| Solomani |
My party has meet and been beaten into retreat by Fetor. Which works out well since his the first Cagewright they have met and plays very well into them being the big bad of the SCAP until Adimarchus. Now of course my guys are going to heal up and come back with specific tactics to beat him.
I don’t want this to happen.
Any suggestions on new tactics and positioning for him? In the last encounter he blasted the party with three lighting bolts, one maximized, which sent them scurrying into retreat. Don’t want to use lightning bolt again because the party will come back with electricity protection I expect. That will also emphases how dangerous the Cagewrights are.
Thanks for your help!
Robert Brambley
|
My party has meet and been beaten into retreat by Fetor. Which works out well since his the first Cagewright they have met and plays very well into them being the big bad of the SCAP until Adimarchus. Now of course my guys are going to heal up and come back with specific tactics to beat him.I don’t want this to happen.
What dont you want to happen? You dont want them to heal up and restrategize? you dont want them to re-encounter Fetor? or you DO want them to re-encounter but dont want them to defeat fetor?
Robert
| Solomani |
Don't want to use the same tactics listed in the book. Got some ideas of leaping around the dungeon and harassing them and then joining either the dragon or the Orc and Naga but that may be overkill.
Kind of surprised that no one else had a similar experience? Where their party had to retreat from Fetor? His pretty much guaranteed getting a surprise round and has a good chance of going first with his high init which means the group can eat 4 lightning bolts before they get to him.
| MrVergee |
If you want to play Fetor as written, there are still a few options open to you. You could have him prepare some different spells, you might even want to give him some more spells in his spellbook, broadening your range of choices.
In my campaign, I recreated the loremaster from scratch to the following:
Fetor Abradius, NE Male Human, Wizard7 Loremaster9
Hit Points: 92 + 27 false life
Initiative: +3
AC: 19 (flatfooted 16, touch 14) with mage armor
Attacks: Dagger (Masterwork) +9/+4 (1d4)
SQ: Greater Lore (Ex), Lore (+17), Secret (More Newfound Arcana), Secret (Newfound Arcana), Secret (Secrets of Inner Strength), Secret (The Lore of True Stamina), Secret (Weapon Trick), Summon Familiar
Saves: Fortitude: +12, Reflex: +11, Will: +18
Abilities: STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 26 (+8), WIS 14 (+2), CHA 12 (+1)
Skills: Appraise 8; Concentration 21; Decipher Script 27; Gather Information 18; Know Arcana 23; Architecture and Engineering 13; Dungeoneering 13; Geography 13; History 27; Local 13; Nobility and Royalty 13; Religion 13; The Planes 30; Search 10; Speak Giant, Undercommon, Goblin, Celestial, Infernal, Ignan 6; Spellcraft 29
Feats: Empower Spell, Extend Spell, Greater Spell Focus (Enchantment), Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge (The Planes)), Spell Focus (Enchantment), Spell Penetration
Possessions: Amulet of Natural Armor +1; Cloak of Resistance +3; Dagger (Masterwork); Gloves of Dexterity +2; Headband of Intellect +4; Potion of Cure Serious Wounds; Potion of Shield of Faith +4 (2x); Ring of Protection +1; Scroll (Invisibility, Greater); Scroll (Knock) (3x); Scroll (Teleport)
Spells:
Spells per Day: (4/7/7/6/6/5/4/4/3/ DC:18+spell level)
Level 0: Detect Magic, Light, Prestidigitation, Read Magic
Level 1: Alarm (cast), Expeditious Retreat, Grease, Mage Armor (cast), Magic Missile, Shield (2x)
Level 2: Bear's Endurance, Hideous Laughter (DC 22), Invisibility, Levitate, Mirror Image, Web (2x)
Level 3: Clairaudience/Clairvoyance, Fireball, Fly, Gaseous Form, Slow, Vampiric Touch
Level 4: Confusion (DC 24), Dimension Door, Lesser Globe of Invulnerability, Wall of Ice, Greater Invisibility, Empowered False Life (cast)
Level 5: Break Enchantment, Cone of Cold, Feeblemind (DC 25), Telekinesis, Quickened Magic Missile
Level 6: Chain Lightning, Disintegrate, Greater Dispel Magic, Quickened Mirror Image
Level 7: Mass Hold Person (DC 27), Power Word Blind, Greater Teleport, Quickened Fireball
Level 8: Irresistible Dance (DC 28), Trap the Soul, Empowered Chain Lightning
Contingency: When brought below 25 hp, teleport to Gildenglade
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
Level 1: Alarm, Comprehend Languages, Detect Secret Doors, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, True Strike, Unseen Servant
Level 2: Bear's Endurance, Blindness/Deafness, Darkvision, Detect Thoughts, False Life, Hideous Laughter, Invisibility, Knock, Levitate, Locate Object, Mirror Image, Scorching Ray, See Invisibility, Spider Climb, Web
Level 3: Blink, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Illusory Script, Lightning Bolt, Secret Page, Shrink Item, Slow, Telepathic Bond, Lesser, Tongues, Vampiric Touch, Water Breathing
Level 4: Arcane Eye, Black Tentacles, Confusion, Detect Scrying, Dimension Door, Globe of Invulnerability (Lesser), Ice Storm, Invisibility, Greater, Locate Creature, Polymorph, Scrying, Wall of Ice
Level 5: Baleful Polymorph, Break Enchantment, Cone of Cold, Contact Other Plane, Dominate Person, Feeblemind, Passwall, Prying Eyes, Secret Chest, Sending, Telekinesis, Telepathic Bond, Teleport, Transmute Rock to Mud, Wall of Force
Level 6: Analyze Dweomer, Chain Lightning, Contingency, Disintegrate, Dispel Magic, Greater, Legend Lore, Move Earth, Symbol of Persuasion, True Seeing
Level 7: Hold Person, Mass, Limited Wish, Power Word Blind, Scrying, Greater, Teleport, Greater, Teleport Object, Vision
Level 8: Clone, Discern Location, Irresistible Dance, Polymorph Any Object, Trap the Soul
As you can see, I made him more powerful, and I also gave him a much wider selection of spells (after all, he's a powerful loremaster). He badly damaged the party, feebleminded the cleric, but finally got hit to below 25 hp, so his 'contingency' kicked in and he was teleported to safety. This way I'll be able to use him again in the future.
| Solomani |
What I ended up using him for was for harassment. As they were hacking their way through the second ice-lattice room (the one that had the demodand) he popped the door open at the other end and did his old lighting bolt routine. One maximised fireball later he was reduced to 25hps and he dimension door’d away to heal up. Then when the party was engaged with his “bodyguard” (Orgo Blacksword and the bone naga) and were all nicely lined up to the hallway leading into the place and held in place with the tentacles (at least until it was dispelled) he dropped two magic missiles – empowered/quickened and almost dropped the cleric. His next move I was planning to use the vampiric mist (or whatever the specific Karran-Kurral spells is) but a couple lucky shots from some arrows dropped him to 10hps and he decided to Gr. Teleported away.
So they will be bound to meet him again either back in the ruins or at one of the Cagewright battles. Will use your stats if needed. Thanks for the replies!