Question on Vordakai - 9th level Wizard


Kingmaker


According to the pathfinder rules online, a 9th level wizard can cast 1 5th level spell per day, but on page 50 of the Varnhold Vanishing it says Vordakai casts quicken shield and waves of fatigue during combat, which are both 5th level spells. How can this be?

Thanks for the help.


Also, is the paralysis attack a touch attack? IF a party member does become permanently paralyzed, how can this be reversed?

Silver Crusade

1 spell for 9th level [Dominate Person] +
1 bonus spell for INT 20 [Quicken Shield] +
1 bonus spell for specialization in Necromancy [Waves of Fatigue] =

3 spells

As to paralysis, it IS a touch attack, meaning it bypasses damage reduction, and counts as a natural weapon (so Vordakai is always armed and can make AoO).

In-game the Ring of Freedom of Movement is, for some parties, a must-have for this battle. Unfortunately, it's in an obscure treasure location. Consider moving it. Also, in Varnhold's temple was a scroll of Remove Paralysis. Not much else breaks it.


Touc wrote:

1 spell for 9th level [Dominate Person] +

1 bonus spell for INT 20 [Quicken Shield] +
1 bonus spell for specialization in Necromancy [Waves of Fatigue] =

3 spells

As to paralysis, it IS a touch attack, meaning it bypasses damage reduction, and counts as a natural weapon (so Vordakai is always armed and can make AoO).

In-game the Ring of Freedom of Movement is, for some parties, a must-have for this battle. Unfortunately, it's in an obscure treasure location. Consider moving it. Also, in Varnhold's temple was a scroll of Remove Paralysis. Not much else breaks it.

Fast reply thank you very much. I love the forums. I am assuming grave touch is a touch attack with no save possible.

Thanks for helping me prepare.

Silver Crusade

Heh, just random that I popped on the forums and had a memorable fight with Vordakai in my campaign. He probably won't use grave touch, but yeah, no save. The most deadly hit is his touch paralyze attack. If he aims to, he could skip using spells (toying with them) and just freeze them. The save DC is extremely rough.

My players had rescued Xamanthe but didn't find the Ring, so I moved it as part of her gear that Vordakai had taken. While they fought, she moved to the pile to find things that could help (flail to bypass DR, ring to unparalyze). Served as a reward for helping her. It would have been a guaranteed TPK without it.


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My parties almost always cruise through dungeons with Detect Magic up.

Besides, it's quickly becoming clear to me GMing Pathfinder that basically every pool of water in a dungeon has a monster, a treasure, or a secret passage in it. Often more than one.

RPG Superstar Season 9 Top 32

at troubleshooter,

You could always add more rooms with nothing, the game is mutable you can mod it as you wish.


True, but especially in this dungeon the two items might very much make or break the heros, so moving them if overlooked is not a bad idea, IMO.

Xamanthe's flail might actually be given to one of the dread zombies anti-paladins Adam Daigle (?) designed a long time ago as addition for the tomb, featured below, who might patrol the dungeon at random. I'd add another magic item for use by the PCs to Vordakai's hoard.

Vordakai's Champion:

Vordakai’s Champion CR 9
XP 6,400
Male graveknight cyclops antipaladin 4 (Pathfinder RPG Bestiary 52, Pathfinder #27 84, Advanced Player’s Guide 105)
CE Large undead (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of cowardice, sacrilegeous aura 30 ft. (DC 24)
________________________________________
DEFENSE
________________________________________
AC 27, touch 9, flat-footed 27 (+7 armor, +11 natural, -1 size)
hp 176 (10d8+4d10+56)
Fort +15, Ref +8, Will +15
Defensive Abilities channel resistance +4, ferocity, plague bringer, rejuvenation; DR 10/magic; Immune cold, electricity, fire, undead traits; SR 20
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee +1 greataxe +23/+18/+13 (3d6+18/×3 plus 3d6 fire); using Power Attack +20/+15/+10 (3d6+27/x3 plus 3d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks channel destruction, channel negative energy (2d6, DC 15), cruelty (fatigued; DC 15), devastating blast 3/day (8d6 fire, 30-ft. cone, DC 20), smite good 2/day (+3 attack, +4 damage, +3 deflection bonus to AC while smiting), touch of corruption 7/day (2d6 negative energy + cruelty), undead mastery (DC 20)
Spell-Like Ability (CL 4th, concentration +7)
7/day – touch of corruption (2d6 negative energy and fatigued, DC 15)
At will – detect good
Spells (CL 1st, concentration +4)
1st – protection from good
________________________________________
TATCTICS
________________________________________
Morale Vordakai’s champion fights until destroyed, fully expecting to rejuvenate.
________________________________________
STATISTICS
________________________________________
Str 32, Dex 10, Con , Int 12, Wis 19, Cha 16
Base Atk +11; CMB +23; CMD 33
Feats Alertness, Cleave, Dreadful Carnage (intimidate check as free action, whenever an enemy is reduced to 0 or fewer hp), Furious Focus (ignore Power Attack’s penalty on first attack each round), Great Cleave, Improved Bull Rush, Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Toughness
Skills Handle Animal +8, Intimidate +24, Knowledge (religion) +6, Perception +22, Profession (soothsayer) +13, Ride +10, Sense Motive +11, Survival +9
Languages Common, Cyclops, Giant
SQ aura of evil, flash of insight, phantom mount, plaguebringer, ruinous revivification, unholy resilience
Gear standard (large +1 breastplate, large +1 greataxe)
________________________________________
SPECIAL ABILITIES
________________________________________
Aura of Cowardice (Su) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Channel Destruction (Su) Any weapon this graveknight wields is shrouded in destructive energy, and deals an additional 3d6 fire damage.
Devastating Blast (Su) Three times per day this graveknight may unleash a 30-foot cone of destructive force, dealing 8d6 fire damage. Creatures within the area may make a Reflex save for half damage (DC 20).

Flash of Insight (Su) Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Phantom Mount (Su) Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed (but it is large enough to carry the cyclops). This mount is more real than a typical phantom steed, and can carry one additional rider. The phantom steed’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead warrior’s body. This process takes 1d10 days – if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. (See PF #27, page 85 for more about a graveknight’s armor, which acts like a phylactery, but is tougher than a typical phylactery.)

Ruinous Revivification (Su) Fire was relevant to this graveknight’s life or death, and influences several of its special abilities.
Sacrilegious Aura (Su) A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate, which the graveknight constantly gains the benefits of: the aura imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. In addition, this miasma of fell energies hinders the channelling of positive energy in this area – such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing descriptor. The caster must make a concentration check with a DC of 24. If the character fails, the effect is blocked, its number of uses of that ability being reduced by 1 or the spell being lost. The relevant bonuses have been included above.

Undead Mastery (Su) As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must make a successfull Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. This graveknight can control 70 Hit Dice worth of undead creatures. If the graveknight exceeds this number, it loses control over some of its minions, as per the spell animate dead.

Ruyan.

Silver Crusade

I wrote a previous post on our Vordakai battle months ago, but no one had a blunt magic weapon and that DR 15 is brutal. Consequently it led to the Inquisitor player (who could make their weapon magic for purposes of overcoming DR) to break off a bone from his throne and beat him with it.

But the Ring, as noted, cannot stress enough how much a TPK can await without it. Vordakai really should have ignored spellcasting and just strode in paralyzing folks (not the wizardly thing to do though), the DC is rough. It's not in a location that is a given to be searched or spotted.


Touc wrote:

I wrote a previous post on our Vordakai battle months ago, but no one had a blunt magic weapon and that DR 15 is brutal. Consequently it led to the Inquisitor player (who could make their weapon magic for purposes of overcoming DR) to break off a bone from his throne and beat him with it.

But the Ring, as noted, cannot stress enough how much a TPK can await without it. Vordakai really should have ignored spellcasting and just strode in paralyzing folks (not the wizardly thing to do though), the DC is rough. It's not in a location that is a given to be searched or spotted.

Can you tell my why a blunt weapon is so important? Who is immune to edged weapons? Thanks for the comments and any tips for the entire tomb.

I am adding a bunch of stuff related to the 4 horsement, just because I think they are cool.


Vordakai gets Dr 15/bludgeoning and magic which means any physical attack that's not done with a magic bludgeoning weapon has 15 damage taken off for each attack, which could outright make certain characters unable to damage him outside of crits.


Caius wrote:
Vordakai gets Dr 15/bludgeoning and magic which means any physical attack that's not done with a magic bludgeoning weapon has 15 damage taken off for each attack, which could outright make certain characters unable to damage him outside of crits.

OK wow, I missed that on my first read through. Holy crap. I see that the players need to be given some help before facing them since the have not faced many if any creatures who have such immunity to weapons.

thanks.


noblejohn wrote:
Caius wrote:
Vordakai gets Dr 15/bludgeoning and magic which means any physical attack that's not done with a magic bludgeoning weapon has 15 damage taken off for each attack, which could outright make certain characters unable to damage him outside of crits.

OK wow, I missed that on my first read through. Holy crap. I see that the players need to be given some help before facing them since the have not faced many if any creatures who have such immunity to weapons.

thanks.

Our DM actually upped the ante by pushing it to dr 15/bludgeoning and good. Only the cleric could fully get through the damage and a lucky parting shot with a lightning bolt was the only thing that kept him from escaping.


That shouldn't have worked, Liches are immune to electricity >_>


Orthos wrote:
That shouldn't have worked, Liches are immune to electricity >_>

Guessing either pity at overbalancing or "Oh god we've been here for 12 hours" fatigue set in.


That'd do it!


Orthos wrote:
That'd do it!

I just came here to ask about immunity to electricity. Our mage has an electricity or lightning spell he likes to use. So that would not work at all with Vordakai.

What about fire ball or a flaming arrow?

What about a magic arrow?

What about a magic sword?

Does the weapon have to be both magic and bludgeoning?


Quote:

Our mage has an electricity or lightning spell he likes to use. So that would not work at all with Vordakai.

What about fire ball or a flaming arrow?

Nope, he'd ignore it completely. And probably laugh at it.

Fire spells would work, as would Acid, Sonic, Force, or untyped damage. Liches don't get SR, and their immunities are to Electricity and Cold.

The fire damage from the flaming arrow would harm him normally, but the physical damage would be reduced by his DR.

Quote:
What about a magic arrow?

It would work, but as a Piercing damage attack it would be reduced by 15 points of damage by his DR 15/bludgeoning and magic. Though I think one book had blunt arrows that did bludgeoning damage... you'll have to search for them though, I don't know off-hand where they are.

Quote:
What about a magic sword?

As above, since it's Slashing.

Quote:
Does the weapon have to be both magic and bludgeoning?

Yes.


Blunt arrows can be found in ultimate equipment. My archer cohort has 50 of em and enough weapon blanch of the three material types to cover 50 arrows each.


Yeah, I gave Vordakai a Dread Cyclops 'Champion'. My players play hardball and so do I.

He wasn't wielding Xamanthe's weapon. He opted for a Scythe.

Scythes on Cyclopes are tasty.


Could Vordakai use soul jars as weapons to capture the PCs during combat? He probably knows they are coming. Couldn't he just prepare a few jars and have them ready?


Think they require willing or helpless targets to work. Since the Oculus charmed everyone in Varnhold that handled the willing part. Not so much PCs in his lair come to attack him.

He could certainly truck a couple in and shove PCs into them after paralyzing them, but their allies would be right there ready to smash them out and that would get wasteful really quick. He's more likely to paralyze/otherwise incapacitate them, then either chow down right there or shuffle them off to the storage for later examination.

Liberty's Edge

Remember that a paladin smite evil can bypass any DR. Even DR/bludgeoning.
So, if you have a paladin in the party, he will have no problem damaging Vordakai.

Another easy counter to that DR is a eidolon using natural attacks and greater magic fang or a amulet of mighty fists with a +1 or better bonus or the Magic Attacks evolution (le sigh ...).


Just make sure it's not a Claw, Gore, Sting, or Talon attack, which don't deal Bludgeoning.

Bites, Slams, Tail Slaps, Wings, Hooves, and Tentacles all deal Bludgeoning.

Liberty's Edge

A claw attack is S/B.


Diego Rossi wrote:
A claw attack is S/B.

What does S/B mean? Slashing and Bludgeoning?

I do have an Eidolon in the party, but no Paladan.


Yep. We had a Druid in the party; both he and his animal companion dealt B/P/S damage on their Bites, and B/S on their claws, and he had an AoMF with Holy so his attacks were Good. One character was a TWF crit-build and Quickdraw, that primarily used silvered weapons but had backups of other materials if he needed them; another was a mounted charger, who only had the lance but DR tended not to count for much against his triple damage.

Needless to say, it was really rather hard to challenge them with DR.


Diego Rossi wrote:
A claw attack is S/B.

Huh, so it is. When did that change?


Orthos wrote:
Diego Rossi wrote:
A claw attack is S/B.
Huh, so it is. When did that change?

Where in the rules online does it describe the type of attack a claw attack is?


noblejohn wrote:
Orthos wrote:
Diego Rossi wrote:
A claw attack is S/B.
Huh, so it is. When did that change?
Where in the rules online does it describe the type of attack a claw attack is?

Universal Monster Rules > Natural Attacks chart

Liberty's Edge

Orthos wrote:
Diego Rossi wrote:
A claw attack is S/B.
Huh, so it is. When did that change?

In the passage from 3.5 to Pathfinder.

Dark Archive

Man, I like Pathfinder, but some of the conversion stuff makes no sense. Spike Chains no longer do bashing damage, but claw attacks do?

Liberty's Edge

Victor Zajic wrote:
Man, I like Pathfinder, but some of the conversion stuff makes no sense. Spike Chains no longer do bashing damage, but claw attacks do?

It has a logic.

A tiger claw me. The puncture part of the claw slash is mostly in-influent, what I will feel is the bash of that big paw breaking my bones and the slash of the claws ripping my flesh. The actual claw isn't even pointed enough to get actual penetration without the strength of the tiger behind it.

On the other hand, my cat claw me. It is a P/S attack, as the impact of his tiny paw has problem making a bruise, but his claws points are sharp enough to pierce my skin.
The same cat clawing a sparrow could knock it into the ground and even break his bones.

Probably the best way to represent that would be to have different effects for claw attacks depending on the target/attacker relative size, but it would become cumbersome.

Spiked chain: I think its damage was changed for balance issues.


We had our Vordakai fight last night. He was quite tough for everyone but one character. The archer just destroyed him. The tank had a freedom of movement ring so he did a pretty good job of keeping V occupied and resolved attacks of opportunity due to V's overconfidence. V never got two of his heavy spells off (dominate & phantasmal killer.) If the archer was not destroying him, the fight might have been a TPK. So it was suitably epic and exciting. Things got a bit tense when a tactical error happened (the party wizard opted to put a flaming sphere out instead of dimensional anchor.)He had no way to know that V would dimension door away, heal up and return to finish the fight.

some things that really helped the party out:
1. The archer was out of range of the waves of fatigue.
2. Clustered shots to overcome V's DR
3. Hunter's Eye to counteract V's Displacement
4. Gravity Bow, Manyshot, Rapid Shot, a haste buff from the party wizard, combinded with the aforementioned Clustered Shots....V never stood a chance.


Kildaere wrote:

We had our Vordakai fight last night. He was quite tough for everyone but one character. The archer just destroyed him. The tank had a freedom of movement ring so he did a pretty good job of keeping V occupied and resolved attacks of opportunity due to V's overconfidence. V never got two of his heavy spells off (dominate & phantasmal killer.) If the archer was not destroying him, the fight might have been a TPK. So it was suitably epic and exciting. Things got a bit tense when a tactical error happened (the party wizard opted to put a flaming sphere out instead of dimensional anchor.)He had no way to know that V would dimension door away, heal up and return to finish the fight.

some things that really helped the party out:
1. The archer was out of range of the waves of fatigue.
2. Clustered shots to overcome V's DR
3. Hunter's Eye to counteract V's Displacement
4. Gravity Bow, Manyshot, Rapid Shot, a haste buff from the party wizard, combinded with the aforementioned Clustered Shots....V never stood a chance.

Thanks for the post!

How did the archer get in enough damage with just a bow? Our archer doesn't seem to inflict all that much damage with his attacks. He does get 3 a round, but its going to take more than that to kill V.

So nobody in your party became paralyzed?

Silver Crusade

Archers are one of the best damage dealers in the game with Clustered Shot, Manyshot, and Rapid Shot (personal feelings aside about how unbalanced Clustered Shot is...) Vordakai's first action in our battle was to dominate the archer. He's been dominated and confused in several of our games, and players groan when that machine-gun style archer turns their way.

Some groups might be "built" for this battle, others not. As I've noted, Vordakai really could forgo his spells and use his touch attack to end the battle, but he's a caster (even with reduced power) and probably not thinking that way.


*** SPOILERS OF COURSE ***
From what I recall the fight kind of went like this:

1. Tank wearing the ring of free movement moved next to V.
2. The Archer started firing (Already buffed with Gravity Bow and Eye of the hunter.)
3. Some other Characters moved into position.
4. V opened with Waves of Fatigue (the AoO missed) One PC fails a save.
5. PCs continue their Attack
6. On Subsequent turns V tries Dominate (on the archer) and Phantasmal Killer and loses Both to AoO from the tank.
7. The PCs could have ended the fight here, but they opt for Flaming Sphere instead of dimensional anchor.
8. V's next turn he dimension doors away (and heals up over the next few rounds.)
9. The PCs are pretty sure something is up and position and re-buff as necessary.
10. V comes back and starts with the melee attacks, he nailed the Wizard (now paralyzed).
11. Pc's assault continues (pretty much the only ones doing any damage are the tank and archer).
12. V goes after the tank with melee and is surprised when the Paralysis has no effect (stupid ring)
13. More arrows of death....
14. V tired of being a pincushion, starts to move toward the archer
15. Never makes it.

Now there was a bit more to the fight than that, the PCs were definitely worried about him (and Oh my god, the whining when V teleported away and healed up). But with all kinds of buffs in effect and other shenanigans (the dice were just not in my favor that night). If V had gotten off the dominate early on = different fight. Also I played up V's overconfidence as a disadvantage. If he was not drawing AoO when he cast that would have changed things also. V really expected his powerful spells to take care of these meddling PCs. When they proved ineffectual he switched to melee...of course he underestimated them. One might make the argument (per his tactics) that he is supposed to.

Fun fight though.
FYI the Piscodaemon was tougher for them as they were caught unawares.


Kildaere wrote:
Also I played up V's overconfidence as a disadvantage.

I think this is the key sentence here. For many groups this fight would otherwise be a TPK.

As stated many times before his touch seems (and is?) much more powerful (and logical) than relying on spells too much. What I did is customize his spell list more to my liking and also to (hopefully, with PCs you never know...) better account for my group's strengths and weaknesses.

Ruyan.


I have a Vordakai question ... how does he heal, exactly? As I understand it, his negative-energy abilities come from being a necromancer ... and IIRC, necromancers can only use their channel abilities to turn or command undead.


NVM. I found the answer. Liches can self-heal by touching themselves.


My pc's flood the room with summoned monsters, mostly lantern archons and medium earth elemental. As far as I recall the archon can do 1d6 damage per turn that cannot be soaked by anything. He,d just spam 1d3 archons every turn until vord would be overwhelmed. Either that or elementals after elementals. It's impossible to defeat from a single monster point of view.

Silver Crusade

Vordakai can just dimension door away if he recognizes lots of summons, wait for the duration to run, and self-heal. He's a crafty foe whose only weakness may be that he's not going to give up his base of operations. One way or the other, someone walks out and someone doesn't with him.

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