Khala's defenses


Savage Tide Adventure Path

The Exchange RPG Superstar 2010 Top 32

Well, my group has decided to ... storm Taboo Island. They went right up to the front door and met the (projected) wastrilith. They'd already chased it off once (Khala had to teleport it away after it was level-drained and stunned).

It stunned a few with a Blasphemy and sicced a water elemental on them before spamming dispels to try and find the three greater invisible pinpricks who were hurting it.

The wizard, polymorphed with claws of the werebear active, stunned it back and dimensional anchor'd it, and it took a lot of full attacks before slipping underwater. Khala dispelled the dim. anchor and the wastrilith dove, followed by the invisible, freedom of movement-ed uber-buffed wizard.

Above ground, two arrow demons crashed into the wall of force blocking the steps, and the (now all greater invisible) party moved in to kick their asses. The wizard let rip with a claw/ claw/ bite to the wastrilith and Khala ended up taking matters into his own hands. He swapped places with the wastrilith just before the final, fatal bite and his gaze terrified the poor arcanist who promptly used celerity to dimension door to the rest of the party.

Three skinwalker fighters and a skinwalker acolyte arrived to support the beleagured arrow demons and that's where we had to stop.

So - what do you guys think?
Will Khala surface and fight, or keep himself and his powers secret for now?
Will he have, say, the Hezrou teleport in to support the skinwalkers?
Something new and funky?

All ideas welcome - I want to beat the players off for their brazen full-on assault. They've only ever retreated once in 14 levels, and Khala seems like a good candidate for number two :-)


That sounded like a smashing combat!

They must have used up resources by now. Let Khala send all the skinwalkers after them to weaken them some more, then if necessary send the hezrou, and then finally attack them himself, preferably when they have used their best spells on the other foes.

The Exchange RPG Superstar 2010 Top 32

It was fantastic - and it's still going :-)

I never even mentioned the spellthief - the longer the fight goes on, the stronger she gets! At one stage she stole the unholy aura from the wastrilith, and the +4 on saves meant she survived the symbol of death! She just stole scorching ray from the Acolyte and learned that he has glitterdust. With the whole party greater invisible it's such a terrible shame that the Acolyte has the initiative! Mwahahahaha!

Even with my pimped adversaries the party are kicking ass - it's great to watch and tricky to keep moving sometimes!

If Khala waits and follows the fight telepathically he can teleport away and give the wastrilith a good shouting at for failing him twice now :-D

"You imbecile! Do I have to do EVERYTHING myself here?" ;-)


Carborundum wrote:

If Khala waits and follows the fight telepathically he can teleport away and give the wastrilith a good shouting at for failing him twice now :-D

"You imbecile! Do I have to do EVERYTHING myself here?" ;-)

That would be awesome!

My group is finally going to play the attack on Farshore by the Crimson Fleet this Friday (after more than a year's delay). I am really looking forward to it! Nice for the final D&D session of this year.

The Exchange RPG Superstar 2010 Top 32

Awesome! We took three weeks to do that one :-)

One tip - don't let your Vrocks take-off without Improved Flight and Hover feats. :-)

And if there are fighters giving them trouble - Telekinesis to disarm while above the ocean is mean :-)

The Exchange RPG Superstar 2010 Top 32

I'll have to find my Vanthus for you to examine. I made him a Fighter 5 Vengeance Knight 7 - with special Vengeance enemy... The Party!


Cool! I have adapted Vanthus heavily, especially given him more HP. I am still looking for some cool one-liners for him!

I have also added some extra foes, especially in the water (skulvyns and ixitxachitls), since my PCs will have a lot of water animals summoned (they have a druid PC and there are various druid NPCs cooperating with them).

I really like the telekinesis idea. I am definitely going to use that.
Actually my player group are their own worst enemies. They made a type of cluster bomb which is wildly inaccurate - chances are when they drop one, that one of the wooden buildings in Farshore catches fire instead of an enemy. And if they set an enemy ship on fire, I can use the same tactic sir Francis Drake did: send a burning ship to ram the enemy.
So I definitely expect a lot of fire damage. And the vrocks can of course also use telekinesis on one or more of the cluster bombs :-)

They have also built a bunker, which is well-hidden, but it has only one exit. Lavinia is in there. So if the enemies discover the exit, they are in trouble. They actually want to disguise someone else as Lavinia and put her on one of the ships, but I am not sure whether they are going through with this plan. It will certainly be a lot of fun if they do.

The Exchange RPG Superstar 2010 Top 32

My players filled crates with tar and pitch then anchored them to the seabed. The water genasi let them loose under the Crimson Fleet, then the wizard started fireballing :-)


Here is the log from my Crimson Fleet battle.

And here is the log from the Crimson Fleet battle in the Dark World. (It's a long story, short version is there was a parallel universe where my main characters fought Vanthus, since they were absent for the main-game fight due to the Deck of Many Things and the Void Card.)

Feel free to use any of the music links, lines, or pictures. (Disclaimer: there is some coarse language and crude humor {or failed humor} throughout the texts.)

Also, here were my stats.

Crimson Fleet Pirate:
Crimson Fleet Pirate (CR 4)
XP 1,200
Male human rogue 3/swashbuckler 2
CE Medium humanoid
Init
+9; Senses Perception +5
Languages Common
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AC 19 (+3 armor, +1 deflection, +5 Dex) touch 16, flat-footed 14, combat 23
hp 42 (2d10 + 3d8 + 13)
Fort +8, Ref +12, Will +3; evasion
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Speed 30 ft.
Melee Cutlass +12 melee (1d6 + 5 /18-20/x2 + 3d6) and
Torch +11 touch (1d6 fire DC 17)
Ranged Pistol +10 ranged (1d10 /x3 + 3d6)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Combat +8
Atk Options Bleeding attack, sneak attack +3d6
Combat Gear Red rum
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Abilities Str 14 (18), Dex 16 (20), Con 14, Int 11, Wis 8, Cha 12
Feats Daring Outlaw, Improved Initiative, Old Salt, Telling Blow, Weapon Finesse
Skills Acrobatics +15, Bluff +11, Climb +12, Craft (carpentry) +6, Intimidate +11, Knowledge (local) +8, Perception +7, Profession (sailor) +11, Survival +3, Swim +14
Possessions Combat gear and +1 cutlass, masterwork sharkskin armor, masterwork pistol (1 shot), ammo (10 shots), ear ring of protection +1, vest of resistance +1, 9 silver, 10 gold
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Crimson Fleet Captain:
Cap'n (CR 8)
XP 4,800
Male human fighter 5/swashbuckler 5
CE Medium humanoid
Init
+9; Senses Perception +3
Languages Common
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AC 29 (+4 armor, +2 deflection, +5 Dex, +3 dodge, +5 natural) touch 20, flat-footed 21, combat 33
hp 129 (10d10 + 50)
Fort +16, Ref +17, Will +8 (+11 vs fear)
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Speed 60 ft.
Melee Cutlass +25/+25/+20 melee (1d6 + 15 /17-20/x2)
Ranged Pistol +20 ranged (1d10 + 3 /x3)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Combat +18
Atk Options Insightful strike, power attack (-3, +6)
Combat Gear Cap'n's grog (x3)
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Abilities Str 14 (18), Dex 16 (20), Con 14 (18), Int 13, Wis 11, Cha 16
SQ Armor training 2, dodge +2, grace +1, weapon training (light blades +2, firearms +1)
Feats Combat Reflexes, Daring Warrior, Great Captain, Greater Weapon Focus (cutlass), Improved Critical (light blades), Improved Initiative, Old Salt, Power Attack, Scourge of the Seas, Weapon Finesse, Weapon Focus (light blades), Weapon Specialization (light blades)
Skills Acrobatics +20, Bluff +18, Climb +12, Craft (carpentry) +7, Intimidate +18, Knowledge (geography) +8, Knowledge (local) +7, Profession (sailor) +15, Swim +10
Possessions Combat gear and +3 cutlass, +1 sharkskin armor, masterwork pistol (1 shot), ammo (10 shots), ear ring of protection +2, vest of resistance +3, 5d10 silver, 2d10 gold, 2d6 platinum
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Great Captain When a cap'n is in command of a vessel, he can use the aid another action to assist all other persons on board who are performing the same action in the current round - for example, making an attack, making Profession (siege engineer) checks, making Profession (sailor) checks and so forth. It is a move action for him to command the vessel in combat.

Old Salt A cap'n can use Profession (sailor) to predict the weather instead of Survival.

Scourge of the Seven Seas A cap'n can make an Intimidate check to frighten the captain of an opposing ship.

Cap'n's grog is potent drink that combines several effects that last for 1 hour per swig. They have all been included in the Cap'n's stat block as it is likely the Cap'n makes most of his actions while under the power of the drink. Barkskin, bear's endurance, bull's strength, cat's grace, endure elements, good hope and haste (Caster level 15th)

[size=150]Daring Warrior (Fighter)[/size]
Prerequisite: armor training +1, grace +1
Benefit: Your fighter and swashbuckler levels stack for the purpose of determining armor training, bravery, dodge, grace and weapon training.

V'sesslin:
V'sesslin (CR 11)
XP 12,800
Female yuan-ti pure blood sorcerer (snake) 10
CE Medium Monstrous Humanoid
Init
+5; Senses Darkvision, Perception +8
Languages Abyssal, Common, Draconic, Yuan-ti
_____________________________________________________________

AC 22 (+4 armor, +3 Dex, +1 natural, +4 shield) touch 13, flat-footed 19, combat 21
hp 97 (117 with false life) (13d8+39)
Resist acid 10; SR 21
Immune Poison
Fort +8, Ref +10, Will +11
_____________________________________________________________

Speed 30 ft.
Melee Rod +10/+5 (1d8 + 2 and poison)
Ranged 3 scorching rays +11 touch (4d6 fire) or
acid spit +11 touch (1d6 + 6 acid)
Space 5 ft.; Reach 15 ft.
Base Atk +8; Combat +8
Special Actions Alternate form
Combat Gear wand of enlarged fireballs (38 charges, DC 19)
_____________________________________________________________
Psionics (Manifester level 13th)
At will – detect poison

Sorcerer Spells Known (Caster level 13th)
5th (5/day) – waves of fatigue
4th (6/day) – animate dead, black tentacles, enervation
3rd (7/day) – fly, haste, lightning bolt (DC 19), poison (DC 19)
2nd (8/day) – bull's strength, false life, mirror image, scorching ray, summon swarm (vipers)
1st (At will) – animate rope, charm person (DC 17), identify, mage armor, ray of enfeeblement, shield
0 (At will) – arcane mark, detect magic, mage hand, mending, prestidigitation, read magic, resistance

Spell-like Abilities (Caster level 13th)
1/day – animal trance (DC 18), cause fear (DC 17), charm person (DC 17), darkness, entangle (DC 17)
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Abilities Str 10, Dex 17, Con 14, Int 13, Wis 12, Cha 23
Feats Alertness*, Blind Fight*, Craft Magic Item, Great Fortitude, Improved Initiative
Skills Bluff +16, Disguise +11 (+16 human), Knowledge (arcana) +11, Knowledge (religion) +7, Perception +8, Sense Motive +3, Spellcraft +17, Stealth +10
Possessions Combat gear, rod of the viper (with wand of enlarged fireballs), cloak of the serpent
_____________________________________________________________

Alternate Form A pureblood yuan-ti can take the form of a Tiny to Large sized viper at will as a standard action.

Poison Fort DC 18, 1d3 Con (6)

Cloak of the Serpent Wearer can climb anything as if under spider climb. Immune to reptile based constriction, +10 CMD vs reptile CMB checks. +2 luck bonus on saves vs reptile poison. Bonus are only half effective vs non-animal reptiles.

Supreme Yuanti Halfblood:
Supreme Yuan-ti Halfblood (CR 6)
XP 2,400
CE Medium Monstrous Humanoid
Init
+6; Senses Darkvision, scent, Perception +16
Languages Abyssal, Common, Draconic, Yuan-ti
_____________________________________________________________

AC 22 (+3 armor, +2 Dex, +1 dodge, +6 natural) touch 13, flat-footed 20, combat 24
hp 59 (7d8+28)
SR 16
Fort +6, Ref +7, Will +9
_____________________________________________________________

Speed 30 ft., swim 15 ft.
Melee 2 bites +11 (1d4 + 4 plus 3d6 acid and poison) and
bite +9 (1d6 + 2 plus 3d6 acid and poison)
Ranged Venom +9 touch (1d8 acid plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +11
Atk Options constrict
Special Actions Alternate form, produce acid
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Psionics (Manifester level 7th)
At will – chameleon, detect poison

Spell-like Abilities (Caster level 7th)
3/day – animal trance (DC 17), cause fear (DC 16), entangle (DC 16)
1/day – deeper darkness, neutralize poison, suggestion (DC 18)
_____________________________________________________________

Abilities Str 18, Dex 15, Con 18, Int 19, Wis 18, Cha 20
Feats Ability Focus (poison), Alertness*, Blind Fight*, Combat Expertise, Dodge, Improved Initiative
Skills Intimidate +15, Knowledge (history) +14, Knowledge (religion) +14, Perception +16, Sense Motive +16, Stealth +12
Possessions Masterwork studded leather armor
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Alternate Form A halfblood yuan-ti can take the form of a Tiny to Large sized viper at will as a standard action.

Constrict 1d8 + 6 plus 5d6 acid damage. A supreme halfblood can constrict Medium or smaller creatures.

Poison Fortitude DC 19, 1d2 Con (3)

Produce Acid A halfblood deals 3d6 acid damage to any creature touching it or that it strikes with its natural weapons, or 5d6 acid to any creature it is grappling or pinning.

Vanthus:
Vanthus Vanderboren (CR 14)
XP 38,400
Male Lemorian fighter 12 /gestalt/ aristocrat 1/rogue 7/tempest 4
CE Outsider (native)
Init +6; Senses Darkvision, Perception +14
Languages Common
_____________________________________________________________

AC 36, touch 25, flat-footed 33 (+7 armor, +2 defense, +3 deflection, +6 (+8) Dex, +2 dodge, +3 natural, +1 shield), combat 39
hp 186 (12d10 + 60); DR 10/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Fort +15, Ref +15, Will +7 (+10 vs fear); evasion (+2, +4 ref)
_____________________________________________________________

Speed 30 ft., fly 30 ft. (average) +21
Melee Longsword +24/+19/+14 (1d8 + 14 /17-20) and (+5 attk, +2 damage)
Sickle +21/+16/+11 (1d6 + 11 /18-20) and
tail +17 (1d6 + 5 and poison)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Combat +17
Atk Options smite good (+12 damage), sneak attack +4d6 (slow reactions, bleed 4)
Combat Gear Red rum (x4), boots of speed
_____________________________________________________________
Spell-like Abilities (Caster level 12th)
3/day – charm monster (DC 21) command (DC 18)
1/day – dominate person (DC 22), fear (DC 21), mass suggestion (DC 23), suggestion (DC 20)
_____________________________________________________________

Abilities Str 20, Dex 22, Con 19, Int 15, Wis 8, Cha 24
SQ Ambidexterity, armor training 3, resiliency, tempest defense +2, trapfinding, trap sense +2, weapon training 2, weapon versatility
Feats Dodge, Double Slice, Greater Two Weapon Fighting, Greater Weapon Focus (heavy blades), Greater Weapon Specialization (heavy blades), Improved Critical (heavy blades), Improved Two Weapon Fighting, Mobility, Skill Focus (Bluff), Spring Attack, Two Weapon Defense, Two Weapon Fighting, Weapon Focus (heavy blades), Weapon Specialization (heavy blades)
Skills Acrobatics +21, Bluff +25, Diplomacy +22, Fly +21, Intimidate +22, Knowledge (arcana) +5, Knowledge (local) +17, Knowledge (the planes) +5, Perception +14, Profession (sailor) +14, Sense Motive +11, Stealth +21, Swim +17
Possessions +3 mithril shirt, +3 longsword, +1 keen sickle, masterwork dagger, ring of protection +3, amulet of natural armor +2, sash of resistance +3, boots of speed, shadow pearl, 4 gold earrings (300 gp ea.)
_____________________________________________________________

Poison (Ex) Injury; Fortitude DC 20, 2 Wis (4)


Very nice!

I just might grab some of this for whenever my STAP campaign finally gets off the ground (... a year or more from now?).


We have played the battle in a long drawn-out session. The most exciting part was the battle with Vanthus, who really turned out to be a problem to defeat for my group. He also got the chance to let the black pearl drop on the ground. The PC wizard saved the day by teleporting away with it, risking the acid gas coming out of it (my players thought that the gas would give them savage fever, so it was a really heroic thing to do).
The funny thing was that Vanthus made his will save (which is really very low) 3 times!

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