Skeletons of Scarwall (GM Reference)


Curse of the Crimson Throne

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Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: Edge of Anarchy
Chapter 2: Seven Days to the Grave
Chapter 3: Escape from Old Korvosa
Chapter 4: A History of Ashes
Chapter 5: Skeletons of Scarwall
Chapter 6: Crown of Fangs


Seems as if the pages have moved. Here's the revised listing.

Chapter 1: Edge of Anarchy
Chapter 2: Seven Days to the Grave
Chapter 3: Escape from Old Korvosa
Chapter 4: A History of Ashes
Chapter 5: Skeletons of Scarwall
Chapter 6: Crown of Fangs


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*Link to Guide to Korvosa (GM Reference)*


*Link to an errata thread*


Ruincaster feat(Pathfinder Chronicles Campaign Setting) wrote:

...Benefit: When you are standing upon or within a Mwangi ruin that covers at least 500 square feet, you may tap into the latent spiritual energies still held by the stones of that place...

...It is up to your GM as to whether ruins outside the Mwangi Expanse possess power levels and what power levels they are.

Scarwall is definitely a substantial ruin, and inhabited by spirits; true any latent spiritual energies would likely be very *negative* energies and attempting to tap into them might come at a price, but in theory a case can be made for Scarwall having a power level that anyone with the Ruincaster feat can tap into. What level should it be set at, and would it diminish as the PCs attempt to lift the curse of Scarwall?


P. 60 Someone seems to have become carried away with dotted red lines on the map of the Hold of Belkzen. The dotted red line running east from the end of 'The Sunwall' line does not seem to match any current (4708 Absalom Reckoning) known national boundary (or even an internal boundary in Ustalav) detailed by the Campaign Setting, and at the southern end of the map the line which marked the eastern border of Belkzen has been (apparently) unnecessarily carried on into Nirmathas.
The southeastern corner of the Realm of the Mammoth Lords ought to bulge in more towards The Shudderwood, too.
The boundary between Varisia and The Realm of the Mammoth Lords has not been indicated.
Thank-you for providing a map of The Hold of Belkzen, though, and for marking on previous boundaries with Lastwall; this is the sort of useful little detail I find helps to convey a sense of history and to bring the setting to life, besides giving me something to think about from a DM perspective. :D


P. 60 'The Shuddermounds' are indicated (on the map) in the foothills of the Mindspin Mountains.
P. 62 'The Skittermounds' (ankheg nests) are referred to in the text as being in the foothills of the Mindspin Mountains.

So which version is correct- or are they both correct, but 'The Shuddermounds' is missing a text entry (if it refers to a different feature) whilst 'The Skittermounds' have been left off the map?
(Or they could both refer to the same feature, I suppose, the orcs calling them one thing, for example, whilst Shoanti refer to them as the other.)

Paizo Employee Creative Director

Charles Evans 25 wrote:

P. 60 'The Shuddermounds' are indicated (on the map) in the foothills of the Mindspin Mountains.

P. 62 'The Skittermounds' (ankheg nests) are referred to in the text as being in the foothills of the Mindspin Mountains.

So which version is correct- or are they both correct, but 'The Shuddermounds' is missing a text entry (if it refers to a different feature) whilst 'The Skittermounds' have been left off the map?
(Or they could both refer to the same feature, I suppose, the orcs calling them one thing, for example, whilst Shoanti refer to them as the other.)

In cases like this, it's generally better to go with the text rather than the map. Skittermounds it is.

Grand Lodge

How would one work the "Haunts" mechanic with Pathfinder RPG's new "channeling positive energy" ability, since there is no longer turning?

Paizo Employee Creative Director

Hsuperman wrote:
How would one work the "Haunts" mechanic with Pathfinder RPG's new "channeling positive energy" ability, since there is no longer turning?

That's something that we'll probably be addressing sooner than later in Council of Thieves or another product soon after the game releases. But what'll probably happen is that we'd just give haunts hit points. They already have Hit Dice; it's easy enough to give them hit points and say that in order for channel energy to hurt them, it just blasts off the haunt's hit points.

Liberty's Edge

James Jacobs wrote:
Hsuperman wrote:
How would one work the "Haunts" mechanic with Pathfinder RPG's new "channeling positive energy" ability, since there is no longer turning?
That's something that we'll probably be addressing sooner than later in Council of Thieves or another product soon after the game releases. But what'll probably happen is that we'd just give haunts hit points. They already have Hit Dice; it's easy enough to give them hit points and say that in order for channel energy to hurt them, it just blasts off the haunt's hit points.

I have been giving haunts a Will save equivalent to what an undead of their HD would have (1/2 HD + 2), and then having them save against the Channel DC. It's worked well enough so far.

I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

Grand Lodge

Shisumo wrote:


I have been giving haunts a Will save equivalent to what an undead of their HD would have (1/2 HD + 2), and then having them save against the Channel DC. It's worked well enough so far.

I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

So, does that mean, if the haunt fails its Will save, does it immediately become permanently disabled?

I think James' idea sorta makes sense if you think of the "hp" that a haunt has as just being a threshold for how much positive channeling damage you have to do to destroy it; the haunt would still be immune to physical attacks and such. Although, I wonder, can a cleric deal sufficient damage with a single channel to destroy the haunt? By level 11, the cleric should be able to deal 6d6 damage with a channel, and it looks like haunts have around 18 HD... Assuming one uses a d12 for hit-die for the haunts, that's an average of around 108 hp (6x18); so basically, it's essentially impossible for a cleric to destroy the haunt in one turn, assuming the cleric can a) notice the haunt, and b) get a higher initiative than the haunt. Is that right??

Paizo Employee Creative Director

Shisumo wrote:
I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

That's why you give them "effective hit points" that can only be depleted by channel energy. I could see that expanded to let them be depleted by healing magic, the same way healing magic harms undead.


James Jacobs wrote:
Shisumo wrote:
I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?
That's why you give them "effective hit points" that can only be depleted by channel energy. I could see that expanded to let them be depleted by healing magic, the same way healing magic harms undead.

CEDP (Channeled Energy Damage Points), that are 'aspected' + or - (Positive or Negative).

Grand Lodge

Not sure if this was brought up before or not, but I noticed that Skeletons of Scarwall is designed for 12th-level characters (up to 14th), but the previous adventure, A History of Ashes, is for characters from 10th to 11th. Was this gap a mistake or is there suppose to be some kind of filler in between?


The PCs in my campaign complete each module a more advanced level of what it is said in the beginning of the following module (We play with 3.5 ruleset)... and all works fine. There is enough experience to reach level 12 at the end of module #10.

Grand Lodge

Iridal wrote:
The PCs in my campaign complete each module a more advanced level of what it is said in the beginning of the following module (We play with 3.5 ruleset)... and all works fine. There is enough experience to reach level 12 at the end of module #10.

I guess I forgot to mention that my group is already done with A History of Ashes and they just reached level 11 after the final assault. It should also be noted that we are using the Pathfinder RPG "fast" experience track.


My group are finishing "Escape from Old Korvosa”. When we finished, they will be level 11... But we play with 3.5 rules (We don’t like PFRPG)

Probably you have this problem because the PCs earn less experience with PFRPG. The AP is designed to use the 3.5 experience track. Design some obstacles during the journey to Scarwall and be generous with experience. Give them a bonus for successfully completing “A History of Ashes”. Soon you will fill the gap.

Grand Lodge

I noticed there weren't any stats for Prelate Aruth (in room 37). Are we suppose to be referring to another source? Thanks.

RPG Superstar 2011 Top 32

Hsuperman wrote:
I noticed there weren't any stats for Prelate Aruth (in room 37). Are we suppose to be referring to another source? Thanks.

He's a Mummy Lord, 10th level Cleric, which is on pages 190-191 in the Monster Manual.

Grand Lodge

Gamer Girrl wrote:
He's a Mummy Lord, 10th level Cleric, which is on pages 190-191 in the Monster Manual.

Ah! Thanks! I guess I'm just used to seeing something like "MM 190" in the stat block to refer to the Monster Manual or whatever source, but I didn't see it this time so I was a bit lost. Greatly appreciated!

Grand Lodge

Sorry, folks, but yet another question:
Does the "Infused Soul" benefit that the PCs gain in the very beginning of the adventure (from the Spirit Blessing), which protects each of them from a single death effect, protect them from Zev Ravenka's Trap the Soul ability (which is essentially a save or die effect)?


Hsuperman wrote:

Sorry, folks, but yet another question:

Does the "Infused Soul" benefit that the PCs gain in the very beginning of the adventure (from the Spirit Blessing), which protects each of them from a single death effect, protect them from Zev Ravenka's Trap the Soul ability (which is essentially a save or die effect)?

No, trap the soul is classified as a Conjuration (Summoning) effect. No death ward for you!

Of course, you can rule otherwise if you are so inclined.

Frog God Games

Hsuperman wrote:
Gamer Girrl wrote:
He's a Mummy Lord, 10th level Cleric, which is on pages 190-191 in the Monster Manual.
Ah! Thanks! I guess I'm just used to seeing something like "MM 190" in the stat block to refer to the Monster Manual or whatever source, but I didn't see it this time so I was a bit lost. Greatly appreciated!

Hmmm, the page reference should have been in there...don't know how it got cut. Sorry about that.

Grand Lodge

Turin the Mad wrote:

No, trap the soul is classified as a Conjuration (Summoning) effect. No death ward for you!

Hmm... interestingly, though, I noticed that the "Handle With Care" text box on that page says "smart (or lucky) PCs have death wards going when they encounter the demilich--we also put a scarab of protection in the adventure to increase the chance that at least one PC will have protection against the demilich's attacks." But I presume that's for the Wail of the Banshee attack? Is there anything the PCs can do to prevent from being soul trapped? Oh, and where did you see that it is a Conjuration (Summoning) effect?


Hsuperman wrote:
Turin the Mad wrote:

No, trap the soul is classified as a Conjuration (Summoning) effect. No death ward for you!

Hmm... interestingly, though, I noticed that the "Handle With Care" text box on that page says "smart (or lucky) PCs have death wards going when they encounter the demilich--we also put a scarab of protection in the adventure to increase the chance that at least one PC will have protection against the demilich's attacks." But I presume that's for the Wail of the Banshee attack? Is there anything the PCs can do to prevent from being soul trapped? Oh, and where did you see that it is a Conjuration (Summoning) effect?

The question was about trap the soul - which is classified as such in the PHB in the spell's header. I also missed the reference earlier - I remembered the demi-lich as a bishop, but not by name. :)

Referencing the demi-lich's supernatural ability of the same name, however, also does not explicitly state it is a death effect.

Frankly, given the flaw in the demi-lich's so-called 'immunity to magic', I'm not inclined to alter the ability at all - it's primary weapon for wiping out an entire group is its 'wail', which is handily stone-walled by means of death ward, a scarab of protection and other similar abilities/items.

Grand Lodge

I'm confused as to how the Statue of Kazavon trap/curse works. The Room 13 description seems to say that the statue gives victims the irresistible urge to climb the ladder into Room 22; but the curse ends 1 minute later (presumably, while the victim is sitting in the Room 22). However, Room 22 says that the statue bestows a curse that ends when another victim with the curse comes into the room. Doesn't this mean that if only one victim is affected and climbs up the ladder, he can easily climb out after a minute? I guess my qualm is that this doesn't seem like a very effective trap (if it even is a trap) based on the way it's worded. Could someone clarify?

Grand Lodge

So, not sure if I'm missing something, but how does the party gain entrance to the War Tower where General Gorstav and the Nessian Warhounds are in (rooms 19 and 34)?? I can't seem to find any obvious entrances...

Also, I noticed that in Kleestad's stat block, his claws deal "pain," which is later described later as a special ability. However, his bite, which deals "weakness," is not described. Anybody know what this does?

Liberty's Edge

The way into the war tower was mentioned in the Scarwall Errata thread that was linked to above, basically because its such a complicated map, there were a number of rooms that got mixed up somehow and a few doors were left off. The link to it is here

As for kleestads weakness ability, that is a good spotting, I don't know what to do on that one.

Frog God Games

Hsuperman wrote:
I'm confused as to how the Statue of Kazavon trap/curse works. The Room 13 description seems to say that the statue gives victims the irresistible urge to climb the ladder into Room 22; but the curse ends 1 minute later (presumably, while the victim is sitting in the Room 22). However, Room 22 says that the statue bestows a curse that ends when another victim with the curse comes into the room. Doesn't this mean that if only one victim is affected and climbs up the ladder, he can easily climb out after a minute? I guess my qualm is that this doesn't seem like a very effective trap (if it even is a trap) based on the way it's worded. Could someone clarify?

Sorry I didn't see this question earlier Hsuperman. The line about the compulsion ending after 1 minute was added to the manuscript in editing, evidently because James is a far more humane GM than I am. Nevertheless, as you have noted, it does seriously water down the curse's effectiveness to the level of pointlessness, so I would recommend disregarding that line of text altogether.

The way of breaking the curse is by magic, physical restraint, or being replaced in area 22 by some other schlub.

Frog God Games

Tarlane wrote:

The way into the war tower was mentioned in the Scarwall Errata thread that was linked to above, basically because its such a complicated map, there were a number of rooms that got mixed up somehow and a few doors were left off. The link to it is here

As for kleestads weakness ability, that is a good spotting, I don't know what to do on that one.

As Tarlane said...with the addition, that I think James discussed the pain and weakness aspects in some thread hereabouts one time. Those were changes made after I turned the manuscript in IIRC, so I don't have the answer for that.

Grand Lodge

I didn't see the errata; thanks for pointing that out! Greg, as for the statue of Kazavon, the fix you suggested is exactly what I did when I ran it; thanks for the tip, though!

Grand Lodge

Sorry for continually asking questions regarding this chapter of Crimson Throne... My players will most likely be encountering Nihil in the tower (room 31) in tomorrow's session. I have a few questions regarding this encounter/room. How tall is it? It's described as a "tall, hollow tower," but I don't believe the height is listed anywhere. Also, judging by the description, it sounds like there are no stairs or mechanism to climb up the tower; the only options are either flight or physically scaling the walls via Climb. Is that right? To me, it sounds like Nihil will basically be hanging out way up in the tower, invisible, and casting nasty spells, while the PCs are on the ground floor trying to figure out what the hell is killing them; sounds dangerous! I like it! And one more thing, regarding Nihil, the text says, "as soon as one of her bone or bared devils perishes, she orders them all to retreat here to protect her." I noticed, though, that room 31 is locked with a superior lock. And since the devils can't teleport due to the dimensional anchor on the castle, I assume they have a key to gain access (which the PCs may find on the first devil body they kill?). Thanks for the help.

Frog God Games

Hsuperman wrote:
Sorry for continually asking questions regarding this chapter of Crimson Throne...My players will most likely be encountering Nihil in the tower (room 31) in tomorrow's session. I have a few questions regarding this encounter/room.

Not a problem, Hsuperman. It's been awhile since I read through Scarwall, so I had to go back and look some of these up in order to answer them.

Hsuperman wrote:
How tall is it? It's described as a "tall, hollow tower," but I don't believe the height is listed anywhere.

The floors of Scarwall Castle are each 15 feet high (pg. 19, top of righthand column). Kazavon's tower covers a total of three levels per the map on page 40 (the bottom level of it, the level that is even with the roofs of the keep, and the lone top level with its battlement), though the top level is truncated with an exterior balcony around it. Therefore, the total ceiling height for the chamber is 45 feet, though the opening from area 33 is only 30 feet above the floor (as mentioned in that area).

Hsuperman wrote:
Also, judging by the description, it sounds like there are no stairs or mechanism to climb up the tower; the only options are either flight or physically scaling the walls via Climb. Is that right?

Correct. There is no staircase (Kazavon could fly, as can Nihil) but the ascending alcoves could probably provide purchase for a determined climber as could the many support beams (not shown).

Hsuperman wrote:
To me, it sounds like Nihil will basically be hanging out way up in the tower, invisible, and casting nasty spells, while the PCs are on the ground floor trying to figure out what the hell is killing them; sounds dangerous! I like it! And one more thing, regarding Nihil, the text says, "as soon as one of her bone or bared devils perishes, she orders them all to retreat here to protect her." I noticed, though, that room 31 is locked with a superior lock. And since the devils can't teleport due to the dimensional anchor on the castle, I assume they have a key to gain access (which the PCs may find on the first devil body they kill?). Thanks for the help.

That is probably a good tactic for Nihil, but it has a weakness.

Spoiler:
There is an opening into the interior to the tower from the top at area 33, so PCs can fly or climb the exterior of the tower and get up near Nihil if they think of it. That is also how the devils can get in to reinforce Nihil so that they do not need keys (which Nihil would likely not give them). Area 33 provides some additional information on this. Enjoy!
Grand Lodge

Greg, thanks again for your clarifications! My group was wrestling with some bone devils initially, they retreated to rest, and the next day they decided to go to the war tower that had the missing door (which I revealed to them), where they fought General Gorstov. Next session, they'll enter Kazavon's tower and I'm hoping it will go well... *evil grin*

Frog God Games

Have fun. :-)

Grand Lodge

I have a few questions regarding Zev Ravenka and Pathfinder RPG rules. My group of PCs have decided to prepare themselves for the fight by purchasing scrolls of death Ward. Under the revised rules in Pathfinder RPG, does death ward protect the PCs against Zev Ravenka's wail of the banshee spell as well as his trap the soul ability (the three negative levels part). Death ward does say, "the subject is immune to energy drain and any negative energy effects, including channeled negative energy," which leaves me to believe that the PCs are immune to the three negative levels with a successful save against the trap the soul ability, but are not immune when they fail the save. Am I correct about this? If so, I feel like my PCs will have an easy time with Zev, so long as they have their death ward up.

On an unrelated note, how long in game time should Skeletons of Scarwall take? I believe my PCs have been at the castle for at least a week to a week and a half now. The problem is they feel like there is no urgency to get back to Korvosa, so I'm wondering if I need to start advancing the timeline in Crown of Fangs.

Thanks for any help/suggestions.


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I've made it a nightmare for my PCs to rest in Scarwall by hitting them with random encounters and random creepy effects from Heroes of Horror. I also make them roll DC 25 Will save to resist taint every time they rest. I don't think they'll last three days...

Grand Lodge

Cesare wrote:
I've made it a nightmare for my PCs to rest in Scarwall by hitting them with random encounters and random creepy effects from Heroes of Horror. I also make them roll DC 25 Will save to resist taint every time they rest. I don't think they'll last three days...

Unfortunately, my PCs are smart and they're going back outside of the castle (the barbicans) every time to rest in a secure shelter cast by the party conjurer. So, they've completely avoided the need to make any Will saves against taint or experience any random encounters from the castle. Sadness... (for the me, anyway; I'm sure they're loving it).


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Just an observation:
If the PCs can move quickly, they'll bypass the last two encounters of Scarwall. Jumping into the blue-light shaft gets them past Idlevrok since he won't pursue. Kleestad has no good way to deal with flyers and he's too big to pursue down the tunnels.

For my campaign, they flew down the blue-shaft, flew out to the island to grab the sword, and left. Kleestad got in one breath weapon before the party disappeared down the tunnels.

If you don't want things that easy, Idlevrok could be the only one to open the blue-light shaft and not until he gets a curate. A portcullis the gugs can close would keep the flyers from fleeing (and give a thief something to do).


A question about the chained spirit Mithrodar...under melee attacks, it says that the chains attack at +6, but under the Special Abilities: Chains section, it states that "they attack and make special attacks as if wielded one-handed by a creature with a Strength of 25."

If Mithrodar has a BAB of +7, and the chains are treated as STR 25, wouldn't that make their ATT +14?

Grand Lodge

Joseph Jolly wrote:
If Mithrodar has a BAB of +7, and the chains are treated as STR 25, wouldn't that make their ATT +14?

Yah, I just gave him a +14 attack on his chains in my game. Interestingly, Mithrodar's chains are corporeal (even though there is a sentence in there somewhere that says it's also incorporeal, but I assume it means corporeal, since that's the only way it can grapple) yet he is incorporeal... Not quite sure how that works...

Scarab Sages

So I'm resurrecting a thread that's more than a year old. Sue me. ;) This seems to be the best place to talk about Mithrodar since Google couldn't find him mentioned anywhere else...

A spoiler tag probably isn't needed since this is a GM thread, but just in case...

Spoiler:
Hsuperman just pointed out that the chains need to be corporeal for him to make special attacks as described in the statblock for his Chains (Su) ability. (The word "incorporal" in the second-to-the-last paragraph on pg 78 is pretty obviously a typo.) But since he always pops back to his original location at the end of his turn, what happens to those corporeal chains if he uses them to grapple? Should the grapplee be dragged back towards the center of the room by the same distance that Mithrodar moves? Or maybe the chains stay where they are? (I'm giving Mithrodar's chains a reach of 20 feet since that's what they have for the Kyton.)

Also, it appears that his chains are treated as secondary weapons in the statblock (they have an attack bonus that is the same as his primary attack -5) so that would make his AB +10 instead of +14, right?


I'm expecting my party to meet up with him in tomorrow's session, or perhaps the following Tuesday. Should be fun as they've only eliminated one spirit anchor. :)

Dark Archive

A quick question as my group is likely to face one of the anchors next session, how does dispel evil work to free the anchor (i.e. is it automatic or does it need a dispel check, if so against what CL?) Any thoughts appreciated.

Also, does the dimensional anchor effect on the castle make summoning monsters impossible?

Grand Lodge

My group never actually did cast dispel evil; they just killed the anchored creature. Nevertheless, I would say that casting dispel evil should work automatically on the chains. You already have to make a melee touch attack (which is scary enough since you have to go adjacent to the spirit anchor), but also there is nothing listed in the dispel evil description that requires a dispel check.

As for the dimensional anchor effect on the castle, I allowed my group to still summon creatures. The wizard in the party is a conjurer, so not allowing summons would've have absolutely crippled him. I think the main reason for having the dimensional anchor is to prevent them from teleporting in and out and forcing them to find a place to rest, and thus receiving those unsettling nightmares. Of course, if your party is clever (like mine was), they'll just walk out the front door and then teleport :P

Dark Archive

Hsuperman wrote:

My group never actually did cast dispel evil; they just killed the anchored creature. Nevertheless, I would say that casting dispel evil should work automatically on the chains. You already have to make a melee touch attack (which is scary enough since you have to go adjacent to the spirit anchor), but also there is nothing listed in the dispel evil description that requires a dispel check.

As for the dimensional anchor effect on the castle, I allowed my group to still summon creatures. The wizard in the party is a conjurer, so not allowing summons would've have absolutely crippled him. I think the main reason for having the dimensional anchor is to prevent them from teleporting in and out and forcing them to find a place to rest, and thus receiving those unsettling nightmares. Of course, if your party is clever (like mine was), they'll just walk out the front door and then teleport :P

Thanks for the suggestions. The party has a cleric that sometimes does the summon monster thing but removing that ability wouldn't cripple her. I'm inclined to do the total effect just to be consistent.

Oddly enough my party basically did the walk out and teleport without realizing it. They returned to the orc encampment where they left a small cache of loot they were planning on selling. Next session they're planning on teleporting back in.. Maybe they end up in the moat? Cue evil GM laughter...


I'm wondering how to do a conversion of 3.5 to Pathfinder Core in regards to this encounter, Zev Ravenka dr20/vorpal vs Pathfinder Paladin's smite stating: Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. An ability we know 3.5 Paladins did not possess.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Greytalon wrote:

I'm wondering how to do a conversion of 3.5 to Pathfinder Core in regards to this encounter, Zev Ravenka dr20/vorpal vs Pathfinder Paladin's smite stating: Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. An ability we know 3.5 Paladins did not possess.

Well, it makes the Paladin a prime target, doesn't it? And since the archbishop is a.) an archbishop and b.) a lich, he'll probably pass his Knowledge: Religion check to identify him early on.

Also, since it's Pathfinder, he'll have more hitpoints. About 95 to 110. Not that relevant in face of a Paladins smite, but even if the Paladin will hit the Lich first, Ravenka will probably get a chance to soul-suck him.


For my game, I ruled that that DR20/vorpal overpowered the Paladin's Smite Evil ability. Basically, you've got two cases of "the rules don't work normally here" at odds, and the general rule to follow is "which way is more fun?" Having the paladin one-shot the uber-powerful nasty may be fun for him, but I don't think it would be for anyone else. All the other bonuses he's picking up from smite evil will help offset all that DR anyway.

Even though I ruled that way, it never came up in my game. The party had about 2 rounds where they were flailing away useless at the demi-lich, and then in round 3 the warhammer wielding fighter got a crit while using a power attack - DR 20 only goes so far in that situation.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
fanguad wrote:

For my game, I ruled that that DR20/vorpal overpowered the Paladin's Smite Evil ability. Basically, you've got two cases of "the rules don't work normally here" at odds, and the general rule to follow is "which way is more fun?" Having the paladin one-shot the uber-powerful nasty may be fun for him, but I don't think it would be for anyone else. All the other bonuses he's picking up from smite evil will help offset all that DR anyway.

Even though I ruled that way, it never came up in my game. The party had about 2 rounds where they were flailing away useless at the demi-lich, and then in round 3 the warhammer wielding fighter got a crit while using a power attack - DR 20 only goes so far in that situation.

Wow, one crit put the thing down? I am guessing you ran him with his original HP?

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