HoHR - Telakin needs Umpf


Age of Worms Adventure Path


Hi everybody,

IMC, the PCs will pobably face Telakin soon. Preparing for that encounter, I came to understand that the mirror room is much cooler, encounterwise - despite the fact, that the encounter with Telakin is the last one prior to resting and going after Zyrxog. So, long story short, I want this one to be very cool, hard and memorable; come on, it's the FINAL doppelganger encounter.

My thoughts:
Single casters are sooner dead than seen. So...
a) Level up for Telakin! At level 9, that's 5th level spells... sweet.
b) The guard that warns him is there to stay and fight!
c) There are so many nasty illusion/transmutation spells out there in SC, PHB2; I will certainly tweak the spell list (corporeal instability, evard's menacing tentacles, greater mirror image, persistant image + greater invisibility in wizard form, legion of sentinels + nightstalkers transformation in barbarian form)
d) I dislike the room all is taking place in. A throne? huh, seen that. How about Telakin casts mirage arcana, and the hall resembles a magical library (with plenty opportunity for cover)? And then when he switches to frost barbarian, the room disappears and voila - snowstorm, iceblocks, and balance checks! No, when he is finally dead, the room reappears as an mostly empty, grey hall of smooth stone.

What are your thoughts? Too deadly after the whole dungeon? Too much visual effects? Still too less oompf? had your PCs a particularly easy time with Telakin? What tactics did he emply in your campaign?


Here's the version of Telakin I used in my campaign:

Telakin, LE Male Doppelganger Sor10
Hp 109
Init +7
AC: 19 (Flatfooted:16 Touch:15); 23 with Mage Armor, 27 with Mage Armor and Shield
Atk +12/7 base melee, +12/7 base ranged
Atk +12/+7 (1d6+4, Slam)
SA: Detect Thoughts; SQ: Immunity: Charm, Sleep, Change Shape (Su)
SV Fort +9, Ref +11, Will +14
Abil: STR 16, DEX 16, CON 18, INT 12, WIS 14, CHA 22.
Skills: Bluff +27, Concentration +21, Disguise +17, Sense Motive +9, Spellcraft +13.
Feats: Dodge, Empower Spell, Improved Initiative, Point Blank Shot, Practiced Spellcaster, Precise Shot.
Poss: Potion: Cure Serious Wounds (5) (750 gp); Ring: Protection +2 (8,000 gp); Amulet of Health +2 (4,000 gp); Cloak of Charisma +2 (4,000 gp); Vest of Resistance +1 (1,000 gp).

Spells Known (Sor 6/8/8/7/6/4):
0 -- Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Message, Prestidigitation, Read Magic, Silent Portal
1st -- Expeditious Retreat, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield
2nd -- False Life, Glitterdust, Mirror Image, Scorching Ray
3rd -- Clairaudience/Clairvoyance, Fireball, Slow
4th -- Dimension Door, Invisibility, Greater
5th -- Telekinesis.

Sovereign Court

If you're looking to make Telakin a tougher opponent, lower his barbarian abilities to level 5 and add 5 levels of cleric so he can buff up before the fight. This won't exceed the 18 levels of class abilities he's allowed to have. Here's my version:

Telakin
CR 10

hp 76 (9 HD)
________________________________________
Greater Doppelganger (wizard 8 or barbarian 5 or cleric of St. Cuthbert 5)
N Medium Monstrous Humanoid (Shapechanger)
Init +8; Senses Listen +14, Spot +14
Languages Common, Elven, Orc, Ancient Suloise
________________________________________
AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16 (Barbarian: flat-footed AC 20)
Immune sleep & charm effects
Fort +11, Ref +12, Will +12
________________________________________
Speed 30 ft. (6 squares); Barbarian: 40 ft. (8 squares)
Melee 2 slams +11 (1d6+2); Barbarian: +2 frost greatsword +13/+8 (2d6+5+1d6 cold, 19-20)
Base Atk +9; Grp +11
Special Actions Detect Thoughts (CL 18th, DC 16), Polymorph Rend (6d6, DC 16 ½); Cleric: Turn Undead 5/day (+2, 2d6+7)
Combat Gear scroll of dominate person (CL 9th, DC 20), scroll of fireball (CL 8th, DC 18), wand of cure moderate wounds (CL 5th, 26 charges)
Cleric Spells Prepared (CL 5th)
3rd - dispel magic, protection from energy
2nd - aid, bear’s endurance, bull’s strength, shatter
1st - divine favour, entropic shield, obscuring mist, sanctuary, shield of faith
0 - detect magic, detect poison, light, mending, read magic
Domains: Destruction & Protection
Wizard Spells Prepared (CL 8th)
4th - confusion (DC 19), lesser globe of invulnerability, wall of fire
3rd - clairvoyance, displacement, fireball (DC 18), slow (DC 18)
2nd - false life, mirror image, scorching ray, see invisibility
1st - charm person (DC 16), grease (DC 16), mage armour, magic missile(2), ray of enfeeblement
0 - daze (DC 15), mage hand, message, open/close
________________________________________
Abilities Str 14, Dex 19, Con 18, Int 21, Wis 14, Cha 14
SQ Change Shape, Consume Identity, Magic Item Use; Barbarian: Fast Movement, Rage 2/day, Uncanny Dodge, Trap Sense +1, Improved Uncanny Dodge; Wizard: Summon Familiar
Feats Blind-Fight, Great Fortitude, Improved Initiative, Iron Will; Wizard: Scribe Scroll, Extend Spell
Skills Bluff +19 (+23 when reading minds), Diplomacy +12, Disguise +18 (+28 when using change shape, +32 when also reading minds, +2 for acting in character), Intimidate +10, Listen +14, Search +17, Sense Motive +14, Spot +14, Survival +2 (+4 when following tracks)
Possessions combat gear plus vest of resistance +2, cloak of many forms, key ring
Spellbook as above plus 0 - all; 1st - comprehend languages, disguise self, hold portal, Nystul’s magic aura, summon monster I, unseen servant; 2nd - alter self, knock, resist energy, Valdagan’s chain of eyes; 3rd - fly, haste; 4th - greater invisibility
________________________________________
Pre-Combat Tactics: mage armour (8 hours), false life (8 hours), clairvoyance (8 min.), protective ward (1 hour), see invisibility (80 min.), protection from energy (50 min.), mirror image (8 min.), aid (5 min.), bear’s endurance (5 min.), shield of faith (5 min.), bull’s strength (5 min.), entropic shield (5 min.), obscuring mist (5 min.), divine favour (1 min.), lesser globe of invulnerability (8 rounds), grease (8 rounds), displacement (8 rounds)

Since the Change Shape ability doesn't allow Telakin to change his clothes or the appearance of his greatsword, I gave him a cloak of many forms which allowed him to cast disguise self as a swift action. I added a spellbook so he could actually prepare spells. Having studied the mind gem of the kidnapped PC gave him knowledge of Allustan so he could appear as such. He put up quite a good fight against 6 overpowered PC's but in the end he died without taking anyone with him.

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