Same Game Test


Advanced Class Guide Playtest General Discussion


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So, I have been looking to see how the various classes work in similar situations. You can find something similar over in the Warpriest thread from Squirrel Dude. I will be running the Arcanist against this set up at level 10. Feel free to test your own characters as well.

The test involves 3 combat challenges (each EL8) and two obstacles.

Quote:

SET UP

The Necromancer Perfidious has not been seen in over 200 years. Many people have speculated on the location of her Tower but now you have found it. It is said to contain many treasures, gold and gems extorted from those who feared her power, a spellbook with numerous necromantic spells, many of them developed by the necromancer herself and potent magic items crafted by her hand.

Whatever the truth you have arrived at the small town of Gainford. The locals know of the tower which sits on a small bluff but have never heard of any Necromancer. It is half falling down and had been used by the local militia as a watchpost. Some weeks ago however a Hill Giant came down from the mountains and slew the watchmen. Now it demands tribute and food from the town under threat of being demolished. The people are desperate to be free of the tyrannical creature.

Quote:

ENCOUNTER 1: The Abandoned Tower

The tower sits on a bluff overlooking the forest below. A small river runs past it plunging over the cliff to a deep pool below. It offers a great view of the surrounding countryside and is in very poor repair. The roof is partially collapsed and the walls are breached in several sections, though choked with rubble and brush. The Hill Giant removed what remained of the old rotted gates which provide a clear approach to the courtyard.

The Giant spends most of its time on the ground floor. The upper floors are not readily accessible due to the collapse of the staircase and sagging floors which cannot hold his weight. He has brought a pair of dire wolves as his companions and they tend to remain in the yard outside.

Hill Giant:
CE Large humanoid (giant)
Init –1; Senses low-light vision; Perception +6
AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
Fort +11, Ref +2, Will +3
HP 85 (10d8+40)

Special Attacks rock throwing (120 ft.)
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)

Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.

Statistics
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24

Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)

Skills Climb +10, Intimidate +12, Perception +6

Languages Giant

Dire Wolves:
N Large animal
Init +2; Senses low-light vision, scent; Perception +10
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
HP 37 (5d8+15)

Fort +7, Ref +6, Will +2
Speed 50 ft.

Melee bite +7 (1d8+6 plus trip)
Space 10 ft.; Reach 5 ft.

Statistics
Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)

Feats Run, Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Quote:

CHALLENGE 1: The Secret Door

If the Giant is dealt with our trusty adventurer is free to search the ruins of the Tower. Careful searching at the back of the crumbling cellar will find a secret door (DC25 to spot). Of course it cannot be quite so simple and those who would disturb the Necromancers rest attract her curse. The door is trapped with Bestow Curse (DC29 to spot or disable, DC16 Will save or -4 to attacks, saves, ability checks and skill checks).
Quote:

ENCOUNTER 2: The False Crypt

With the door open a narrow stairway leads down into pitch blackness. At the bottom sits a large crypt covered in dust but not a cobweb in sight, no living creature treads these halls. A sarcophagus carved with the likeness of Perfidious sits on large stone bier in the middle of the room. Fourteen armoured figures fill niches in the walls. Anyone opening the stone sarcophagus awakens the creatures set to guard this place as does attacking any of the figures.

The Mummy takes one round to explode out of the sarcophagus if it is not opened. The crypt is 40 feet long and 30 feet wide. The ceiling is only 10 feet high so flying creatures cannot avoid enemies here. The sarcophagus is at the far end and the figures spaced evenly around the walls. All are dressed identically making it impossible to distinguish between the Wights and Skeletons, at least at first.

Mummy:
LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)

AC 20, touch 10, flat-footed 20 (+10 natural)

HP 60 (8d8+24)
Fort +4, Ref +2, Will +8

DR 5/—; Immune undead traits

Weaknesses vulnerable to fire
Speed 20 ft.

Melee slam +14 (1d8+10 plus mummy rot)(12/d8+16 with power attack)

Statistics
Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +13; CMD 23

Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)

Skills Perception +16, Stealth +11

Languages Common

Wight:
LE Medium undead

Init +1; Senses darkvision 60 ft.; Perception +11
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

HP 26 (4d8+8)
Fort +3, Ref +2, Will +5

Defensive Abilities undead traits

Weaknesses resurrection vulnerability
Speed 30 ft.

Melee slam +4 (1d4+1 plus energy drain)

Special Attacks create spawn, energy drain (1 level, DC 14)

Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15

Feats Blind-Fight, Skill Focus (Perception)

Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth

Languages Common
SQ create spawn

Skeletons:
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

HP 4 (1d8)
Fort +0, Ref +2, Will +2

DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.

Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14

Feats Improved Initiative

Quote:

CHALLENGE 2: Lies and Deception

The sarcophagus contains a variety of apparent treasure but it is largely copper painted gold (DC25 Perception or DC20 Appraise) and items enchanted with permanent magic aura to appear magical. There is a spellbook but it is one of her early ones and contains no unique spells or spells above level 3. Clearly this is not the true crypt.

The true entrance lies beneath the stone bier. It is cleverly concealed (DC25 to spot) and, barring magic, the bier must be shoved aside to gain access (DC25 Strength check). Once access is gained it reveals a perfectly smooth pitch black pit, some 5' in diameter. Carved out through the use of disintegrate this shaft descends some 200 feet into the earth.

The bottom of the shaft is protected by a Symbol of Pain which will catch anyone using a light source to navigate in the darkness. The Chamber below lies within the radius of the Symbol so the penalties will persist within the chamber as well.

Quote:

ENCOUNTER 3: The True Crypt

The true crypt is a tiny room only some 10 feet in diameter and 10 feet high. In it lies the carved ebony coffin which houses the last remains of Perfidious. Unusually for a Necromancer she chose not to cheat death, instead allowing her soul to journey through the Planes beyond. However she was a jealous creature who could not abide sharing her wealth and so placed a powerful curse on her last resting place. Anyone opening her tomb calls forth a Soul Eater which will pursue them wherever they go unless they destroy the creature first. This trap can be detected but not dispelled.

Advanced Soul Eater:

NE Medium outsider (evil, extraplanar)
Init +12; Senses darkvision 60 ft., all-around vision; Perception +12

DEFENSE
AC 25, touch 21, flat-footed 18 (+8 Dex, +1 dodge, +6 natural)
HP 104 (11d10+44)
Fort +7, Ref +15, Will +9
DR 10/magic; Immune critical hits, paralysis, poison, sleep, stunning

OFFENSE
Speed 30 ft., fly 100 ft. (perfect)
Melee 2 claws +20 (1d6+3/19–20 plus 1d6 Wisdom damage)
Special Attacks find target, soul drain

STATISTICS

Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 15
Base Atk +11; CMB +14; CMD 32 (can’t be tripped)

Feats Dodge, Flyby Attack, Improved Critical (claw), Improved Initiative, Weapon Finesse, Weapon Focus (claw)

Skills* Acrobatics +22 (+8 jump), Escape Artist +22, Fly +30, Intimidate +16, Knowledge (planes) +17, Perception +16, Stealth +22 (+30 darkness or smoke)
Languages Abyssal, Infernal
SQ caster link (irrelevant here)

SPECIAL ABILITIES

Find Target (Su)
When a soul eater’s conjurer orders it to find a creature, it can do so unerringly, as though guided by a locate creature spell that has no maximum range and is not blocked by running water. The conjurer must have seen the desired target and must speak the target’s name.

Soul Drain (Su)
If the Wisdom damage from a soul eater’s claw attacks equals or exceeds an opponent’s actual Wisdom score, rendering the victim helpless, the soul eater can devour that creature’s soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The dead victim can resist having her soul eaten by making a (DC 19) Fortitude save; success means she is still dead, but can be restored to life normally. If she fails this save, her soul is consumed by the soul eater. A victim slain in this manner cannot be returned to life with clone, raise dead, or reincarnation. She can be restored to life via resurrection, true resurrection, miracle, or wish, but only if the caster can succeed on a DC 32 caster level check. If the soul eater is killed within 120 feet of its victim’s corpse, and the victim has been dead for no longer than 1 minute, the victim’s soul returns to her body and restores her to life, leaving her unconscious and at –1 hit point. This is a death effect. The save DC is Constitution-based.

Wisdom Damage (Su)
A creature hit by a soul eater’s claw must succeed on a DC 19 Fortitude save or take 1d6 points of Wisdom damage. The save DC is Constitution-based.


Our first contestant against the crypt is Professor Marcus D'Avore, an Arcanist and magical investigator. A hunter of relics, scrolls and lost bits of lore he learned of the location of the tower from the spirit of the last apprentice to have served Perfidious. He has travelled to the town of Gainford where he learned of the Giant problem.

In deciding on how to tackle the issue he picks a few enchantment spells to help against the Giant, Command Undead as he expects to find undead in a Necromancers tomb, Magic Missile in the event of Incorporeal Undead and a range of generally useful spells such as Summon Monster and Invisibility.

Marcus D'Avore:
Human Arcanist 10
LN Medium Humanoid (Human)
Init +8; Perception +18

DEFENSE
AC 21, touch 13, flat-footed 15 (+4 mage armor, +2 Dex, +1 Ring, +4 shield)
HP: 82
Fort +9, Ref +8, Will +10

OFFENSE
Speed 30 ft

Arcanist Spells Known: (CL 10; concentration +18)
Spells per day: 5/6/6/6/3

Level 0: Detect Magic, Detect Poison, Light, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation

Level 1: Mage Armour, Magic Missile, Charm Person, Disguise Self, Snowball, Liberating Command, Grease, Identify, Air Bubble, Protection from Evil, Good, Law, Chaos, Alarm, Endure Elements, Shield, Obscuring Mist, Detect Secret Doors, Expeditious Retreat, Comprehend Languages, Silent Image

Level 2: Mirror Image, Resist Energy, Glitterdust, Command Undead, See Invisibility, Locate Object, Continual Flame, Scorching Ray, Arcane Lock, Blindness, Invisibility, Alter Self, Knock, Rope Trick, Darkvision, Create Pit, Frost Fall, Resist Energy, Locate Object

Level 3: Dispel Magic, Haste, Stinking Cloud, Magic Circle vs Good, Evil, Water Breathing, Slow, Phantom Steed, Sleet Storm, Summon Monster III, Arcane Sight, Clairvoyance, Tongues, Daylight, Fireball, Invisibility Sphere, Fly, Gaseous Form, Suggestion, Wind Wall, Vampiric Touch

Level 4: Dimension Door, Emergency Force Sphere, Charm Monster, Black Tentacles, Summon Monster IV, Arcane Eye, Scrying, Confusion, Wall of Fire, Greater Invisibility, Animate Dead, Enervation, Elemental Body I, Dragons Breath, Dimensional Anchor

Level 5: Teleport, Overland Flight, Lesser Planar Binding, Wall of Stone, Contact Other Plane, Prying Eyes, Dominate Person, Wall of Force, Summon Monster V

STATISTICS
Str 7, Dex 14, Con 14(16), Int 26(22), Wis 11, Cha 7
Base Atk +5; CMB +5; CMD 15

Feats: Spell Focus (Conjuration), Augment Summons, Improved Initiative, Spell Penetration, Persistent Spell, Superior Summoning, Scribe Scroll

Traits: Reactionary, Eyes and Ears of the City

Skills: Diplomacy 8, Knowledge: Arcana 21, Planes 21, Religion 21, Nobility 16, Geography 16, History 16, Local 16, Nature 21, Dungeoneering 21, Perception 18, Fly 15, Spellcraft 21, (Stealth 12, Disable Device 14)
Languages: Common, Thassilonian, Varisian, Elven, Ossirian, Ancient Ossirian, Dwarven, Orcish, Giant

Class Abilities: Arcane Reservoir (6 in starting pool, 30 max), Consume Spells, Counterspell, Dimensional Slide, Potent Magic, Metamixing, Metamagic Knowledge

Equipment:

+3 Cloak of Resistance (9k), +3 Mithril Buckler (10k), Headband of Vast Intelligence +4 (16k), Clear Spindle Ioun Stone plus Wayfinder (4.5k), Eyes of the Eagle (2.5k), Handy Haversack (2k), Belt of Might Con +2 (4k), +1 Ring of Protection (+2), Wands: Infernal Healing, Cure Light Wounds (1.5k), Masterwork Thieves Tools, 8010gp spent on scribing costs, 590gp

Scrolls:
4x: Air Bubble, Prot Evil, Prot Good, Expeditious Retreat, Endure Elements, Obscuring Mist, Detect Secret Doors, Comprehend Languages (400gp)
1x: Resist Energy, Locate Object, Darkvision, Knock, Locate Object, Alter Self, Gaseous Form, Wind Wall, Fly, Teleport (1400gp)


Quote:

ENCOUNTER 1

Approaching the Tower during the day Marcus decides that discretion is the better part of valour. Dropping key equipment (shield, spell components) he turns himself into a small air elemental (+2dex, +2 natural armour, small, darkvision, 60' perfect flight, lasts 10 minutes, +4 overall AC) and takes to the air cloaking himself in invisibility as he does so (also lasts 10 minutes).

He approaches the tower from the air. He spots the dire wolves in the courtyard (18 perception versus 3 stealth, assuming they are trying to hide) and he is out of range of their scent ability. They cannot detect him (+10 perception versus effective 33 stealth).

He descends into the remains of the tower and approaches the Giant which also cannot spot him (+6 perception). He takes a spot on an old beam 50' above the Giant and nails it with persistent Charm Person. He expends a point on Potent Magic to be on the safe side (DC 21 roll twice, save modifier +3, rolls 13 and 15, fails).

Marcus becomes visible and introduces himself to his new friend. He asks him to tie up his dire wolf pets (wouldn't want an accident would we) and let him have a look around the place. He promises not to bother him and leaves him with some booze and mutton to munch on. Being fairly reasonable requests I don't see a need for an opposed check.

Spells available: 5/5/5/5/3
Pool Points: 5

Quote:

CHALLENGE 1

Marcus begins to search the ruins of the Tower making copious use of Detect Magic as well as his natural perception skill (taking 10). He will find the secret door but I am going to run out the Elemental Body spell while he searches. Taking 10 he fails to spot the trap and is nailed by Bestow Curse but a natural 16 easily saves against the DC. Becoming more paranoid he burns a Darvision scroll so he can see in the dark.
Quote:

ENCOUNTER 2:

Reaching the crypt room he is of course instantly suspicious. He retreats a little way back up the staircase and casts Summon Monster IV into the room, summoning a Hound Archon. He orders it to open the sarcophagus. As it does so combat begins.

Fight:
Initiative:
Marcus 26
Skeletons 26
Archon 17
Wights 16
Mummy 13

Round 1:
Marcus: Chucks a Fireball in the room aimed to avoid the Archon and sarcophagus (the spellbook could be in there!). DC is 21 and it is doing 36 damage. With the skeletons and wights spaced evenly around the room it will hit both wights and 7 skeletons. The skeletons die regardless of their saves. The Wights can survive (with 8HP) if they get 19+. One manages to survive.

Skeletons: 5 skeletons remain mostly near the archon. Three converge on him while two charge at Marcus. All of them miss.

Archon: Demolishes two of the skeletons attacking him.

Wight: Cannot reach the Arcanist in the narrow passage as two skeletons are in the way so moves to flank the Archon and slam him but misses.

Mummy: Rises out of the sarcophagus (move action), Archon Paralysed for 4 rounds by despair, moves to bring Marcus into despair aura, saves with a 15.

Round 2:
Marcus: Defensively casts Persistent Command Undead on Mummy combined with Potent Magic (DC23 @+18, passes with a 13). DC22 rolling twice, 10 and 9, fails save. Commands it to return to its sarcophagus. Again not an unreasonable command so no opposed check required.

Skeletons: Claw at Marcus, 1 hit for 5 damage.

Archon: Paralysed

Wight: Moves up, slams skeleton to get at Marcus, misses

Mummy: Returns to sarcophagus

Round 3:
Marcus: Defensively cast Magic Missile at the fried Wight (auto success, +18 versus DC17). 15 damage kills it.

Skeletons: Claw at Marcus, all miss

Archon: Paralysed

Round 4:
Marcus: Defensive Magic Missile skeletons, 3 on 1, 2 on the other, automatically destroys them.

Post Combat: Marcus thanks the Archon for his service and has him drop an Aid spell on him before it goes giving him 13 temporary HP. He burns a charge from his Infernal Healing wand to heal himself and begins searching the room.

Resources:
Spells: 3/5/4/3/3
Arcane Points:4

Quote:

CHALLENGE 2:

The hidden entrance is discovered with no real difficulty (taking 10) but the stone bier is far too heavy for Marcus to lift. He casts Elemental Body I again this time taking the form of an Earth Elemental. Gliding carefully through the rock he discovers the shaft and descends to the bottom, avoiding the Symbol. Detect Magic demonstrates that the coffin is trapped so he exercises caution.

Resources:
Spells: 3/5/4/2/3
Arcane Points:4

Quote:

ENCOUNTER 3

He cloaks himself in Invisibility and uses Summon Monster V to summon a Large Earth Elemental which he commands to open the coffin. The Soul Eater appears howling for vengeance and battle is joined.

Fight!:
Initiative:
Marcus 28
Soul Eater 26
Earth Elemental 6

A 27 on Knowledge: Planes identifies the creature and gives Marcus serious pause for thought. I give him its Wisdom drain and Find Target abilities as bonus information.

Round 1:
Marcus: Begins to cast Summon Monster V
Soul Eater: 2 claw attacks against elemental, both hit for 5 damage after DR. Fails 1 save and takes 1 point of Wis damage
Elemental: Power attacks with both slams, misses with both

Round 2:
Marcus: Completes Summon Monster V and places 4 Lantern Archons nearby. He would have gone for another earth elemental but the room is too crowded as it is. He follows this up with a Mirror Image (getting 4 images).
Lantern Archons: All shoot needing 16 to hit (its touch AC should be 19 not 21), 2 hits for 8 damage
Soul Eater: Knows something more is up but cannot see the caster and is rather busy with an enormous elemental. Takes its two attacks against it, hitting only once (rolled a 1). Does no damage due to DR and therefore I don't think it gets to Wis drain. I rolled a save anyway which it passed.
Elemental: Raargh, smash! Double miss with 2 3's.

Round 3:
Marcus: His summons are not having the impact he would like so he takes direct action. He misses horribly with a Snowball (it has a high Touch AC)
Lantern Archons: Fire! 1 hits for a measly 2 damage
Soul Eater: Can see Marcus now so moves towards him taking the elementals OA as a 5' step wont be enough to get around it. OA misses. Claw misses with a 1.
Elemental: Continues to pound,2 hits, one threat which cannot crit as it is immune. 30 damage after DR

Round 4:
Marcus:Noting the difficulty with hitting the thing Marcus launches a set of Magic Missiles at it then 5' steps backwards into the stone wall using Earth Glide. 14 damage
Lantern Archons: Unleash light beams! 3 hits this time for 10 damage
Soul Eater: Denied its main target it continues to try and drain the earth elemental. 2 hits for 6 damage. Fails one save, thank you Augment Summoning Con boost and another single point of Wis damage.
Elemental: Smash, 1 attack hits for 15 damage after DR

Round 5:
Marcus: Emerges from the stone on the other side of the room. Launches another battery of Magic Missiles being probably his most effective option at the moment. 19 damage
Lantern Archons: All miss
Soul Eater: Risks the OA to try and at least damage the annoying Arcanist and end this. OA misses and the claw destroys a mirror image!
Elemental: Steps over to smoosh soul eater. Single hit finally takes it down.

Resources:
Spells: 0/3/4/2/1
Arcane Points:4

Having destroyed the last guardian Marcus loots the coffin and returns to the surface. On the way he may have the Lantern Archons destroy the Mummy. Tomorrow he is inclined to come back and claim the Giant as his latest minion with Dominate Person.


Also just realised this should probably be in the playtest forum rather than the class one. If some friendly mod could move it it would be much appreciated.

Dark Archive

Neat playtest! Behold the power of T1!

Just to note, you were right - the Wis drain from the Soul Eater is on hit, even if the elemental's DR reduces the physical damage to zero.

I'd have used a Glitterdust on the Soul Eater - you had it prepared and their will save is pretty abysmal. Given your DCs he would have had a 75% chance or so of failing, and being blind would have cut his AC (including touch AC) nearly in half.


It would but it might also have blinded the elemental and probably me, the encounter room is intentionally very small.

Silver Crusade

Charm person only affects humanoid-type creatures; giants are immune.


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Giants are humanoids with the giant subtype in Pathfinder, unlike 3.x.


Yep, I noticed that recently. There is no Giant type anymore, everything is a Humanoid with various flavours of sub types. Charm Person and Dominate Person works on gnolls and ogres and giants and troglodytes and all sorts of other critters. Charm Monster is for getting pet Owlbears and Manticores and stuff.

Dark Archive

andreww wrote:
It would but it might also have blinded the elemental and probably me, the encounter room is intentionally very small.

This is a matter of tactics. Order your elemental to glide into the floor with his move action, and ready an action to reappear after you cast Glitterdust using his standard action. Not only will he be safe from your spell (the floor blocks line of effect for your burst,) but he won't even provoke AoO for this since he stays adjacent to the Soul Eater the entire time. Further, you clearly know about this tactic, having used Earth Glide yourself earlier to get to the room in the first place.


Fair point.


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OK, thought I would try this out with a Shaman. This time we have Anuriel, a Shaman of the Shoanti Hawk Clan who has learned that the skull of her ancestor, stolen by the Necromancer, now lies deep within her crypt.

Anuriel:
Human Shaman 10
NG Medium Humanoid (Human)
Init +7; Perception +17

DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armour, +1 dex)
HP: 73
Fort +7, Ref +6, Will +13

OFFENSE
Speed 30 ft

Shaman Spells Memorised: (CL 10; concentration +14)
Spells per day: 5/5/5/4/2 plus 1

0: Detect Magic, Detect Poison, Stabilise, Light
1: Divine Favour x3, Protection From Evil, Shield of Faith, (Magic Stone, Enlarge Person)
2: Grace x2, Resist Energy, Delay Poison, Silence, (Stone Call, Fog Cloud)
3: Invisibility Purge, Speak with Dead, Daylight, Dispel Magicx2, (Meld into Stone, Magic Vestment)
4: Blessing of Fervour, Summon Monster IV x3, (Wall of Stone, Wall of Fire)
5: Summon Monster V x2, (Stoneskin, Righteous Might)

Spirit Powers: Battle (Healing Spirit, +2CL, Maximise 1/day on another)(Bane Weapon 2/day), Touch of Acid (2/day)

Hexes: Stone Stability (Imp/Greater Trip), Battlemaster (+1OA, Weapon Focus and Greater), Eyes of Battle

STATISTICS
Str 18(22), Dex 12, Con 14, Int 12, Wis 16(18), Cha 7
Base Atk +7/2; CMB +14 (18 for trip); CMD 24 (28 vs trip and bulrush)

Feats: Improved Initiative, Spell Focus (Conjuration), Augment Summons, Superior Summoning, Power Attack, Combat Reflexes, Greater Weapon Specialisation (Longspear), Improved Trip, Greater Trip

Skills: Diplomacy 11, Fly 9, Spellcraft 14, Perception 17, Knowledge (Nature) 9, (Planes) 9, (Religion) 14, (Arcane) 9, Sense Motive 14

Languages: Common, Shoanti

Traits: Underbridge Dweller, Reactionary

Equipment: +2 Headband of Wisdom (4k), +4 Belt of Strength (36k), +1 Longspear (2k). Eyes of the Eagle (2.5k), Handy Haversack (2k), +3 Cloak of Resistance (9k), +1 Mithril Breastplate (5.2k), Feather Step Slippers (2k), Wand of Cure Light Wounds

Longspear: +14/9, 1d8+14, 20/x3
With Power Attack: +12/7, 1d8+20. 20/x3


Our heroine has arrived in the area determined to recover the sacred relic of her clan. She learns of the giant lurking in the tower and sets off to confront it. The Cleric list doesn't really have anything terribly relevant to dealing with Giants so for now she will stick with her base list.

Quote:

ENCOUNTER 1:

As a Shaman her stealth options are limited so she heads towards the main gate which lies open and wrecked. She doesn't have any real chance of evading the Wolves but she also spots them easily enough. No-one is surprised, the Wolves start to bay furiously and the Giant is stirred out of his slumber in the tower. He will arrive on the scene in round 2. I have given Anuriel one round of pre buffing which she uses for Divine Favour while the wolves move into range. I will always be Power Attacking unless stated otherwise.

Fight:
Initiative:
Anuriel: 21
Wolves: 17
Giant: 8

Round 1:

Anuriel: Charges wolf 1, natural 1 misses. Not a good start.
Wolves: Both attack but miss with poor rolls
Giant: Comes out to find out what is happening

Round 2:
Anuriel: Full attack, first attack crits, kills wolf 1 outright, second attack hits, 31 damage, left on 6
Wolf: Bites, hits for 10, fails to trip
Giant: Moves into charge lane, throws a rock but misses

Round 3:
Anuriel: Kills wolf on first attack, moves into cover to prevent charge
Giant: Moves up to clobber, threat but no crit, 24 damage

Round 4:
Anuriel: Full attack Giant, 58 damage
Giant: Clobbering time, terrible rolls, 1 hit, 12 damage

Round 5:
Anuriel: Eviscerates the Giant.

This fight ended up tougher than expected. It takes about 9 wand charges to get her back up to full. It may have been better to go with more defence.

Quote:

CHALLENGE 1:

Finding the door takes a little while but she beats the DC easily enough taking 10. Detect Magic notices the trap which she goes to dispel (CL8). She succeeds and heads on down popping a light spell so she can see.
Quote:

ENCOUNTER 2:

Another member of the inherently suspicious club but this one is a little more adventurous. She moves into the room and tries levering the sarcophagus open with her longspear. This sends everything into action and combat begins.

Fight:
Initiative:

Wights: 20
Anuriel: 17
Skeletons: 8
Mummy:8

Round 1:

Wights: They both jump down from their podiums and charge Anuriel. One hits for 4 damage and 1 level loss
Anuriel: Wights are dangerous so she isn't taking any chances. Grace allows her to withdraw to the edge of the room without an opportunity attack. A 200' long Wall of Fire is big enough to pretty much fill the entire room catching everything inside of it for 4d6+18 damage, no save. 33 damage destroys all of the skeletons and both of the wights and leaves the Mummy on 10HP due to its fire vulnerability.
Mummy: The charred corpse gets up out of its sarcophagus and she fails her Will save with a 3. The negative level meant she missed by 1 and is paralysed for 4 rounds. Unfortunately the Mummy has no option but to try and get out of the Wall of Fire area which means moving through the flames. This kills it, as would standing as far from it as possible given the size of the room.

Wall of Fire has always been such a great anti undead spell. Just as well she dropped it before getting paralysed.

Quote:

CHALLENGE 2:

Anuriel spots the hidden entrance easily enough. With a Strength mod of +6 she eventually pushes it out of the way revealing the shaft. She has no way to fly so instead melds with the stone surface of the shaft and glides her way down. She emerges at the bottom where she is hit by the Symbol but a natural 20 makes the save.

Quote:

ENCOUNTER 3:

Finding herself in the coffin area Anuriel decides it is time to bring out the big guns. She puts up Shield of Faith (+3AC), Delay Poison just in case and Summons a Large Earth Elemental. She casts Blessing of Fervour on both of them then Divine Favour. The Elemental levers open the coffin. The Soul Eater arrives to do its thing.

Fight!:
Initiative:

Soul Eater 21
Elemental 16
Anuriel 12

Round 1:

Soul Eater: Tear the essence from the meddling shaman. Threat and a hit, fortunately natural 1 to confirm. 10 damage, fails 1 save, 1 wisdom damage
Elemental (ac/attack bonus): Smash puny demon, 2 hits, 30 damage after DR
Anuriel: Identifies as Outsider, Banes weapon as swift action, Full attack, 2 hits, 51 damage

Round 2:
Soul Eater: Eat shaman! 2 hits, only misses on a 1, 14 damage, 1 fail, 5 wisdom damage
Elemental: 1 hit, 14 damage
Anuriel: Full attack, 3 hits, murderises it

Anuriel claims her ancestors skull along with the rest of the loot and conjures up an Air Elemental to carry her out of the charred remains of the vile place. She lets the townspeople know they are free of the Giant and spends the night carousing about town before heading homewards to reinter the relic in its rightful place.

A trickier fight and could have gone very differently with worse drain rolls. The encounter does give a benefit in letting people prebuff which made things a lot easier.

Liberty's Edge

This is great. Thanks for the introspect into some of the classes. I'd love to see a decent attempt at an Investigator.


Some great stuff. I'd actually be more interested in the same encounters/action as played by Core or Base vs their thematically similar Hybrids. So Ranger/Slayer, Wizard or Sorc/Arcanist, Cleric or Inquisitor/Warpriest, Alchemist or Rogue/Investigator etc etc etc.

I know some people have already done comparative runs and reruns. Just my 2 cents.


OK, so I have decided to set up a harder encounter with 3 EL10 encounters and a couple of more wide ranging challenges. I will probably run the Arcanist and Shaman through both tomorrow.

Quote:

The town of Gainford sits on the road through the Giantsbane Mountains. A high narrow pass cuts through the range allowing trade between the two neighbouring Kingdoms. Conflicts have sparked of late with skirmishes on the border and organised piracy. Seeking to avoid a war an Ambassador was dispatched to negotiate a treaty. Unfortunately he never arrived and both sides blame each other for his disappearance. Tensions are rising and armies are mobilising. You have been sent by your Lord to find out what really happened to the Ambassador and salvage the situation. You have three days to learn the truth before the opposing armies clash and the situation becomes unsalvageable.

Unknown to the governments involved a secret cabal of merchants, the Iron League, has been working behind the scenes to send the neighbours to war and thereby profiteer during the chaos. They hired a group of mercenaries to kidnap the Ambassador and interrogate him for sensitive government information. That group is currently hiding out in caves which run deep into the mountain. They have left some of their number in the pass to discourage the curious. Godric, an Iron League council member is also waiting in Gainford for news of their success.

Quote:

CHALLENGE 1: Discover what happened to the Ambassador

This is an open ended challenge to discover what happened to the ambassador. Asking around Gainford can alert characters to a number of leads. Several caravans have passed through the pass in the last week as has a band of mercenaries. Rumours of war are circulating and some claim a Dragon has been seen in the pass (an illusion used to scare people away). Divinations may assist to discover what happened. Anyone being too obvious will attract the attention of the Iron League who will warn their minions via sending.

Quote:

CHALLENGE 2: Discover the Traitor

Events are being manipulated by the nefarious Iron League. If they are to be stopped then our hero must identify who is at the heart of this plan and acquire sufficient evidence to uncover their misdeeds. Of course they could just kill them when they discover who they are but that still leaves the rest of the League intact. Better to expose one of their council members and and use them against the rest.Information about Godric can be obtained in a variety of ways:

Ixiel knows who he is but will not divulge the information without some form of magical compulsion, bound as she is by the Planar Ally spell

Morgan knows of the existence of the League and that one of their higher ups is in town.

Camulus knows the identity of Godric, having secretly followed him once after a briefing but will not divulge the information unless he must to spare his own life. He doesn’t care about the rest of his group.

Plenty of other methods may well discover more information about him. Gordic lacks magical protection against divination spells but he has covered his tracks around town. Any attempts to locate information about him by mundane means face a DC of 25.

Quote:

ENOUNTER 1: The Ambush

Ixiel is an Erinyes Devil summoned to this world by Godric (a Cleric in the service of Asmodeus) and he has sent her with the mercenaries to keep him up to date on events. She is his eyes and ears on the ground although he avoids getting directly involved to remain free of suspicion. With her is Morgan, a local guide and scout who often works for the League although he knows little of their true motivation. He does know there is a more senior member somewhere in Gainford. With them they also have a Boreal Manticore, an ally of Morgan.

Erinyes:
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16

DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)

Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)

STATISTICS
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31

Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Morgan:
Morgan is CR6 due to having PC level wealth.
Male Human (Ulfen) Ranger 6
LN Medium Humanoid (human)
Init +7; Senses Perception +11

--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 46 (6d10+6)
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +11, Will +5

--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Greatsword +7/+2 (2d6+3/19-20/x2)
Ranged +1 Composite longbow (Str +2) +9/+9/+4 (1d8+7/x3)
Special Attacks favored enemies (evil outsiders +2, humans +4)

Ranger Spells Prepared (CL 3):
1 (2/day) Aspect of the Falcon, Aspect of the Falcon

--------------------
Statistics
--------------------
Str 14, Dex 21, Con 12, Int 12, Wis 14, Cha 7
Base Atk +6; CMB +6; CMD 23

Feats Deadly Aim -2/+4, Endurance, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Traits Goldfinger (Disable Device), Reactionary

Skills Acrobatics +10, Bluff -2 (+2 vs. humans, +0 vs. evil outsiders), Climb +8, Diplomacy +4, Disable Device +16, Escape Artist +4, Fly +4, Handle Animal +2, Heal +6, Knowledge (dungeoneering) +5 (+9 vs. humans, +7 vs. evil outsiders), Knowledge (geography) +10 (+14 vs. humans, +12 vs. evil outsiders, +12 while in mountainous terrain), Knowledge (nature) +10 (+14 vs. humans, +12 vs. evil outsiders), Perception +11 (+15 vs. humans, +13 vs. evil outsiders, +13 while in mountainous terrain), Ride +4, Sense Motive +2 (+6 vs. humans, +4 vs. evil outsiders), Sleight of Hand +6, Stealth +13 (+15 while in mountainous terrain), Survival +11 (+13 to avoid becoming lost when using a Mapmaker's Kit as you travel, +15 vs. humans, +13 vs. evil outsiders, +13 while in mountainous terrain, +14 to track), Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages Common, Skald, Varisian

SQ combat styles (archery), favored terrain (mountainous +2), hunter's bonds (companions), track, wild empathy

Combat Gear Wand of cure light wounds; Other Gear Mithral Agile breastplate, +1 Composite longbow (Str +2), Arrows (100), Cold Iron Arrows (50), Masterwork Greatsword, Silver Arrows (50), Belt of incredible dexterity +2, Cloak of resistance +1, Handy haversack (106 @ 72.64 lbs), Climber's kit, Grappling hook, Mapmaker's kit, Ranger's kit, Spell component pouch, Thieves' tools, masterwork
--------------------
Special Abilities
--------------------
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Manticore:
LE Large magical beast (cold)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 63 (6d10+30)
Fort +10, Ref +7, Will +3
Immune cold
Weaknesses vulnerable to fire

OFFENSE
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +11 (1d8+6 plus 1d6 cold), 2 claws +11 (2d4+6 plus 1d6 cold)
Ranged 4 spikes +8 (1d6+5 plus 1d6 cold)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 22, Dex 15, Con 20, Int 7, Wis 12, Cha 9
Base Atk +6; CMB +13; CMD 23 (27 vs. trip)

Feats Flyby Attack, Hover, Weapon Focus (spikes)

Skills Fly –3, Perception +9, Stealth –2 (+2 in snow), Survival +4 (+8 in snow or when tracking); Racial Modifiers +4 Perception, +4 Stealth (in snow), +4 Survival (in snow or when tracking)
Languages Common

SQ trackless step

SPECIAL ABILITIES
Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.

Trackless Step (Ex)
A boreal manticore does not leave a trail in snow and cannot be tracked. It can choose to leave a trail if it so desires.

Quote:

ENCOUNTER 2: The Ambassador

Camulus is a renegade sorcerer who has been hired by the Legion to try and break the Ambassadors will and pry any secret knowledge he possesses from him. Unfortunately the Ambassador is proving to be more resilient than anyone expected and so far he has held out. He is supported by three Faceless Stalkers disguised as human guards and used as enforcers and infiltrators by the League. If the Ambassador will not break one of them is ready to assume his shape and take his place.

Camulus:
Camulus
Male Human Sorcerer 10
LE Medium Humanoid (human)
Init +7; Senses Perception +6

--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 62 (10d6+20)
Fort +7, Ref +6, Will +10; +4 bonus vs. poison
Resist fire 10

--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hellfire (1/day) (dc 21)

Sorcerer Spells Known (CL 10):
5 (4/day) Summon Monster V
4 (6/day) Charm Monster (DC 24), Dimension Door, Confusion, Arcane Eye
3 (7/day) Tongues, Dispel Magic, Haste, Fireball (DC 19), Suggestion (DC 21), Fly
2 (8/day) Resist Energy, Mirror Image, Glitterdust (DC 18), Scorching Ray, Invisibility, Alter Self, Blindness/Deafness (DC 18)
1 (8/day) Protection from Good, Shield, Silent Image (DC 17), Infernal Healing, Protection from Evil, Mage Armor, Memory Lapse (DC 19), Charm Person (DC 21)
0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Ghost Sound (DC 16), Detect Magic, Mending, Prestidigitation (DC 16)

--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 12, Wis 12, Cha 23
Base Atk +5; CMB +3; CMD 14

Feats Eschew Materials, Greater Spell Focus (Enchantment), Improved Initiative, Persistent Spell, Extend Spell, Skill Focus (Diplomacy) (Focused Study), Skill Focus (Sense Motive) (Focused Study), Spell Focus (Enchantment), Spell Penetration
Traits Reactionary, Suspicious

Skills Bluff +19, Diplomacy +25, Fly +5, Intimidate +10, Knowledge (arcana) +8, Perception +6, Sense Motive +21, Spellcraft +5, Use Magic Device +10
Languages Common, Draconic

SQ bloodlines (infernal), corrupting touch (5 rds) (9/day)

Combat Gear Sorcerer's robe (3/day),Cloak of resistance +2, Headband of alluring charisma +2

--------------------
Special Abilities
--------------------
Corrupting Touch (5 rds) (9/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 5 rounds.
Hellfire (1/day) (DC 21) (Sp) 1/day, Hellfire column deals10d6 damage, and shakes good creatures for 10 rounds, range 60', 10' burst.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to saves vs. poison.
Sorcerer's robe (3/day) As a swift action, add 1st-level bloodline power to spell cast.

Faceless Stalker:
CE Medium aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +6
DR 5/piercing or slashing

OFFENSE
Speed 30 ft.
Melee mwk longsword +8 (1d8+4/19–20), slam +2 (1d6+2 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1 Con), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +8)
Constant—tongues

STATISTICS
Str 18, Dex 17, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +7 (+11 grapple); CMD 20

Feats Combat Reflexes, Deceitful, Improved Initiative

Skills Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth +11 Racial Modifier +4 Disguise, +8 Escape Artist Languages Aquan, Common; tongues

SQ change shape (Medium humanoid, alter self), compression, faceless

SPECIAL ABILITIES
Change Shape (Su)
A faceless stalker can assume the form of a Medium humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains a +10 bonus on Disguise checks when they are used in conjunction with this ability.

Faceless (Su)
In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.

Quote:

ENCOUNTER 3: The Traitor Revealed

Revealing the identity of Godric as the traitor is not simple. As, in effect, a fallen Angel he is careful and cunning and has had plenty of time to insinuate himself into the area. However if he is cornered then he will fight for his freedom. Our hero needs to do more than just kill Godric. He must be exposed as a traitor, the part of the League in kidnapping the Ambassador must be revealed and if possible information on the rest of the League should be obtained. If he cannot be exposed then both sides will assume the whole thing is a trick to allow a pre-emptive strike and the war will be on.

Godric:
Godric
Male Garuda-Blooded Aasimar (Plumekith) Cleric (Separatist) 11
LE Medium Outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +18

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Defense
--------------------
AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex)
hp 80 (11d8+22)
Fort +12, Ref +8, Will +14
Defensive Abilities copy cat (su) (7/day), master's illusion (11 rounds/day) (dc 19); Resist acid 5, cold 5, electricity 5

--------------------
Offense
--------------------
Speed 20 ft.
Masterwork Longspear +14/+9 (1d8+19/x3)
Special Attacks charming smile (9 rounds/day) (dc 18), dazing touch (7/day)

Spell-Like Abilities Charming Smile (9 rounds/day) (DC 18), Copy Cat (Su) (7/day), Dazing Touch (7/day), Master's Illusion (11 rounds/day) (DC 19), See Invisibility (1/day)

Cleric (Separatist) Spells Prepared (CL 11):
6 (1/day) Mislead, Summon Monster VI
5 (2/day) Summon Monster V, Summon Monster V, Charm Monster (DC 19)
4 (4/day) Blessing of Fervor (DC 18), Blessing of Fervor (DC 18), Confusion (DC 18), Magic Weapon, Greater, Magic Weapon, Greater
3 (5/day) Magic Vestment (x2), Invisibility Purge, Dispel Magic, Daylight, Nondetection
2 (5/day) Surmount Affliction, Resist Energy, Invisibility, Grace, Grace, Grace
1 (5/day) Divine Favor, Divine Favor, Divine Favor, Shield of Faith, Shield of Faith, Disguise Self
0 (at will) Guidance, Stabilize, Detect Magic, Create Water

--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +8; CMB +13; CMD 25

Feats Augment Summoning, Combat Reflexes (3 AoO/round), Improved Initiative, Power Attack -3/+6, Sacred Summons, Spell Focus (Conjuration)

Traits Reactionary, Underbridge Dweller (Magnimar)

Skills Acrobatics +1 (-3 jump), Appraise +5, Climb +2, Diplomacy +12, Escape Artist -1, Fly +1, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +9, Perception +18, Ride -1, Sense Motive +18, Spellcraft +5, Stealth -1, Swim +2; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Varisian

SQ aura, cleric channel negative energy 6d6 (1/day) (dc 13), domains (trickery), forbidden rites (charm), spontaneous casting, variant channeling (rulership variant channeling [±3 profane])

Combat Gear Wand of cure light wounds; Other Gear Masterwork Breastplate, Masterwork Longspear, Longsword, Belt of giant strength +2, Cloak of resistance +3, Headband of inspired wisdom +2, Cleric's kit, Holy symbol, iron (Asmodeus), Holy symbol, iron (Asmoeus), Spell component pouchx2

--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming Smile (9 rounds/day) (DC 18) (Sp) Use Charm Monster as a melee touch attack.
Cleric (Separatist) Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric (Separatist) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 6d6 (1/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Copy Cat (Su) (7/day) (Sp) Create a single mirror image duplicate
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (7/day) (Sp) Melee touch attack dazes target.
Master's Illusion (11 rounds/day) (DC 19) (Sp) Use veil as a spell-like ability.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rulership Variant Channeling (±3 Profane) Diplomacy bonus/dazed
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action

Summoned Kyton:
Kyton (SMV, Standard Action to summon)
XP 2,400
LE Medium outsider (evil, extraplanar, kyton, lawful)
Init +7; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 76 (8d10+32); regeneration 2 (good weapons and spells, silver weapons)
Fort +10, Ref +9, Will +3
DR 5/silver or good; Immune cold; SR 17

OFFENSE
Speed 30 ft.
Melee 4 chains +13 (2d4+4)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains, unnerving gaze

STATISTICS
Str 19, Dex 17, Con 18, Int 11, Wis 12, Cha 12
Base Atk +8; CMB +12; CMD 25

Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)

Skills Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14
Languages Common, Infernal

SQ chain armor

SPECIAL ABILITIES
Chain Armor (Ex)
The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.

Dancing Chains (Su)
A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.

Unnerving Gaze (Su)
Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Summoned Erinyes:
SMVI Erinyes, standard action to summon
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16

DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 112 (9d10+63)
Fort +13, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +17/+12 (1d8+10/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)

Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)

STATISTICS
Str 24, Dex 23, Con 25, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +16; CMD 33
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Summoned Xill:
SMV, Standard Action
LE Medium outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
hp 85 (9d10+36)
Fort +10, Ref +10, Will +6
SR 17

OFFENSE

Speed 40 ft.
Melee short swords +15/+15/+10 (1d6+5/19–20), claw +15 (1d4+5 plus grab), bite +9 (1d3+2 plus paralysis), or 4 claws +15 (1d4+5 plus grab), bite +14 (1d3+5 plus paralysis)
Ranged 2 longbows +13 (1d8/×3)
Special Attacks implant, paralysis (1d4 hours, DC 18)

STATISTICS

Str 21, Dex 18, Con 18, Int 15, Wis 12, Cha 11
Base Atk +9; CMB +14 (+18 grapple); CMD 28

Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, short sword)

Skills Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14
Languages Common, Infernal

SQ multiweapon mastery, planewalk

SPECIAL ABILITIES

Implant (Ex)

As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Multiweapon Mastery (Ex)

A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.


Once again our hero Marcus sets out in order to save the day. Before leaving for Gainford he reasons that a spell or two might help him to locate the missing man so be purchases access to Locate Creature. He considers employing Contact Other Plane but decides the chance of losing his wits is too high if he wants reliable answers. Arriving in Gainford he immediately sets out for the mountain pass to have a look around. He considers asking about town but has never been all that great with people.

Marcus:
Marcus has had a slight rebuild since his last outing. I have switched a lot of his feats for Expanded Arcana which gives him extra prepared spell options. It may not be strictly RAW but seems likely to be RAI.

Professor Marcus D'Avore (Human Arcanist 10) LN Medium Humanoid (Human)
Init +8; Perception +18

DEFENSE
AC 21, touch 13, flat-footed 15 (+4 mage armor, +2 Dex, +1 Ring, +4 shield)
HP: 82
Fort +9, Ref +8, Will +10

OFFENSE
Speed 30 ft

Arcanist Spells Known: (CL 10; concentration +18)
Spells per day: 6/6/6/6/3
Spells Prepared: 9/5/4/3/6/2

0: Detect Magic, Detect Poison, Light, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation

1: Mage Armour, Magic Missile, Charm Person, Disguise Self, Snowball, Liberating Command, Grease, Identify, Air Bubble, Protection from Evil, Good, Law, Chaos, Alarm, Endure Elements, Shield, Obscuring Mist, Detect Secret Doors, Expeditious Retreat, Comprehend Languages, Silent Image

2: Mirror Image, Resist Energy, Glitterdust, Command Undead, See Invisibility, Locate Object, Continual Flame, Scorching Ray, Arcane Lock, Blindness, Invisibility, Alter Self, Knock, Rope Trick, Darkvision, Create Pit, Frost Fall, Locate Object

3: Dispel Magic, Haste, Stinking Cloud, Magic Circle vs Good, Evil, Water Breathing, Slow, Phantom Steed, Sleet Storm, Summon Monster III, Arcane Sight, Clairvoyance, Tongues, Daylight, Fireball, Invisibility Sphere, Fly, Gaseous Form, Suggestion, Wind Wall, Vampiric Touch

4: Dimension Door, Emergency Force Sphere, Charm Monster, Black Tentacles, Summon Monster IV, Arcane Eye, Scrying, Confusion, Wall of Fire, Greater Invisibility, Animate Dead, Enervation, Elemental Body I, Dragons Breath, Dimensional Anchor, Locate Creature

5: Teleport, Overland Flight, Lesser Planar Binding, Wall of Stone, Contact Other Plane, Prying Eyes, Dominate Person, Baleful Polymorph, Summon Monster V

STATISTICS
Str 7, Dex 14, Con 14(16), Int 26(22), Wis 11, Cha 7
Base Atk +5; CMB +5; CMD 15

Feats: Improved Initiative, Spell Focus (Conjuration), Persistent Spell, Augment Summons, Expanded Arcana x3 (4x4th, 1x5th)

Traits: Reactionary, Eyes and Ears of the City

Skills: Diplomacy 8, Knowledge: Arcana 21, Planes 21, Religion 21, Nobility 16, Geography 16, History 16, Local 16, Nature 21, Dungeoneering 21, Perception 18, Fly 15, Spellcraft 21, (Stealth 12, Disable Device 14)

Languages: Common, Thassilonian, Varisian, Elven, Ossirian, Ancient Ossirian, Dwarven, Orcish, Giant

Class Abilities: Arcane Reservoir (6, max of 30), Consume Spells, Counterspell, Dimensional Slide, Potent Magic, Metamixing, Metamagic Knowledge

Equipment:
+3 Cloak of Resistance (9k), +3 Mithril Buckler (10k), Headband of Vast Intelligence +4 (16k), Clear Spindle Ioun Stone plus Wayfinder (4.5k), Eyes of the Eagle (2.5k), Handy Haversack (2k), Belt of Might Con +2 (4k), +1 Ring of Protection (+2), Wand of Infernal Healing, (750), Masterwork Thieves Tools (100), 8250gp spent on purchase and scribing costs, 1500gp spent on restraining Expanded Arcana, 350gp

Scrolls:
1x: Air Bubble, Prot Evil, Prot Good, Expeditious Retreat, Endure Elements, Obscuring Mist, Detect Secret Doors, Comprehend Languages, Resist Energy, Locate Object, Darkvision, Knock, Locate Object, Alter Self, Fly, Teleport (3000gp)

Quote:

CHALLENGE 1:

Arriving in the pass he quickly finds evidence of the attack on the Ambassadors carriage (take 10 Perception). He casts Elemental Body I (Air) and Locate Creature and begins to undertake a spiralling search waiting for the 'ping'. Our ambushers are staying under cover while he is fairly obvious flying about the area so he will be spotted. Will he spot them though? An 18 Perception against 15, 15 and 4 Stealth means an unlikely surprise round and so battle is joined.

Quote:

ENCOUNTER 1:

Our enemies are largely ranged attackers while Marcus remains flying about 60' off the ground. With a Fly skill of +15 he can pretty much Hover in any situation less than Hurricane strength winds. I am setting the initial encounter distance at 100'. The Ranger and Erinyes remain in cover spread out on the ground hiding amongst the rocks but the Manticore will be taking to the air (although its Fly skill is awful). Marcus starts out having cast one Mage Armour, Elemental Body I and Locate Creature (1st, 4th and 4th level slots).

Fight!:
Initiative

Manticore 22
Marcus 14
Ranger 12
Erinyes 7

Round 1:

Manticore: Takes flight, moves 50' straight towards Marcus and unleashes a volley of 4 tail spikes hitting twice, 23 damage

Marcus: Facing three potential archers he decides discretion is the better part of valour and drops Greater Invisibility. He ascends 60' straight upwards.

Ranger: Cannot see his target and has no chance of detecting him, readies to shoot if he becomes visible.

Erinyes: Has permanent True Seeing however Marcus is now outside of her range. She flies forward hunting for him. Spotting him she tries to nail him with her single target Fear but it is blocked by the Clear Spindle Ioun Stone. She snarls in frustration. She would tell the Ranger to shoot but "that empty space in the air up there" isn't very helpful. Instead she tells him to shoot at the same place she next fires at.

Round 2:

Manticore: Flies forward 50' to where Marcus was before but he is just outside of its scent range. It readies to unleash its tail spikes when it becomes aware of where Marcus might be.

Marcus: ID's the Erinyes with a natural 20, puts more distance between himself and the Manticore, heading 60' further up, he launches Persistent Blindness at the Erinyes increasing the DC by 2 with Potent Magic (DC22, roll twice). He beats her SR and picks the 2 for her save, she is now permanently blinded.

Ranger: Still unable to see his target

Erinyes: Blinded and very angry. She teleports away hoping to make contact with Godric in Gainford to have her sight restored.

Ranger: Unable to see his target he is forced to continue to ready.

At this point the encounter is effectively over. Neither of the enemies can see Marcus and he can easily slip past them with his superior movement. However he does not want to leave potential enemies behind him so he hits the Ranger with a Persistent Charm Person. His 8 is just not quite enough to save, even with the +5 bonus and he convinces him to head home given his leader has abandoned him. Before he heads out he burns 3 charges of his wand to heal himself fully.

Resources available:
Spells: 5/6/5/2/3
Points: 5

Quote:

ENCOUNTER 2:

Knowing that the Ambassador must be close he cloaks himself in normal Invisibility and heads into the caves as a small air elemental. He will easily spot the first Faceless Stalker set to watch the approach (their stealth is 11 versus 18 Perception). He will head past it into the main cave where Camulus is interrogating the prisoner. He will not be able to see the other two Stalkers at the start but they cant see him either. The cave is relatively low at 20' high but 80' long. At its widest it is only 30' across. The floor is rough but mostly even. There is some gear scattered about but nothing that is likely to get in the way. The Ambassador is chained to the wall at one end. Camulus gets a surprise round. He has 6 rounds left on his Elemental Body when combat begins. The area is dimly lit with smoky lanterns.

Fight:
Initiative:
Marcus 17 (Dex 14)
Camulus 17 (Dex 12)
Stalkers 11

Surprise Round: 34 on knowledge local lets him recognise his adversary. Deciding he needs to take him down asap he leads off with Baleful Polymorph adding in Potent Magic for DC 25. NPC wealth means weak saves and a 2 isn't cutting it. Camulus becomes a bunny rabbit. He also fails the Will save and so becomes the worlds mightiest rabbit.

Round 1:

Marcus: Now visible Marcus decides to drop to the ground and cast Mirror Image, He wants to draw out the remaining enemies by presenting himself as a tempting target. He gets 5 images.

Stalkers: They assume their true forms and charge to engage him getting +3 to hit. Only 1 will get flanking this round and therefore sneak attack damage. Two images are destroyed and Marcus takes no damage.

Round 2:

Marcus: Hopeful that the remaining enemies are now out in the open he Dimensionally Slides to the far end of the room and unleashes a Fireball against the lot of them. He adds some Potent Magic to increase the DC to 23. With their current Reflex save of 6 all of them fail taking 35 damage each and leaving them all nearly toast.

Stalkers: Flight seems the only sensible option at this point and Marcus allows them to go.

Resources available:
Spells: 5/4/5/2/2
Points: 2

Quote:

CHALLENGE 2:

The Ambassador has been recovered but his captor now has more interest in nibbling on grass and procreating than answering questions. Marcus returns to Gainford with the Ambassador and his new pet putting them up in a local tavern. Concerned to find the Traitor as soon as possible he doesn't allow himself to rest. He burns a second level spell slot for 2 more AP going to 4 and Dispels the Baleful Polymorph which works automatically.

Obviously Camulus attacks immediately which was expected.

Round 2!:
Initiative:
Marcus 27
Camulus 11

Round 1:

Marcus: Persistent Charm Person with Potent Magic for a DC 21 spell. A 5 has him smiling ear to ear with his new friend and the two sit down to catch up on old times over a cup of wine.

Marcus regales him with tales of his recent expedition into the Tomb of the Necromancer Perfidious and asks Camulus what he has been up to lately. Enquiring after his employer Camulus admits that he is in town but a vestige of loyalty means he cant disclose his identity. Client confidentiality and all that.

Gently pressing the issue gets nowhere (fails the opposed Charisma check) but he does disclose that he is a member of the Towns ruling Council. Thanking him for his help he sends him on his way and heads out to make enquiries with the locals about the town council members.

A 30 Knowledge Local easily identifies that one of the councillors is currently out of town but that the others are both respectable law abiding citizens. A 21 on Gather Info with Diplomacy doesn't reveal much and tips off Godric that he is asking questions. He now knows that the Arcanist who attacked his minions is back in town so will be alert for any move against him.

Marcus decides it is time for a real risk and heads back to his rooms. He sends him mind spinning into the void seeking answers to his questions".

He targets a greater deity trusting very much to luck that his mind is not blasted to pieces. With a 13 he survives the experience. He asks 5 questions trying to word them in such a way as to cross reference them in case of a mistake or lie:

Was Councillor Godric responsible for the abduction of the Ambassador?
Yes (truth)

Was Councillor Crane (our second suspect) responsible for the abduction of the Ambassador?
No (truth)

Does Godric know that I am looking for him?
No (a lie! sneaky)

Is Godric allied to the Erinyes I blinded earlier today?
Yes (truth)

Is the blindness spell still in effect?
No (Godric has dispelled it)

Deciding he has a little time to wait as Godric doesn't know he is coming he decides to get some rest and confront him tomorrow when he has more spells available.

Resources available:
Spells: 5/3/3/2/1
Points: 3

Quote:

ENCOUNTER 3:

Unfortunately for him that rest is going to be interrupted as Godric dispatches the Erinyes to murder him in the night. He doesn't go along himself as he in unwilling to do anything which might expose him yet. She teleports into the room he is sleeping in getting 31 on her stealth (including the +10 for Marcus being asleep). He wakes up just as she raises her blade to coup de grace him! (Nat 20 for the win).

Revenge!:

Initiative:
Marcus 20
Erinyes 10

Deciding he cannot take any chances he throws a Potent Baleful Polymorph at her (DC25). He beats her SR and she fails both saves and a happy content squirrel joins his menagerie.

He cannot leave it there though. Realising he has been deceived by his own divination he knows he has to act quickly. He dresses and heads out into the night. As he approaches Godrics home he cloaks himself in Invisibility and picks the lock on the back door (Strong wooden, DC25, needs an 11). He can see a light on in one of the downstairs rooms, presumably Godric waiting for news of a successful assassination.

He slips upstairs (Stealth 32 versus 18 Perception not counting modifiers for intervening walls) and makes liberal use of Detect Magic to locate the magically warded study.

(Godrics home is, outwardly, no different to what you might find for any moderately successful merchant. Obviously his study is far better protected, with DC25 mundane traps and magical protections, Forbiddance and Glyph of Warding.)

The mundane traps are easily spotted and disarmed but he cannot dispel the Forbiddance which deals 24 damage as he crosses it. Grunting with pain and hoping Godric didn't hear he uses a Detect Secret Doors scroll to speed up finding his hidden safe. One Dispel Magic later and the Glyph is removed and the required incriminating evidence is his. However he still is not quite satisfied. Godric tried to have him killed in the night and that sort of thing should be discouraged.

He heals himself with his wand and burns another level 2 spell slot for AP. He slips downstairs and casts Mirror Image (6 images) followed by his last 2 level 4 spell slots conjuring 5 Lantern Archons with Summon Monster IV. He bursts in determined to teach the devious priest a lesson.

Fight:
Initiative:
Marcus 24
Archons 12
Godric 11

Resources available:
Spells: 5/0/2/0/0
Points: 4

Round 1:

Marcus: Readies to counterspell
Archons: Light him up! Need a 7 to hit, 6 do so, 23 damage
Godric: Summon Monster VI for erinyes, auto ID'd at Spellcraft 21, attempts to counter with dispel magic. Spends an AP to increase caster level by 2. Succeeds easily with a 19.

Round 2:

Marcus: Ready to Counterspell
Archons: Fire! 6 hits, 1 crit, 22 damage
Godric: Unaware of how virtually tapped out Marcus is he has to get rid of the Archons and is forced to use an ability I never thought would come into play, channel negative energy! It will hit everyone, including him. His DC is a pathetic 13 but the Archons will save is 0. Any that fail take 22 damage and die. 2 of the 5 save as does Godric and Marcus who both take 11 damage.

Round 3:
Marcus: With a single level 3 spell remaining he delays letting his archons get one last attack in.
Archons: Of the 2 remaining each lands a hit for a mighty 7 damage between them.
Marcus: Acts now using his last Level 3 spell slot to throw a Potent Fireball (DC23) which also hits everyone. The Archons explode and both casters fail their saves taking 22 damage each.

Godric is unconscious and Marcus grabs hold of his body and Teleports them both back to his Lord together with the incriminating evidence before the servants come bursting in to find out what happened.


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Some things to take away from my two little tests:

1. The Arcanist is a full caster and it certainly shows at this level. The EL8 test was pretty easy with plenty of resources left at the end. The EL10 test was significantly more difficult and could have gone wrong in lots of ways. By the end he was pretty much tapped out of resources bar a few level 1 spell slots. Not terribly surprising given he has solo'ed 3 encounters in a row meant for a group of 10th level characters.

2. Potent Magic is great, like really really great. It's like having Greater Spell Focus in whatever damn school you want. 3.0 had crazy spell DC stacking, 3.5 reigned that in a bit and PF continued that tradition. The Arcanist is breaking this mould at least a little. The capstone will exacerbate this issue although given it's level 20 no-one will really care.

3. Immediate Action Counterspell is very strong. Shutting down an enemy caster, even one with allies, is absolutely worth the point you spend. Having minions out (summons or other party members) places spellcaster enemies in a pretty unwinnable situation.

4. The number of spells prepared is a real limitation but allowing people to get around that with stuff like Expanded Arcana (which seems to be RAI) is a really bad idea. It made the decisions about which spells to prepare much easier as you could cover a lot more bases with the additional spells. Given feats tend to provide relatively small bonuses I can see a lot of people going down this route.

5. I am not convinced the small Arcane Pool is a real limitation at this level. You get 6 points for free at the start of the day and are unlikely to need to use them in every round of every encounter. At this point level 1 and 2 spell slots are largely free and open to be turned into AP. I couldn't ever see me taking Consume Magic Items given the horrible return.

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