Your Character is the End Boss!


Pathfinder Society

51 to 100 of 106 << first < prev | 1 | 2 | 3 | next > last >>
Dark Archive 3/5

Katisha wrote:

(Sigh) - I guess I'd best just Teleport away, as I have no way to deal with such a creature. I'm a lover, not a fighter.

Some people are mercenaries and get paid to hurt people,
I on the other hand, get paid to make people feel good...

Don't worry, Rashe would feel great ripping you apart and it's really hard to teleport when you are permanently dazed. (effectively)

3/5

I just want to say thank you to you guys for the encouraging words in response to my "Siege of Absalom" post. I even had someone private-message me with encouragement to bring it to PaizoCon!

As for submission... I don't think that would work very well. The events of The Siege of Absalom stretch over at least three scenarios, and it actually could take place over an entire Season, even. There is a lot that happens, or could also happen, in that post, and there is a lot of time between fights, making the Siege a bit inappropriate for the heavy-on-combat scenario formula.

It'd make a good Module, though. Anyways, thanks for the support!

-Matt

Liberty's Edge

Jimmy III as an end boss would be one long game of Cat and Mouse, with him being one slippery mouse.

Any party within a good level range of him could melt this poor halfling rogue in a round or two... if they could catch him.

Very high stealth and sniping skills allow him to remain hidden while doing some initial damage to the best, available targets. Environmental hazards, additional monsters, traps, etc would hinder the party as they attempted to locate his hiding spot.

When cornered he has access to acrobatics, smoke bombs, invisibility, gaseous form, and spider climb to escape (or if pressed rude melee powers)

If Jimmy III escapes, he heals up and comes around for another engage either later in the same area, or in a new area, harassing the party until they finally corner and finish him off for the final, climactic fight.

Grand Lodge 4/5 **

Jimmy III wrote:

Jimmy III as an end boss would be one long game of Cat and Mouse, with him being one slippery mouse.

Any party within a good level range of him could melt this poor halfling rogue in a round or two... if they could catch him.

Very high stealth and sniping skills allow him to remain hidden while doing some initial damage to the best, available targets. Environmental hazards, additional monsters, traps, etc would hinder the party as they attempted to locate his hiding spot.

When cornered he has access to acrobatics, smoke bombs, invisibility, gaseous form, and spider climb to escape (or if pressed rude melee powers)

If Jimmy III escapes, he heals up and comes around for another engage either later in the same area, or in a new area, harassing the party until they finally corner and finish him off for the final, climactic fight.

Unfortunately, one 2nd level spell shuts you down. Readied action makes a perception check even un-needed. Then it becomes a mobility game to try and prevent your escape...which I admit a lot of PFS groups would fail miserably at.

1/5

Considering Draven is built to enchant and heavily based on an old incubus character I had in another time... I'd set up a situation where there are a lot of innocent npcs to charm and throw against the PCs.. try to turn them against each other, that sort of thing. I'd look to make the encounter difficult, not in terms of 'how hard is the fight', but more in the 'what did we just do' sort of backlash.

Scarab Sages 2/5

1 person marked this as a favorite.

*combat started

"I am your doom!!! I am clad in so much armor, you will never hit me!!"

*party stares at boss

*party walks around boss

*combat ended.

Liberty's Edge 5/5

If I were the end boss of a Pathfinder Scenario...
From the other end of the dungeon I have cast Summon Monster 3 to summon a d3+1 Earth Elementals. They act as my eyes and ears to give me prep time.
Preparation Spells:
See Invisibility, Darkvision, Greater Invisibility and a Ready action to cast Lesser Globe of invulnerability.
Party walks into his room. He shuts down most frequently used offensive spells, and Casts Summon Monster 6 While remaining Hidden to summon 1d3+1 Large Appropriate Elementals every round for 4 rounds as a standard action so he can keep moving.
If reduced to 1/2 hit points, Dimension steps away.


1 person marked this as a favorite.

It would go something like this.

"Oh by Pharesma, don't hurt me! I'm a scholar, not a fighter! Please oh please don't kill me!" Followed by whimpers and continued groveling for mercy.

Liberty's Edge 4/5

The roar of a crowd fills the passage as double doors at the end of the corridor are opened at your approach and a sand covered arena floor is revealed. Coach Sigi says" I am glad you accepted my invitation to face the Gelatinous Cubes in a game of Blood Pig; not that I left you much choice."

Sczarni 5/5 * Venture-Lieutenant, Washington—Pullman

1 person marked this as a favorite.

Signifier Ahtuz, Gluttonous Necromancer.

Before Combat
Being an exceptionally corpulent man a likely place you could find him would be in a dining room eating some delicious food, this dining room would be in his home in Geb. His home would be exceptionally well designed with magical defenses around every corner. As a Necromancer he would have very little regard for the sanctity of death and would employ undead creatures as guardians, likely others who have failed to live through the defenses of his home. Every time he finds reason to expend the charge he recasts a Vampiric Touch into his Spell storing Silken Ceremonial Robes. Every two weeks or so he casts Contingency on himself with the instructions should any of his alarm spells be activated to dimension door into his 'safe room' where he begins to torment players as they make their way through his grounds/home. He buffs himself with Overland Flight, False Life, Mage Armor and Stone skin(from a scroll) and then begins the fun with a Persistent Magic Jar DC31 as his invisible imp familiar flies the crystal around his estate to weaken the party by making them fight each other. If they ever make it down to the safe room they will have to contend with a Symbol of Weakening in the hallway before dealing with an arcane locked door. At which point he jumps back into his body and casts(if able), Undead Anatomy III to assume the form of a Lich, Spectral hand, Fickle Winds, Ghoul Army and Haste in that order before letting the group in.

Combat Statistics (after listed buffs)
Size: Medium; AC 17; HP 128; +3 initiative; Fort +14, Ref +12, Will +15 (+8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning); Fly 40ft; Resist 20 cold and electricity, Aura fear (60-ft. radius, DC 18), DR 10/adamantine (90 points of protection)

During Combat
Ahtuz opens the fight with a casting of Waves of Exhaustion followed by a Quickened Black Tentacles(from staff) trying to incapacitate people. If someone attacks him in melee combat he always discharges his Vampiric touch and then attempts to Persistent Major Curse(using his Staff of the Master) them on the following round. If the opportunity presents itself he will animate anyone who dies with Quickened Animate Dead(using staff charges) to bolster his ghoul army.

Morale
If his allys are killed, and his stone skin has been eaten away he will attempt to dimension door away to another part of the house, when brought to below 50 health, if he believes he can rebuff and win. If he does not he teleports away and plots revenge. If he is unable to get away he will surrender in hopes he can retreat or barter for his freedom later.

Notes
Ahtuz has a Staff of the Master(necromancy) that he uses to empower his higher level spells with Persistent and Quicken.

Grand Lodge 5/5 ****

Theodum Wizard10/Pathfinder cronicler 1 sits in the comfortable library of the grand lodge. A lowly Pathfinder in training serving him some drinks.

"Thanks - and please be back in 10 minutes. I've some urgent work to do for Drendle Dreng"

He then returns to the research work. A group of pathfinders is on the way to be briefed again. Sending them to straight death would be too obvious. Let's see what information to withhold and what tiny bit of false information to add to the briefing.
Maybe some twisted truth.
Looking up from his work 5 minutes later Theodum is proud. This will do. I reckon I increased the lethality once again by 25%. Oh these fools - they never realised a few years ago when I returned from the worldwound to retire here that I was a changed man.

How many pathfinders have I killed then? I don't know. Keeping score would be foolish. But I hear the whispers, I know that I'm responsible for more dead pathfinders as any other BBEG I send them to fight ever could have dreamed off.

How much damage can be done by withholding information or a small falsification. And all it takes is a position of trust, his skills as scribe and linguist and the comfort of the Grand Lodge. And the best of it - the blame always goes to the Venture Captains. Nobody ever asks where they got their information from.

The pen truly is superior to the sword.

Liberty's Edge

1 person marked this as a favorite.

You can't touch him, with either spell or weapon.

He can touch you though. He is behind you when you cast. He trips you before you charge.

Opportunist as a Halfling, they say.

4/5

Master Gledrel, Menhir Savant Druid 12

Before Combat
Each morning Gledrel casts Longstrider.
With a +24 perception Gledrel notices opponents and assumes the form of Celestial (or Fiendish) Allosaurus (Dire Tiger, or Deinonychus space depending), as well as casting Barkskin and air walk. With sufficient time other buffs (freedom of movement, strong jaw, echolocation) could be cast.
During Combat
The first round of combat Gledrel commands her Roc to assume a flanking position, casts a quickened frostbite (using place magic +1 CL for one spell), and then charges her most dangerous foe. If the foe appears easy prey she also power attacks (-3 attack,+6 damage). Subsequent rounds she attacks new foes, using Arcane strike or other quickened spells. If fighting many ground based foes she instead opens with a quickened entangle (DC 16) and Sirocco (DC 21).

Morale
If Gledrel is reduced to half health, and most of her opponents remain she uses a snap leaf (through wild speech feat) and attempts to withdrawal. If necessary using a feather tree token (or existing trees) and transport via plants.

Combat Statistics (after wild shape and barkskin)
Size: Large; AC 29; HP 123; +2 initiative; Fort +14, Ref +6, Will +16; Speed 50; Resist 15 cold, acid, electricity, SR17, DR 10/evil, under constant feather step.
Attacks (dire tiger) +21/+21/+21 2d4+12 + (1d6+13 non-lethal+fatigued) Pounce/Grab/Rake (+21/+21)
Animal Companion
Size: Large; AC 34; HP 75; +9 initiative; Fort + 9, Ref +12, Will +4 Evasion and Devotion (+4 will versus enchantment); Fly 80 (average)
Attacks +14/+14 Talon 1d6+8 (grab) +14 1d8+8 Bite, has a menacing amulet of mighty fists (grants a +4 bonus when flanking rather than +2)

Grand Lodge 4/5 *

Your boat plunges once more into the waves, spray drenching the entire fore deck. Six weeks you have watched the weather grow colder and the seas less hospitable. Six weeks of traveling, always arriving to late. Arriving to see the burnt wrecks of treasure houses, temples, and way stations.
Five minutes ago you at last heard the call, "Sail Ho!". Now as you stand on the freezing deck damp with salt spray you can see dots in the distance. The Narwhal ships. They must have seen you first, that is the only explanation as they head strait into the coming squall. The weather is to rough for flying. You can't take another moment on this ship, not with your quarry finally in sight. In sight but getting away unless you act fast. So you decide to arrive on the deck of one of the two ships by means of dimensional travel.
Your group spends a few moments getting ready. Ready to retrieve the goods the pathfinders have lost. Ready to fight, to win. You arrive on the heaving deck. Your team shifts instantly into action. Weapons sing and spells flash as the rain pours down. In mere moments the crew has been reduced by half their number. A voice calls out "CEASE THIS". You look up and see two figures near the rear of the ship. One small and the other large. This is your goal, the Brothers Jonakarson. The Narwhal Raiders, feared anywhere a longboat can reach in lands north of the Inner Sea.
The duo approach you in what appears to be an amble perfectly suited for the rough seas. The smaller speaks, "You have come to take what is ours, it was yours and you could not protect it. So now you will test the might of the Narwhal at sea. That is good, it is as it should be. I would make you an offer. You shall join our rowing crews, you shall serve us well. For this you will be paid with a great boon, the chance to see the sunrise again."
Of course you don't waver. Of course you attack with overwhelming force. The small figure, you recognize him now as Gjuki the Kind, behind his shield starts to laugh. The larger, Hodrod no doubt, with his wickedly spiked hammer already swinging, grows even larger. That moment, struggling to even keep your footing, trying desperately to see despite the rain and the stinging salt spray, as the thunder crashes and bodies heave into motion. They appear as the very gods of war and sea as the only emotion you see is a great joy on their faces. That is the moment that will stay with you for the rest of your life because that is when you realize that the singing started, the Ulfen war chat. "What will we do with the noisy Pathfinders...

Grand Lodge 5/5

The setting: The main street of Absalom, cordoned off for a great Asecndance Day Parade. Floats, dancers, musicians, and other festive occurrences lead way to the grandest of spectacles. The Iomedean Joust.

The rules are simple. Fair. No tricks. No magic items. No spellcasting. Two competitors, two mounts, two lances, and a thousand cheering onlookers.

To ensure fairness, the jousts are held inside of a Disjunction spell.

The group of Pathfinders are free to challenge the reigning champion from the previous year's celebration- -one at a time.

Trumpet fanfares fill the air, crowds cheer, and as a signal is given from the High Presitess of Iomedae, the Pathfinder challenger rides down upon Chomm Skee, a gnomish cavalier riding the fastest turtle in the Inner Sea.

The rules are simple. First to unseat the opponent is the victor.

The Exchange 1/5

Cassius Ardolin has had a long decent to the other side. It was only a matter of time before this Pasha was offered too much to refuse. Firstly. I collect my party of powerful allies and inverse our alignments and energies. Save our life oracle. My holy enchants turn unholy including my raptors necklace. Two wizards. An anti paladin. The ranger an alchemist and a life oracle. Each day we prep freedom of moment and attune our combat tactics to the pitiful pathfinders sent to silence us. Since we have captured VC hidmarch she has endured many tortures.
We include a bunch of hired mooks to gauge a parties strength and leave a perment anti magic field at the entry way to each new room. Our paladin is nigh unkillable and stands by the captured vc while the raptor pounces wizards and other good aligned casters. Wizards and ranger reign hell from the auditorium high seats (use the opera matt for this fight) and the oracle stays invisible healing the party while flying around.

Assume you get hit with black tentecles and quickened fireballs and aoe alchemists bombs doing 50 plus damage. If you can survive our party you deserve medals. We are prideful enough to not kill you on purpose and instead make you watch as we execute the vc and revive her over and over.

The Exchange

I've seen a few games where this has actually been the case because of spells like Confusion.

Talk about TPK.

Sczarni 2/5

1 person marked this as a favorite.

Posting as Kyras Mystborn, a Half Elf Ninja 6, as I can't use the alias.

The betrayal was inevitable, I suppose. At some point, the money just got too good.

A group of Pathfinders, likely levels 3 to 7, are sent to investigate a series of assassinations that have begun plaguing Society contacts and lone members. Scrying proves useless, as the killer seems to be protected by powerful magical patrons intent on concealing the figure. A lone witness is found who describes the killer as a dark cloaked figure who uses an Elven Curved Blade striking from the the shadows. Some of the targets have been poisoned, while other bodies were pierced in vital areas with shuriken. It takes several knowledge checks to search the underworld of Absalom, but eventually they are able to find a lead. Tyreel Kane, the groups most recent contact, is able to point them in the right direction of the killer's base of operations.

The confrontation takes place on a misty night as the party walks through an alley. Suddenly the weakest looking caster of the group falls to the ground having been deeply cut with a sword. A cloaked figure is briefly glimpsed before vanishing into invisibility. Forward thinking party members immediately drink potions of see invisibility (helpfully provided by an NPC in low tier). The cloaked figure uses this round either finishing the first caster or moving onto a second. Melee characters charge forth, but have difficulty finding the assassin amongst several (wand based) mirror images. The cloaked figure steps back against a wall before jumping down an oddly placed hole in the alley floor. The group is led on a merry chase scene through Absalom's sewers, traveling through several traps and into an ambush. (A mercenary fighter steps into the alley from a nearby hiding place to attack any members of the party that stayed behind due to injury or choice.)

The party loses the cloaked figure in the ambush, but either quickly picks up the trail via tracking or questions one of the thugs to find out the assassin's ultimate destination. The group quickly moves to survey and scout a building which appears to be unusually well guarded. A bit of information gathering reveals the building to be the home of an underworld boss. Rumors also indicate the ex-Pathfinder Kyras Mystborn to have been a recent addition to the boss's organization.

Tyreen Kane, who was in fact the information broker who gave the party their latest bit of news, ingratiates himself further with the Society by making arrangements to distract at least some of the building's guards. A nearby warehouse catches fire, pulling some of the manpower from the boss's base, and the party takes its moment to strike. An encounter or (optional) two later, the party finds and battles the underworld boss. A cloaked half-elf body is found dead in a back room.

If the party allows the boss to live or otherwise notices enough clues to mitigate and pierce the DC 25 + d20 disguise check, they will realize that Tyreen Kane and Kyras Mystborn are one in the same person. Whether they do or not, Tyreen is nowhere to be found. The master of disguise quickly assumed another identity after sending the party to kill his target.

(End part 1 of the trilogy...)

Grand Lodge 3/5

Encounter A: As you approach the gates of this abandoned temple a well-fed man comes out to great you. Setting out a tea set or offering alcohol to match the tastes of his guests he invites the party to parley.

How many powerful artifacts have you recovered? How many of those have you seen again? The Decemvirate is using you to fuel their own plots and power struggles... I can not allow the artifact contained within to fall into their masked hands; they have no checks and balances, no accountability.

...You haven't attacked me yet, that is good. There is hope for the society. Here is my offer: A shadow demon resides close by and his minions have been making daily assaults on our stronghold. He holds a minor artifact, the pommel gem of the sword the Decemvirate seeks. I will aid you in retrieving it and vanquishing this evil. In return you will tell the your Venture Captain that you routed us in battle and the pommel is the artifact they scryed.

Sense motive DC20 confirms that Joe is sincere in his offer. If the players attack Joe he uses the Refuge trigger to flee into his sanctum, Proceed to encounter B1. If the players accept Joe's help proceed to encounter B2, Joe travel with and aids the Players (using the refuge trigger if betrayed).

If the players accept Joe's offer and present the lesser artifact, they receive full gold and experience but zero prestige points. They also receive the Under Suspicion boon.

Dark Archive

Pathfinders enter

Ogre says, "Hey Bob the Pathfinders finally found out what a pathetic wretch you are."

Bob adjusts his flaming top hat..."Get em Ogre"

"What, ... hey Im a venture cap...oh crap sorry guys, this is gonna hurt you more than me."

As Bob runs away. Ogre starts his grab constrict release.

Silver Crusade 4/5 5/55/55/55/5 ****

5 people marked this as a favorite.

Somewhere in the Grand Lodge, a Singing Paladin is surprised when the party stumbles into her room. Largely because she cannot hear them... But once she turns around and reads their lips, she smiles.

"So you have discovered my secret plot! With my Silver Crusade Buddies, I plan to turn the society into a place for joy and song where all can cooperate! Yes! It's true! Ha! You know what happens now?" She laughs -- a musical laugh that is all the more terrifying because of its cheery sound. "It's time for us to share milk and cookies!"*

____

If that doesn't work, she challenges the party to a rap smack down.

♫ I'm Lyric in the place to be
Yeah, I'll smite your ass
But I'll do so cheerfully

Think you're a grouch?
Think you're a grump?
Hold your weapons, crouch for cover
And then snap! You discover
You're a no good strung-out, sung-out punk!

I'm Lyric, I ain't no quitter
I'm the society's number one goblin baby sitter!
I've sung with storm giants, made friends with trolls
I believe lurking in every monster is a soul

I'm Lyric, I get under your skin
I'm Lyric the singing, smiting, smiling paladin
Behold... the power of Shelyn! ♫

___
* She personally redeemed those cookies from the Dark Side.

Liberty's Edge 4/5

Katisha wrote:
looks around at all the heavily armed persons and says...[...]

A girl after my own heart. How delightful. We really must meet sometime dearie. Watch for my caravan of delights to pass through.

Scarab Sages 3/5

Barfing Frog, shame to Shoanti and now a shame to the Society is saddened that this day has come. On the other hand, he is very glad that the vast majority of Pathfinders he has met are humans, which he and his T-Rex are especially adept at fighting, and that most Pathfinder activity happens in his favoured terrains.

Tactics: Peg everyone with Pheromone Arrows, have T-Rex engage while shooting. If foes close the distance, switch to Thunder and Fang and make use of Full Attacks when possible.

Morale: If reduced to 1/6 health or Animal Companion is slain, flee while making use of favoured terrain.

Barfing Frog - Beastmaster Ranger/Fighter

Weapons - +1 Composite Longbow; +1 Adamantine Earthbreaker & +1 Bashing Klar
Armor - +1 Mithril Fullplate
Gear - Clear Spindle in Wayfinder; Pheromone Arrows;
Favoured Enemies - Humans, Undead (kill 'em once, kill 'em if they get up again)
Favoured Terrain: Urban, Underground

Animal Companion - T-Rex
Gear - Clear Spindle in Wayfinder; Boots of Speed; +1 Lamellar Armor

Usual Buffs - Gravity Bow, Magic Fang, Bloodhound.

Liberty's Edge 5/5

3 people marked this as a favorite.

I fully support thread derails into rap battles.

♫♫♫
Shimmy, shimmy, ya'll it's Jilly-Jilly-T
Rockin the mike while standing three-foot-three
Wrecking this verse so viciously
You could trade it for the soul of Aram Z.
♫♫♫
'Round Shoeless Jill y'all tread lightly
And best choose your words most politely
'Cause its a death sentence if you try to fight me
Verbal coup-de-gras if you dare to bite these
Styles that I am kickin with nothin' to prove
Tryin to withdraw from me? I'll make a double-move.
Ain't no escape from this short sweet beatdown
Anywhere from Diobel to your town
Trading blows and verses pound for pound
Ain't no crazy tallfolk spitting this sound
Shifty little halfling with the sickest skill
Down to the name-first and last, both ill!

::Three-foot-three-inch-mike-drop::

Liberty's Edge 4/5

1 person marked this as a favorite.

Gray Valdimire, a member of the Andoran military, looks like a pretty unassuming Taldan man. He carries a bow and his trusty set of pan pipes.

Bard 15 (CR 14)
AC 32, touch 17, flat-footed 27
hp: 133
Ranged: Inspire Courage, Haste, Rapid Shot, Manyshot, Greater Heroism, Arcane Strike, Deadly Aim - +1 holy composite (+2) shortbow +23(x2)/+23/+23/+18/+13 (1d6+20 (+2d6 vs. evil), 19-20/x3, 70 ft.)

------------------------------------------------------------------

Before Combat: Gray casts False Vision on himself every day to prevent from being scryed upon. If he knows he is going into trouble, he casts Heroism, Freedom of Movement, and Echolocation on himself. If given warning before battle, he adds Greater Heroism, Good Hope. Mirror Image, Suppress Charms & Compulsions, and Moment of Greatness, using Moment of Greatness on his initiative roll. He also uses a charge off of his Wand of Invisibility, drinks a Potion of Fly, uses a scroll of See Invisibility, and uses his Scroll of Mind Blank. He also uses his Wand of Shield.

During Combat: Gray tries to surprise the party, and uses Haste and Inspire Courage in the surprise round. He full attacks with his bow, ducking behind the corner after the attack. He targets obvious casters first. He then uses Dimension Door and Bard's Escape to zip around the battlefield into strategic positions. He alternates between full attacks and teleportation. If something prevents his arrows from hitting, he tries a Greater Dispel Magic to dispel the effect. If he gets into trouble, he uses his Wand of Invisibility to try to snake away from battle until another opportune time to strike.

Oh, the wonders of not having to worry about daily resources...

Not sure he would be that much of a challenge, but hey, it's a solo bard. Gotta do what I can.

Dark Archive

GROND SMASH EVERYBODY.

THE END.

-G

Second Seekers (Roheas) 4/5 5/55/55/55/5 ***** Regional Venture-Coordinator, Appalachia

My Hellknight would make one hell of a boss encounter.

This black-armored man with a armored mask in the form of a skull stands before you clad in pristine black armor, and oddly muddy boots. HE stands before you wielding a wicked looking black Bardiche. He has an aura of hatred and paranoia, standing over the alter to one of the Outer Gods, destroying precious lost knowledge.

BEFORE COMBAT If he knows the PCs are coming he drinks his potion of haste and potion of Shield.

DURING COMBAT Would move and activate bog boots to create rough terrain while drawing his weapon and using his standard action Dazzling Display granted from his cavalier levels. Any within 10 feet of this will be frightened. Will seek to use his Smashing Style feat in combination with Cornugan Smash to whittle down the party's armor and force them into fleeing. Will focus on any obvious divine caster's or obvious witches/occult classes/worshippers of fringe deities.

Really this character is just one more adventure being sent to preserve forbidden knowledge away from snapping anyway

Scarab Sages 4/5

A dwarf in an adamantine breastplate stands before you, waraxe in hand. "I'm afraid this relic belongs to the dwarven people, lads and lassies. Give it up, and walk away. I don't want to hurt ye. Now my friend Dum-Muraz here, he might want to hurt ye." Wait ... is that one dwarf or several?

Before combat : Kazmarok has vampiric touch cast into his spell storing adamantium breastplate. If he knows the party is coming, he has also cast shield, mirror image, and blur.

During combat : Kazmarok will cast haste using spell combat to enhance himself and his allies and spend an arcane pool point to enhance his axe to +5 flaming, and then begin spellstriking with intensified shocking grasp, frigid touch, chill touch, or corrosive touch with his bladebound keen waraxe, switching combat spells based on observed energy resistances. He will use the empowered magic arcana on a foe who appears particularly dangerous. If he has trouble hitting, he will use pool points for arcane accuracy and cast dispel magic on PC's defensive spells. Otherwise, he will spend them on spell recall to keep mirror image active and maintain temporary hit points from vampiric touch.

Give him a couple allies, and this sounds like a messy encounter.

Liberty's Edge 1/5 5/5

With apologies to The Frantics...

"Approach, students. Close the circle at the feet of the Master. You have come to me asking that I be your guide along the Irori's path. But, be warned: To learn its ways, you must learn the ways of your own soul. Let us meditate upon this wisdom now. So: Aaaaaaooooommm......"

"Uh, sir! Sir! (oo! oo!) Sir!"

"Who disturbs our meditation, as a pebble disturbs the stillness of the pond?"

"Me! Murd Erhobo?"

"Murder Hobo?"

"Yeah, uh, no disrespect or nothin', but, like, uh, how long is this gonna take?"

"The Master of Way's Path is not a path to a door, but a road leading forever towards the horizon."

"So like, what, four hours or so?"

"No, no, we have not even begun upon the path. Murder Hobo, you must learn patience."

"Yeah yeah yeah, patience. How long will that take?"

"Time has no meaning. To a true student, a year is as a day."

"A YEAR??? I wanna beat people up right now! I got the pajamas! Hah woo yah ooomm!"

"Beat people up"...?

"Yeah! Just show me all those nifty moves so I can start trashing bozos! That's all I came here for! YO ASTA STA STA!!! Pretty good, eh?"

"The only use of Master's Way is self-defense. Do you know who said that? Irori, the great teacher."

"Yeah? Well the best defense is a good offense, you know who said that? Mel, that Construction Guy in the Puddles."

"No, um... the path is the wine of purity, not the vinegar of hostility. Meditate upon this truth with us. Aaaaoooommm..."

"Listen, shrimp! All this *beep* talk is really starting to piss me off. Now, are you gonna show me some fancy moves, or am I gonna start whipin' the walls with you?"

"Murder Hobo, you fail to grasp the Way. Approach me that you might see."

"All right! Finally some action!"

"Observe closely, class. Boot to the Head!" SH-ZOOMP!

"Owww! You booted me in the head!"

"You are lucky, Murder Hobo. Few novices experience so much of the Master's Wisdom so soon."

"Ow, oh, my head!"

"Now we continue. Aaaaaoooommmm..."

"Hey! Hey, I wasn't ready! Come and get me now shorty, huh? Come on, are ya CHICKEN?"

"Boot to the head!" SH-ZOOMP!

"Oww! Okay, now I'm ready, okay, now, come on, try it now."

"Mind if I just lie down here for a minute?

"Now class, we shall return to our..."

"Master?"

"It is wrong to tip the vessel of knowledge, student."

"Many apologies, master. But I feel Murder Hobo is not wholly wrong."

"What do you mean?"

"I want to boot some head, too!"

"Have you learned nothing from the lesson of Murder Hobo?"

"Yes, master. I have learned two things. First, that anger is a weapon only to one's opponent."

"Very good!"

"And secondly, get in the first shot. Boot to the head." (SH-ZOOMP!)

"...you missed..."

"Uh, yeah. Well..."

"You too shall be honored to learn a lesson..."

"You don't have to, you know. I-I gotta be going..."

"Boot to the head!" SH-ZOOMP!

"Oyyy oy oyyyy.... Oh...."

"Can anyone tell us what lesson has been learned here?"

"Uh, yes, master. Not a single one of us could defeat you."

"You gain wisdom, child."

"So we'll hafta gang up on ya! Get 'im guys!"

(Teacher throws many 'Boot to the head!s' and 'SH-ZOOMP!s'. There are many people groaning in pain.)
"And now class, let us rejoin the mind to the body and gaze into the heart of the candle in meditation."

Aaaaaoooommm....

"Very good, class."

Shadow Lodge 4/5

Gotta say, I think my Investigator would also be an interesting encounter.

Gunslinger 5/Investigator 10 (CR 15)
AC: 50, Touch: 29, Flat-Footed: 35
Fort: +19, Ref: +28, Will: +18

Ranged: +1 Axomatic Distant Reliable Pistol (Studied Combat/Deadly Aim/Rapid Shot/Haste/Heroism/Fighting Defensively) - +21/+21/+21/+16/+11 vs. Touch (1d8 + 20 (+2d6 vs. chaotic) x4)

Venture Captain Micheal Schwartz is dressed in a hodge-podge of well worn, but sturdy, adventuring gear and a crusader's uniform stands on the far end of a room, pouring over a table covered in maps and papers. A pistol hangs at his side. He looks to the party with a mixture of relief and resignation.

I don't suppose I could talk y'all out of doing what you're about to do? Given all that was said, I suppose it's fitting the Ten would send a team, rather than a knife in the back. He sighs. I don't expect you to listen, but I did this for you, for us, for all of us. Please, put up your swords and walk away. I don't wish to harm anyone else.

Before Combat: As part of the preparation for the PC's assault, he has drank extracts of Heroism, Countless Eyes, Barkskin, Echolocation, See Invisibility, Dark Vision, False Life, Heightened Awareness, and Freedom of Movement, along with a Dexterity Mutagen. If he is aware of the PC's approach, he also consumes extracts of Shield, Stoneskin, and Displacement.

During Combat: Micheal still wishes for a peaceful resolution to this conflict, and will not attack until the party takes a hostile action towards him. If they do so, he uses Inspired Alertness (expending a use of inspiration), in order to negate the flat-footed condition; then discharge Heightened Awareness for a +4 on initiative.

He unless he's having problems hitting, Micheal always Fights Defensively for the additional bonus to AC, and expends rounds of Haste from his Boots of Speed as necessary.

During combat, he attacks the most immediate threat. Usually targeting any obvious Arcane Full-Casters, followed by divine full-casters devoted to non-good and/or chaotic gods.

If dropped below 15% of his maximum health, or if defeat seems imminent, he drinks an Elixir of Shadewalking, and flees to Axis.

Liberty's Edge 4/5

Artanthos

Before Combat: Artanthos attempts to activate his Wand of Freedom of Movement well in advance of the party's approach. Sellin has been placed as a guard to alert Artanthos of any intruders, allowing him to cast Shield, activating Martial Flexibility for Improved Sunder, then drink his potions of Fly and Enlarge Person before engaging in combat. He keeps a Toothpick of Pyrotechnics in his mouth at all times.

During Combat: Once raging and in Dragon Style, Artanthos positions himself so that the majority of the party is within his 30' threatened radius and focuses on casters and archers, preferring to sunder spell component pouches, holy symbols, and backpacks, followed by primary-use bows. If the opponents are primarily melee, he uses his quaking amulet of mighty fists to trip as many enemies as possible, repositioning them into disadvantageous positions with Ki Throw. If surrounded, he uses his Toothpick of Pyrotechnics, then works to disengage himself from the melee. Artanthos attempts to subdue the party, dissuading them from further attacks by breaking their gear.

You must be here about the Ustalav lodge! Cursed lodges and idiot agents don't deserve to stay in operation! I stand by my orders to burn that lodge to the ground, just like the other agents stood by them and carried them out!

Stand down and we can work together to fix real problems! There's no need for us to stop cooperating!

Grand Lodge 5/5

Having navigated the abyssal swamp and the moon lodge with its draconic defenders, the PCs enter the Library, lair of Venture Captain Mea. This vast room is overflowing with a mountainous hoard of tens of thousands of books, including the tome which the PCs seek. When she becomes aware of the PCs, Mea uses ghost sound to call to them at enormous volume. "Pathfinders, welcome to my lodge! What can I help ya with?"

While Mea is willing to let cooperative pathfinders study the book, she demands to arm wrestle one of them before she will allow them to do so. If the PCs are belligerent or particularly uncooperative with her or each other, she will engage them nonlethally while berating them to be good pathfinders and cooperate.

Before Combat Mea has cast extended heroism and extended comprehend languages. If she is aware of the PC's arrival, she casts good hope. If she has reason to expect a fight, she activates her unfettered shirt and eagle totem tattoo (talons), casts mirror image, displacement, vanish, and contingent action to approach the nearest PC. If the PCs are particularly boastful before combat, she drinks a strength mutagen and activates form of the dragon II.

During Combat Mea begins combat in Dragon Style. On her first turn, she rages, activates Archaeologist's Luck, and charges using either charging stag style or pummeling style. Afterwards, she attempts to engage as many PCs in melee as possible with full attacks. She prefers to test her strength against dragons, evil outsiders, and strong melee combatants.

Morale If a single PC deals more than 100 HP of damage to her within one round, she activates raging brutality and focuses on that PC. If brought below 50 HP, she calls for the fight to stop and congratulates the PCs on being strong and offering a good fight. She finds the tome for the PCs and allows them all the time and resources they need to study it.

4/5

Welcome to the After Confirmation Game!
Here you are going to find a date, property deed, or masterwork item of your dreams! We all know Pathfinders love a challenge!

So... come on over and pick an easel. We have oil paints, water colors, pastels, wax colored sticks, finger paints, and tubs of assorted (animal) viscera for you to work with! Go crazy! You have 1 hour to work your magic and then impress our audience with your painting and story!
*music playing tune starts... it's a 60 second tune that repeats...*
{after one hour}*ding*
a random winner is decided as hey, the audience ain't art critics!

Connnngratulations!

Now you get to make an astonishing beverage (potions are welcome). You'll have 1 hour to make your coooolinary masterpiece from our stocked pantry with the chance to do bad things to other contestants. Don't worry - the head chef is the last aspis agent you defeated!
*music playing tune starts... it's a 60 second tune that repeats...*
{after many dirty deeds the hour is up) *ding*

That was aaaaa treat!

Now onto your last test!
I'm gonna give each of you 100*APL gold! You also get to keep your artwork as the disposal otyughs wouldn't eat it proving it's a masterpiaeeeze.
But it's not over yet! You can leave with the gold or take what's behind one of these THREE DOORS!
{Wall of Force between audience and contestants}
One has smoke and growling, door number two seems to have a very bright light under it and choir singing, and the last is steel...
Quick we only have a minute!
*music playing tune starts... it's a 60 second tune that repeats...*
...

The Exchange

Party enters the final encounter only to find... an empty room, with a note thanking them for all their hard work, but all the real stuff was goin on in a different castle.

Misdirection is life.

-jack

Grand Lodge 1/5

1 person marked this as a favorite.

The notorious pirate and ex-pathfinder Nana Grilka has taken command of a ship and crewed it with a variety of misshapen miscreants, her "beautiful children". Whilst Nana still doesn't recognise her "Holy Mama" as Lamashtu, many of her followers clearly do.

A team of pathfinder agents might be sent to bring Nana back alive and remove the influence of the orthodox Lamashtans in her crew, or otherwise put an end to this scourge of the seas.

"Ahoy me fellow pathfinders, come to join me crew have ye? Which one of ye wants to make a baby? Blessed be the Mama!"

Before combat: Nana buffs herself and her Ape animal companion Kernuffle with Extended Monstrous Extremities (using a rod) for hooves, and herself with Extended Defending Bone. If aware of approaching hostiles she Summons help, probably 1d3 Ferocious Dretches (Augment Summoning and Ferocious Summons).

During Combat: Nana makes full use of Fly and her perfect manoevrability. She uses Invisibility together with Fly and Summons more minions as necessary. Summoned Dretches employ stinking cloud if appropriate. Nana uses Fleshworm Infestation against any dangerous enemy that closes with her. She uses the Dire Collar to enlarge Kernuffle to Huge size for battlefield control, possibly pushing her companion to bull rush or grapple and drop opponents over the side of the ship. Nana uses her keen falchion +1 in melee, but if she cannot hit her foes she will spontaneously cast Inflict Wounds spells and make touch attacks. Whenever she has a move action free and is not threatened she uses Copycat, unless she needs to close with an enemy or move away. She prefers not to harm her allies with her negative channeling, but might use it if she can position herself to only affect enemies.

Morale: Nana gets extremely angry if Kernuffle is killed or dropped below zero hp and will try to kill or incapacitate whoever is responsible. But she would rather the pathfinders agree to join her crew than fight them and will parley if a parley is called. There is no possibility of persuading Nana that her goddess is a demon lord, but she will turn on orthodox Lamashtans who try to manipulate her. If forced to, Nana will fight to the death.


It's a stormy night on the ocean as your party sets sail back to Absalom, and the crew has called you up on deck. You stand in the driving rain, hoods thrown up against the wind and water, and, by the witchlight cast by the ship's mage, you spot a man wearing a Wayfinder, with a Sihedron on his hand and a Varisian tattoo encircling his eyes.

You've heard of him before.

Kenneth Avery. Formerly one of the brightest stars in Liberty's Edge, a devout follower of Desna and renowned freedom fighter. His skill with his chosen weapons, a pair of daggers, is, while perhaps not unmatched, certainly the stuff of folk tales. The trouble with this particular ex-Pathfinder is a tragedy all its own; with the ability to recognize and identify magic but not to cast it himself, he repeatedly saved fellow adventurers from horrid fates at the hands of cursed objects or moral-altering spells, but at the cost of taking those effects on himself.

This is the man who has consumed the soul of an innocent initiate to stop a cleric of Pharasma from accidentally doing the same. This is the man whose morals have been eroded by the glimmering stone that sits in the wayfinder on his chest, and chipped away at by spell after spell. This is Kenneth Avery, captain of the pirate vessel Night's Blade, former Pathfinder, throwing knife master, and, as the first knife finds a major artery on the inside of your wizard friend's arm before improbably bouncing off the railing of your ship and returning to the swashbuckler's hand as the first boarding lines are thrown, you realize something.

You're in for a tough fight.

((Kenny started out as a NG Swashbuckler. He's been nailed with so many curses and alignment shifting spells both temporary and non that he's CN now and has dipped into CE 3 separate times before being Atoned back to CN. If he ever snaps completely, this is probably what he'd do.))

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Josh.Ingle wrote:


((Kenny started out as a NG Swashbuckler. He's been nailed with so many curses and alignment shifting spells both temporary and non that he's CN now and has dipped into CE 3 separate times before being Atoned back to CN. If he ever snaps completely, this is probably what he'd do.))

So if he dies, do you get to shout "OH MY GOD, YOU KILLED KENNY! YOU *bleeep*!"

5/5 **** Venture-Agent, Netherlands—Utrecht

Most of my characters would make a sad final boss. Pretty much all of them have a weakness or simply work better in a team. I mean, my Cleric of Gozreh doesn't pack any offensive spells, my Arrowsong Minstrel has a decent damage output, but is terrible up close and personal, and my Shaman is mainly a buffer/debuffer/crowd controller. On the other hand, if raw power is needed, I have a decently specced out Treesinger, my Occultist packs a good punch and will simply outlast the enemy through his Mind Barrier, and my Alchemist/Barbarian has an amazing AC.

If I had to choose a party of 4 as my villain team, I'd probably do this:
- Saa Basara, Cleric of Gozreh will heal everyone in trouble.
- Rokarku Mornris, Savage Technologist/Bramble Brewer will take all the hits and dish 'em back harder.
- Cassander Greenleaf, Occultist is the replacement-Wizard and backs up Rokarku in melee.
- Merrick Blackwood, Arrowsong Minstrel for backup damage and general buffer.

Two of my friends have terrifying characters to face as villains. One of them focuses purely on damage output and makes all of my characters weep in comparison, the other simply min/maxes in a very specific area. One is an armoured Rogue that manages to flank with everything, and one is a negative channeling Cleric that debuffs enemies into nothingness. Remember that big final boss in Weapon in the Rift? Yeah, he literally made him cry in the corner of the room until they put him out of its misery.

Sczarni 3/5

Yay! Heavens oracle persistent colorspray!


Wei Ji the Learner wrote:
Josh.Ingle wrote:


((Kenny started out as a NG Swashbuckler. He's been nailed with so many curses and alignment shifting spells both temporary and non that he's CN now and has dipped into CE 3 separate times before being Atoned back to CN. If he ever snaps completely, this is probably what he'd do.))
So if he dies, do you get to shout "OH MY GOD, YOU KILLED KENNY! YOU *bleeep*!"

I don't, my party does. There's a person I play with whose oracle is still, miraculously, friends with Kenneth. That's who yells it.

Scarab Sages 5/5

2 people marked this as a favorite.

The Toaster, across a small table in an interrogation room in the Grand Lodge: Enjoy it. Take this time to say everything you wanna say to me now, because you don't have much more time left for this. the store is closing

Pathfinders: What?

The Toaster: This. Tell me I'm everything you despise. That I'm the personification of evil. That I'm glancing at any paladins or hellknights present - responsible for the breakdown of the fabric of society and world order. I'm a one-man genocide. Say everything you want to say to me now. Because you don't have long.

Pathfinders: Are you paying attention here? Or, are you delusional? You have broken every arms embargo in the Inner Sea. There is enough evidence here to put you away for consecutive life sentences. You're gonna spend the next years of your long elven life going from a cell to a courtroom, and that is before you even start serving your time. I don't think you fully appreciate the seriousness of your situation.

The Toaster: Trust me. I fully appreciate the seriousness of my situation. But I promise you. I won't spend a single second in a courtroom.

Pathfinders: You are dillusional!

The Toaster: I like you kids. All of you. glancing at one of the PCs Or maybe not. But I understand you. So let me tell you what is gonna happen next. This way you can prepare yourself for it.

Pathfinders: OK

The Toaster: Soon there is gonna be a knock on that door and you will be called outside. In the hall, there will be a man who outranks you. First, he will complement you on the fine job you have done, and tell you that you are making the world safer place, that you are to receive boons, treasure, access Prestige Points and an XP. Then, he is going to tell you that I am to be released. You're gonna protest. You'll probably threaten to resign. But in the end, I will be released. The reason I will be released is the same reason you think I'll be convicted. Yes, I do rub shoulders with some of the most vile creatures calling themselves leaders today. But some of those creatures, are the enemies of your enemies. While the biggest arms dealer in all the Planes is your boss, The Ten. They deal with more merchandise in a day than I do in a year and sometimes it is embarrassing to have their fingerprints on the stuff, sometimes they needs a freelancer like me to do stuff they can't be seen doing. So? You call me evil, but unfortunately for you, I am a necessary evil. Pleasure doing business with you kids.

The Toaster more to himself then to the PCs: Most people are happy just to get out of jail. Me? I expect to be paid to leave it. But I am not a fool. I know that just because they need me today, that doesn't mean they wouldn't make me the scapegoat tomorrow. But not today. Soon, I will be back doing what I do best. Just like Grand Master Torch.

3/5

The Toaster wrote:

The Toaster, across a small table in an interrogation room in the Grand Lodge: Enjoy it. Take this time to say everything you wanna say to me now, because you don't have much more time left for this. the store is closing

Pathfinders: What?

The Toaster: This. Tell me I'm everything you despise. That I'm the personification of evil. That I'm glancing at any paladins or hellknights present - responsible for the breakdown of the fabric of society and world order. I'm a one-man genocide. Say everything you want to say to me now. Because you don't have long.

Pathfinders: Are you paying attention here? Or, are you delusional? You have broken every arms embargo in the Inner Sea. There is enough evidence here to put you away for consecutive life sentences. You're gonna spend the next years of your long elven life going from a cell to a courtroom, and that is before you even start serving your time. I don't think you fully appreciate the seriousness of your situation.

The Toaster: Trust me. I fully appreciate the seriousness of my situation. But I promise you. I won't spend a single second in a courtroom.

Pathfinders: You are dillusional!

The Toaster: I like you kids. All of you. glancing at one of the PCs Or maybe not. But I understand you. So let me tell you what is gonna happen next. This way you can prepare yourself for it.

Pathfinders: OK

The Toaster: Soon there is gonna be a knock on that door and you will be called outside. In the hall, there will be a man who outranks you. First, he will complement you on the fine job you have done, and tell you that you are making the world safer place, that you are to receive boons, treasure, access Prestige Points and an XP. Then, he is going to tell you that I am to be released. You're gonna protest. You'll probably threaten to resign. But in the end, I will be released. The reason I will be released is the same reason you think I'll be convicted. Yes, I do rub shoulders with some of the most vile creatures...

/applause

The Exchange 5/5

1 person marked this as a favorite.

after several rounds of trying to see thru the mist, trying to make out what all the screaming is about, a figure rushes you from the fog...

Ledford: "I know what you're thinking... you're wondering to yourself, did he rage for six rounds, or only five? Well to tell you the truth in all this excitement I kinda lost track myself. But being this is a 44 inch Great Ax, the most powerful hand weapon in the world and could take your head clean off in one crit, you've gotta ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?"

Grand Lodge 4/5 *

CR 15 challenge. Maybe one of the special challenges the specials like to throw in if anyone feel the need for a particularly difficult fight.

I would be a most difficult enemy to fight. I would be invisible with mind blank on. And use Limited wish to cast Spell immunity(invisibility purge).

The battle shall take place in a massive cave. In here various planar rift cause the place to be chaotic and truly dangerous. One place is filled with lava. Another negative energy. And so on.

And for minions he shall have various outsiders bound. Using Greater Planar Binding some pretty high CR creatures can be called. But most likely only a few CR 13-14 will be there. And with a few limitations on what they will be willing to do.

Using his silent rod Seldriss will move around the battlefield, annoying the PC's and killing some. Only a lucky Glitterdust can reveal him. Though if that happen I expect one of the typical Zen archers/ gunslingers/ Fighter archers to take him down. His Stoneskin will not help him versus PCs of this level.

Oh and he will use a variety of cloud spells just to annoy everyone.
(He can see through them himself)

(I expect this to be the annoying 2/3 hours encounter. Maybe one where they wish they were fighting Krune instead :P )

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Seldriss Arkenea wrote:
Spell immunity(invisibility purge).

Invisibility purge doesn't allow SR, so spell immunity doesn't actually do anything.

Grand Lodge 4/5 *

Auke Teeninga wrote:
Seldriss Arkenea wrote:
Spell immunity(invisibility purge).
Invisibility purge doesn't allow SR, so spell immunity doesn't actually do anything.

Aha. Seems you are right. Guess that there is one more way for them to spot him then.

Hmm. You would then need access to Aroden's Spellbane to lock down Invisibility Purge. Luckily for the would be elf slayers Seldriss is only level 15.

1/5

My Characters, Why You're Fighting Them, and What They'll Do:

Petros the Bear-Slayer- The mighty aasimar barbarian from the Land of the Mammoth Lords is fircely loyal to the Society, if you're seen as a threat to the Pathfinders or if Valsin's become corrupted for some reason, you're fighting Petros to the death, no questions asked.

Quintus Sol and Una Sol- These two tiefling clerics of Apsu are more loyal to the Dragon God than to the Society so if you have somehow created a grievous sin against the Church or are protecting some Chromatic Dragon, you're an enemy. Though Una can be reasoned with more than Quintus. But if actually manage to kill one twin than the other will fight to the death.

“Blackjack” LaCroix- If you've harmed a member of the LaCroix Pirate Family or if you're operating as an agent of the Andoran privateers, old Blackjack might start to see the value in cutting off your head. Though, he rarely comes at you face to face.

Giovanni D’Amore- Likely to be more of a social encounter, Giovanni's network of spies and liars probably already has a way to get rid of you but such solutions are far too permanent and messy for this nobleman's tastes.

Elessa Mithrandir- Still feeling the shame of her heinous crime, this Paladin of Sarenrae would likely welcome the sweet release of death but she doesn't go down easily, that's for certain. Inspired by Gwendoline Christie

Magnus Duloch- If you're working for Razmir or if you're a member of his twisted church, than the old drunk will indeed consider crossing you off. Duloch is no known for his subtly by the way so expect a fireball. Inspired by Ian McKellan

Satine of Oppara and the Ghost of Lady Nelas- IF you're fighting Satine then likely the worst has happened and her psychic powers have over taken her body. The time has come to put the poor girl out of her misery.

Tommen Callo and Sloth- It's hard to think of a good reason why the affable half-elf and his owlbear buddy might ever fight anyone but well, it's a possibility if you're deliberately destroying his beloved beehives. Though he'll probably try not to kill you.

Gaenes Thorgoniell- As a covert operative of the Steel Falcons, this female bare knuckle brawler will try to kill you if you're working in the slave trade or defending someone in the slave trade. She won't stop till she beats you to death. Inspired by Gina Carano

Vanafiendiel the Ram- If she thinks you're standing in the way of her chance to become the bantamweight champion of Absalom, she'll absolutely try to kill you. Inspired by Ronda Rousey

The Beast of Biston- If this lonely mountain man is so short tempered, it's hard to think of a reason he would need to be killed. Likely he's finally lost his mind. Inspired by Hugh Jackman

Alaric Stonefinger- If you're an orc or friends of orcs or just don't like Dwarves or if you're a sworn enemy of Clan Stonefinger. The list of reason for why Alaric might want to cross you off is pretty long.

Ogrul the Merciless- This fearsome Half-Orc doesn't need much prompting to kill anyone and it's a miracle he hasn't already been the end boss of an encounter.

Longtooth and Shadow- If you've committed a crime and the fearsome Elven Archer known as "The Longteeth of the West Woods" decides the price is high enough, then it's not hard to believe that he might spend an afternoon hunting you down. Inspired by Orlando Bloom

The Red Witch and Pitch- As a fanatic follower of the Asmodean Church, almost anyone who stands beyond her faith are fair game. Inspired by Carice Van Houten

Charles the Brave- If you're an advocate of evil or if you're defending the actions of a wicked king, this mighty cavalier will indeed battle you to the death.

Martin Sackville- He's an activist for Halfling liberation but the killer instinct isn't there. He's not really a bad bloke, even when he's sneaking around

The Nameless Gun- He'd kill you if you sneeze loudly, expect a long fight. Inspired by Clint Eastwood

Rafiq al-Rasheed the Shadowmaster and The Whisperer- It's hard to believe that a man who summons shadows doesn't believe in violent death as a solution. Rafiq will fold if it looks like you're going to win.

The Winter Prince- Loyal and kind to a fault, this Half Elven Ulfen will fight to the last if it's for a good cause. Inspired by Kit Harrington

Perun Navarre- A "cleric" of Razmir, he's too fanatical to ever give up.

Wu Xing- Ultimately this Nagaji monk of Irori just doesn't have violence in him. Murdering his foes, even for victory, simply isn't in his nature. Wu Xing will surrender when pressed too hard.

Blix Darkfeather- Even a cocky tengu pirate won't press his luck, if driven to violence, you'll get a fight but his mind will be on the exit every time.

Rosie “Loco” Lupino- She's super nice...also super crazy so...anything goes really. Inspired by Bayley (WWE)

Yoshiro Hama- Fight you? Hardly. If it looks like the best shamisen play Kitsune in Minkai is going to lose, he'll quietly give up.

“Bonesaw” McGraw- Bonesaw is ALWAYS ready to throw the hell down. Inspired by Randy Savage

The White Witch- Lamashtu's most beautiful and most loyal servant will serve the will of the monster mother in all things. Inspired by Natalie Dormer

Simon Elton- Simon's massive psychic powers can be hard to control sometimes, if he's finally gone bad, it's because he's lost all perspective. Inspired by Simon Baker

Dr. Royce "Absalom" Fawcett- He's a pathfinder's pathfinder. If you show you're going to give up, he will to. Inspired by Harrison Ford
The Last Face- As a poison blooded Vishkanya and an Assassin, failure to fulfill a contract is very...very personal. He'll fight until he's the "last face" you ever see.

Bruga Brokenstone- Though this half-orc barbarian is short tempered, she's also considers herself a woman of honor. She will spare her foes if they surrender.

Test Subject # L3076541-12- This Technic League experiment is logical almost to a fault. He will turn his telekinetic powers upon you only as a last resort.

Illyria Dane- Her psychic gifts are more a curse than a boon and she likely wouldn't use them without a very good reason. She's unlikely or unable to fight to the death.

Martin the Mad- For a strong drink and a good cause, old Marty will fight to the death but only if it's going to serve the Drunken God. Inspired by Val Kilmer

Dracon Thul- As a worshiper of Dahak, Dracon will gladly supply his earthbreaker to any cause that ends in murder and destruction. If you face him, pray to your gods for a quick death.

The Revenant- This masked vigilante only hunts those who have committed a crime. Beware his wrath evildoers! Inspired by Batman

Sir Didymus the Mighty- Though a scrawny Kitsune, he is a gentleman and a cavalier. He will do anything for a goodly lady, even if it involves fighting a band of adventurers. Inspired by Labyrinth

Daphne Kyros “The Evangelist of Kurgess”- A half-even monk, she fights for those who have been cheated and hurt by foul play so a band of cheaters would easily raiser her to violence. Inspired by Holly Holm

The Night Mistress- Though she seems like a fearsome shadow worshiper, she's really a kind-hearted Sarenrae worshiper and is unlikely to fight for anything but the innocent.

Mistress Tianna- A warpriestess for the God of torture, Tianna will do anything if it causes pain and suffering. Inspired by Charisma Carpenter

The Harmonious One- As a warpriest of Nethys, his primary motivation is always the pursuit of enlightenment through knowledge, though the misuse of magic or divinity is an easy way to become his foe.

Taran Cale, the Cobalt Master- This former prince is enslaved by the will of his living sword and thus is prone to it's whispers. The Man in Blue might not be entirely easy to overcome if his sword deems you unworthy.

Constable Jack Arlington- Follow the law and you have no problem, surrender and Jack will keep you alive. Inspired by Bruce Willis
Janisa the Wicked- Janisa fears her grandmother's return more than anything, if you're between her and safety from Baba Yaga, then she will absolutely kill you dead.

Masha the Butcher- An experienced cagefighter and Vanafiendel's hated rival this ruthless woman will kill you if you stand in her way. Inspired by Miesha Tate

The Pumpkin Knight- A Ghostrider Cavalier has sworn to slay all those who work with the undead. Even innocent wizards that raise a zombie might earn his wrath.

Chen Long- He's a drunk and a martial artist, he'll fight you if you spill drink. Inspired by Jackie Chan

The Night Master- The Night Mistress’ husband and a fallen paladin, he's quick to anger if he feels you're threatening his lady love. The Night Master might not easily be talked down and will fight to the end.

Brom Bullhand- An honorable paladin of Erastil, he's more than willing to accept or even give a surrender under the right circumstances.

The Fist of Abadar- Nothing stops this sharp eyed inquisitor if he deems you worthy of a quick death. Inspired by Daniel Craig

Khalid the Sun Kissed Prince- As a Tengu in service to the Osirion Sun God Ra, Khalid only fights a foe if they have acted against the laws of the land. Khalid will easily surrender if he believes that his foes are redeemable.

Haerelben the Accursed- After the Eldritch Deities he used to worship destroyed his mind, Haerelben will now kill or attack anyone he thinks worships the Outer Gods with his entire being.

Rowena Hammer and Talia Hammer-The Hammer Sisters are notorious thieves and brigands. If there's money in it, these two muscular giantesses will happily slit your throat. Inspired by Natalya Neidhart and Dana Brooke

The Clawed One- This Nagaji Paladin of Apsu is far too kind and serene to ever lose is way, if he attacks you he has a good reason.
Manwathiel Galadhwen- This half elf is more interested in ruining her rival, Lady Castile. Everyone else is merely an obstacle. Inspired by Katy Perry

Lady Castile-This spoiled Chelish Opera singer hates everyone who isn't her. Fighting you isn't that hard to believe. Inspired by Taylor Swift

The Dead Man- After his reanimation, this former undertaker has a refreshing zest for life. If he thinks his life is in danger, he'll kill anything that moves.

Hector Montoya- Hector is more interested in avenging his father's death but might try to make money as a sell sword. There isn't much money in the revenge business after all.

The Peacock Prince- A Paladin of Sheylyn, he's more interested in wine women and song than fighting much. Still, if you're evil...
Gianna Milani- A famous courtesan and famed prostitute, there are so many other ways for this woman to fight you...

Basil Finn- As a servant of Rovagug, Basil likes destroying things. Inspired by Finn Balor (WWE)

Selena the Golden Hair and Draco- As a druid, her primary job is to serve nature but she'll react violently if her mighty Drake pet is ever in danger. Inspired by Emilia Clarke

The Mutant- Because her alchemical formulas are the only thing keep her sane, The Mutant will absolutely fight you if you interfere with her work. Inspired by Carmella (WWE)

Lady Azelea of the Petals- Azelea is more interested in securing her family's legacy than actually doing any fighting with her hands. She's unlikely to actually do any physical attacking but...she'll happily hire it done. Inspired by Christina Hendricks.

“Ten Leg Meg”- A human raised by Dwarves, Meg prefers to limit her targets to people who attack the Five Kings Mountains... Although she'll happily kill an Orc anywhere. Inspired by Karen Gillan.

Inam Nadir- As a sylph, he's more likely to focus his ire on those who have offended him on the other side of the elemental wall. Still, Golarion's planeswalkers might raise his hackles if they deserve it.

Aja the Fearsome- As a loyal servant of the Ruby Prince, this Ifrit prefers to only fight for his nation.

Oret of the Green Mountains- Despite his size, this Oread is extremely slow to anger and unlikely to put up much of a fight.

Kevan Kallistros- He's an Undine raised by Gillmen and he's got a temper, expect a strong response if you threaten him.

Elizabeth Turner- Her main focus is slaying vampires and werewolves in her native Ustalav, she will stand down easily against opponents. Inspired by Sarah Michelle Gellar.

Pari Padinura- As an Undine in service to the Ruby Throne, Osirion's defense is her primary concern. No one dares cross her when her blood is up.

The Whisper of Daggermark- As a Paladin of Tanaagar, The Whisper is dedicated entirely to defending those who work in darkness. Kill a city guard and the Whisper will find you.

Arnold Armstrong- Armstrong has dedicated his life to fair play and fairness so people cheating at sporting events are sure to draw his ire, though Arnold is unlikely to kill anyone Inspired by Arnold Schwarzenegger

Fiorello the Perfect- After decades as a successful sellsword, Fiorello is more likely to fight you for the challenge than for a simple paycheck.

Lawrence Talbot- The spell that keeps this mooncursed barbarian's lycanthrope at bay may fail at any time, if this is true than Lawrence would welcome death and might surrender if you promise to kill him.

Grummy Grumpkins- Grummy hates to lose and this gnome dies hard.
Charlotte the Lioness- She'll kill for money or out of revenge. For any reason really... Inspired by Charlotte Flair (WWE)

Thomas Coyne- He's a tax collector for the Taldan throne and something of a thug for hire, pass a coin in front of Thomas and he'll happily give up, surrender, or kill you depending on how much you offer.

The Gravedigger of Caliphas- Raise the undead anywhere in the world and the Gravedigger will happily kill you in the name of Pharasma. Inspired by The Undertaker (WWE)

Serena the Jewel of Sarenrae- This fiery dervish Ifrit battles Slaver in the Brass City and anywhere else, if you're a slave owner than she'll fight you to the death. Inspired by Misty Copeland.

Aranel the Wild One and Kitten- Raised by wild cats in the jungle, Aranel only fights when she's cornered. Inspired by Paige (WWE)

Malia the Shining- Another ex-slave from the Fire Realm, she's also dedicated to liberating slaves. She'll die before going back into any bondage. Inspired by Sasha Banks (WWE)

Elena the Heartbreaker- If the Phoenix Court wants you dead, then this pretty killer is who they might send. She does not care if you're a friend or foe. Inspired by Emma (WWE)

Nikos the Blind- If you're an evil doer or in service to them, this blind swordsman is probably already looking for you. He won't stop until you die or he does.

Serpenta- While she's "technically" a druid, she's also rather mad and unpredictable. Inspired by Salma Hayek

Dr. Murray Ramis- This Alchemist would rather everyone just says the magic word and gets along... Inspired by Bill Murray

Emma Duchannes- As a changeling, she's constantly worried that her Hag mother will turn her to evil. If that ever happens, she knows her death would mercifully soon follow. Inspired by Emmy Rossum

Seska the Unyielding- Seska's evil family is always her primary target. Work for her father or claim that you do and she'll attack you on sight. Inspired by Alexa Bliss (WWE)

Agardor of the Southern Forest and Scatha- As a half-elven drakerider, Agarador has dedicated his life to fighting the forces of evil with the help of his mighty steed. But he's also a kind and reasonable man and very likely to surrender if he knows he's in the wrong.

Sir Bogtail the Just and Bucephalus - A small Grippli cavalier, he fights evil because that's what he does and happily protects those in it's path.

Lord Francis Varney- This fearsome Dhampir has sworn to hunt down his wicked father and make the forests of Ustalav safe. If you're a vampire, he'll kill you on sight.

The Hand of Ragathiel- An Ifrit paladin in service to the firey lord of vengence, he is both lawful and good and will murder those who have earned his ire.

Kikuchiyo Mifune- A cagey half elven Samurai body guard, he will die protect his clients but only if they've earned his trust. Otherwise, His honorable person will remove his sword from the fight. Inspired by Toshiro Mifune

Li Jun Fong- A dragon monk, it's all about emotional content with Li. Inspired by Bruce Lee.

Erin Redbriar- She fights for coin and fun...and food...maybe if she's angry. Actually, Erin just plain fights for anything. Inspired by Becky Lynch (WWE)

“Big Jack” Knutson- "Big Jack" is ultimately a coward. It's unlikely he'll really go down swinging. Inspired by Kurt Russell

Auntie Zena- This old fortuneteller still has a few tricks up her sleeve. If you double cross her, she'll stick a knife in your ribs. Inspired by Helen Mirren

Ciera and the Darkness- Because of her possession and her family history of worshiping evil. Ciera fears that one day the spirits that drive her mad will fully take hold. When that happens she will kill every living thing she sees and there won't be a thing you can do to stop her. Inspired by Cara Delevingne

The Exchange 3/5

The frigid winds of Irrisen sweep across black snowbanks as the party approaches in the dead of night. Though fresh snow left scarcely a trail the diviner and survival expert managed to get this far; the best the Decemvirate could spare. The hunter squints, mutters "Acute Senses" and gazes into the darkness. Against the monochrome landscape he notices a black steed, a phantom, with the Rider. Seemingly out of place in his sky blue kimono it is most definitely the venture captain. His skin almost blends into scene having lost its color though black and white tattoos symbolic of Nethys run across it where visible. His dull grey eyes are fixated on them. Beside him a swirl of energy and lightning flashes brightly for a moment in a vaguely feminine form (DC 30 Planes recognizes her as Arcanotheign, the herald of Nethys).

Breaking the silence he calls out,

"So the Will of the Ten makes itself known once again. Have they no gratitude? I bared the burden of these shards, I kept the secrets of what they did to my people in the Darklands, and I risked life and limb when they couldn't dirty their hands. Where were they when the cult of Lissala's plans almost succeeded? They were hiding, all cowards. After what I've suffered this is how they repay me? That elixir was necessary for my own well-being after what they put me through. I refuse to come with you to Skyreach. You'll never throw me into that orb! I have a higher purpose than the society now as Baba Yaga's Black Midnight. Come now Pathfinders test your mettle against Yin Al'rath!"

Roll Initiative!

Combat Stuff:

As a level 16 Eldritch Knight and Arcane Archer Yin is prepared to fight both with spells and his +5 Seeking Cyclonic Longbow. A Luckblade rests on his hip. Strapped to his arm is a Reflecting Mithral buckler. His Ring of Counterspells has a Greater Dispel Magic stored and his contingency is for a Break Enchantment should he be effected by a condition it can remove. He has 20% miss chance from his cloak, sees through fog, smoke, and vapor, and has evasion.

AC 25, 176 HP, Fort+20, Ref+19, Will+16
Initiative +23
+2 vs spells and spell-like abilities
+2 vs aging, curse, disease, poison, divination, and compulsion

Currently his buffs are:

Anticipate Peril
Heighten Awareness (expended when entering combat)
Extended Abundant Ammunition
Extended Gravity Bow
Extended Shield
Extended See Invisibility
Darkvision (he doesn't need this to see in the dark, only to see further)
Mirror Image
False Life
Raiment of Command
Extended Protection from Energy
Extended Heroism
Flame Arrows
Named Bullet
Eyes of the Void
Stoneskin (150 points)
Life Bubble
Telepathic Bond (with Arcanotheign)
Overland Flight
Spell Turning

Tactics:

Quickly identifies any full casters and shoots an imbued arrow of anti-magic field at them. He casts Repulsion(DC 25) protecting himself with Force Sphere if needed. He activates his kimono to Maze any particularly "brutish" PCs. He will shoot an area of Hungry Darkness or Cloudkill which he can see through if it would seem effective. He maintains distance on his Phantom Steed. He doesn't expect Arcanotheign to help but welcomes her aid should she choose to. If he can't quickly control the situation he dimension doors or greater teleports away regardless of current hit points.

Full Attack: +27(manyshot, named bullet)/+27/+27/+22/+17 2d6 + 2d6 fire + 1d6 acid + 17

1/5

Jessex looks up from his studies clearly bored by the intrusion.

"Is this all the Ten sent? What has become of the Society?

Spoiler:
Jessex is a 14th level wizard.
Always cast buffs:
extended mage armor
water breathing
resist fire 10 from ring

If Jessex knows combat is imminent he casts on himself
extended stoneskin (140 points)
mirror image
shield
extended resist energy 30 (type determined by enemies preferences if known)
see invisibility
fly

Jessex uses dimension door's, flight, quickened spells and judicious use of his elemental wall ability to stay out of reach of the enemy while dealing as much damage as quickly as possible. Jessex's priority target is always other casters who he targets first with feeblmind to take them out of the fight with a single spell. When staying out of reach is no longer possible or when reduced to below half hit points he teleports to safety.

The Exchange 5/5

"Your Character is the End Boss!" - ok, what Tier are we at?

51 to 100 of 106 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Your Character is the End Boss! All Messageboards

Want to post a reply? Sign in.