the assassination of the king and so much more, there’s a huge amount of high-quality adventuring to be had here. Stamp out rebels, murder kings, and bring the world one step closer to damnation as you perform deeds Of Dragons and Princesses.


351 to 390 of 390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Grand Lodge

W. John Hare wrote:
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.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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

Grand Lodge

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.


Adamantine weapons? Rods of Cancellation?

Grand Lodge

MannyGoblin wrote:
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.


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.

Grand Lodge

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.

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:
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? :)


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!

Grand Lodge

W. John Hare wrote:
kevin_video wrote:
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? :)

I've heard rumours of such groups existing. Haven't seen them for myself though.


3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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

Grand Lodge

That's an interesting plan. I will give it that. The harvesting and farming of the green slime is going to be the most interesting aspect of the mission.


1 person marked this as a favorite.

Sexy sorceress with a gem that has trap the soul as part of a 'dowry'.

Accepted willingly=no save=SLURP!


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

I suspect the harvesting and farming of the Green Slime would be a job for minions, that way the failures can add to the green slime supply

Grand Lodge

1 person marked this as a favorite.

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.


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?

Grand Lodge

1 person marked this as a favorite.

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.


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.

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.


Nice to see someone got this far. The last group I ran this for died before they even got out of Brandescar.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My group have big plans for the princess, having heard the plan for killing the king they are concerned that the dragon may actually kill her :( . They plan to marry her off to their future puppet king to seal their legitimacy.I am so looking forward to when they find out what she is.

Grand Lodge

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.


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

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

Grand Lodge

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


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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


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

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

King and Guards:

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)
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
Tactics
--------------------
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.
--------------------
Statistics
--------------------
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)
--------------------
Special Abilities
--------------------
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.
--------------------
Additional Details
--------------------
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

--------------------

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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
Tactics
--------------------
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.
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
--------------------
Additional Details
--------------------
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

--------------------

King Markadian V called the Brave CR 17
XP 102,400
Male human fighter 18
LG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
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/—
--------------------
Offense
--------------------
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)
--------------------
Tactics
--------------------
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.
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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
--------------------
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

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

When your notes say skills and hp aren't right, are you referring to the original or the Hero Lab math?
Also, never thought about this before, but the king can't use a longbow while wearing a heavy shield. He would need the +1 property that let him change it to a buckler


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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


I think the knowledge skills are kind of superfluous anyway. The PCs will only be interacting with him in a combat manner so Craft-Basketweaving doesn't really need to be there

Grand Lodge

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

Spoiler:
These are the items in question. Can't really go with the cloak though. If you went with my idea of having a mercane around, you could have the PCs just build a ring of dragon friendship, but if not, maybe they can make a Knowledge (arcana) check to know that maybe one could build a ring to give them a bonus to Diplomacy, as well as be powered by the young black dragon for a week. As well, while someone from the party would need to spend the time, those copper dragon teeth should be put to use as something. Maybe get a bag of dragon teeth and give them a few more undead minions. Great for the evil cleric or necromancer in the party.

Paizo Employee Customer Service & Community Manager

Removed a post.

The Exchange RPG Superstar 2010 Top 32

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


2 people marked this as a favorite.
carborundum wrote:
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

Grand Lodge

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.

Grand Lodge

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.

The Exchange RPG Superstar 2010 Top 32

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.

The Exchange RPG Superstar 2010 Top 32

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?

Grand Lodge

carborundum wrote:

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.

The Exchange RPG Superstar 2010 Top 32

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!

Grand Lodge

carborundum wrote:
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.

351 to 390 of 390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #4: Of Dragons and Princesses (PFRPG) All Messageboards

Want to post a reply? Sign in.