Karzoug "Ooops I should have retreated a bit that last round"


Rise of the Runelords


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Finished Rise of the Runelords, in the final battle I managed to kill half the pc's and was very close to getting a TPK except I let Karzoug be a bit overconfident and misread the map resulting in him getting massive melee damage.

The details
The party
Spinel- Level 15 Paladin of Saranae/Level 1 Gunslinger
Zeetha- Level 14 Paladin of Saranae and mounted combat specialist Cohort of Spinel
Felix- Level 16 Synthesist Summoner and mount of Zeetha
Morgan- Level 16 Spellslinger (mix of Eldritch Knight, Spellslinger and Gunslinger )
Orchival- Level 8 Cleric/Level 8 Mystery cultist of Zohls
The Bad guys
Karzoug
Adult Blue Dragon
2 4th level fighter Rune Giants
Astradaemon
3 lesser daemons with the curse of bad dice rolls

Round 0
Both Karzoug and the pc's cast many buff spells.
Round 1 PC's charge into the Eye of Avarice and encounter a wall of suppression all their buff's go down. Karzoug Laughs like a maniac.
the pc's can't tell who he is as there are 3 Rune Giants (Shapechanged Karzoug). Morgan goes first and readies an action to counterspell, Spinel reactivates her headband of Aerial agility and flies towards the giants,not getting very close, Zeetha casts Saddle Surge again, Felix moves towards the giants.
Karzoug lets fly with an Energy drain targting Orchival it is counterspelled, he then Quickens a Time stop and uses 3 delayed blast fireballs targeting Morgan, Zeetha and Felix. Felix is immune, Zeetha is dropped to 30hp and Morgan drops to negatives. The Astra daemon fires an energy drain at Orchival, Orchival uses divine inteference and the energy drain misses.
Rune giants and daemons form a screen around Karzoug.
Orchival moves forward and casts heal on Morgan who is know active again
Round 2
Morgan moves forward and readies a counterspell.
Spinel moves forward taking a hit from a daemon and readying an action to shoot Karzough with her pistol if he casts a spell.
Felix casts invisiblity on Zeetha, and bluffs dropping her off he also moves forward
Karzoug hits Morgan and Orchival with Scourge of the Horsemen, triggering a shot from spinel for 52 points of damage he roles 20 on his concentration check and gets the spell off (off course I forgot a Fickle winds spell he had up so he should have been safe)
He then Quickens another time stop and drops 4 more delayed blast fireballs on Orchival and Morgan, Morgan fails to counterspell the time stop . Morgan and Orchival die from 80d6 fire damage.
At this point Karzoug knew Spinel could use Jaunt boots to full attack him next round and should have retreated to a Permanence'd Prismatic sphere, he instead figured he could take it (stupid overconfidence)
Minions swarm Spinel and in a truly appalling set of dice rolls (nothing better than a 5 all miss her) however the Runegiants are in position for a Full attack next round if she stays in place or closes on Karzoug.
Round 3
Zeetha and Spinel both try a litany of righteousness , Zeetha gets it past Karzougs spell resistance this is were the pain began.
Spinel Juant boots in next to Karzoug she then hits him 5 times with 2 crits (one ordinary attack is blocked by the Cloak of Displacement) each hit is 1d6 +2 d6 holy +2d6 dominant weapon +44 with the effects of Litany of righteousness and crits thats 440 + 26d6 damage this drops him to negatives a contingency heal brings him back to about 90 hp , then making a rightangle charge the Summoner hits him he takes attacks of oppertunity from the rune giants but that is not enough to stop him. Zeetha hits with a lance foe 4d8 +2d6 +180 damage killing him stone dead, Felix hits with a greatsword a bite and 2 tentacles for extra damage . The Cohort kills the Runelord of Greed and his minions flee......
Really Karzoug should have retreated into his sphere

Karzoug:

Karzoug the Claimer CR 21
XP 409,600
Male human transmuter 20 (Pathfinder Campaign Setting: Inner Sea Magic)
NE Medium humanoid (human)
Init +9; Senses blindsense 60 ft., darkvision 120 ft.; Perception +24
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Defense
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AC 37, touch 29, flat-footed 29 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 enhancement, +1 insight)
hp 480 (20d6+235); fast healing 10
Fort +23, Ref +21, Will +25; +8 resistance bonus vs. spells and spell-like abilities
DR 10/adamantine; Resist acid 120, cold 120, electricity 120, fire 120; SR 24
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Offense
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Speed 60 ft., fly 90 ft. (perfect)
Melee karzoug's burning glaive +23/+23/+18 (1d10+14/×3) or
. . talons of leng (claws x2) +24/+24/+19 (1d4+11/×3)
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—energy drain (DC 33), scourge of the horsemen (DC 33), shapechange, time stop (2), wall of suppression{super}APG{/super}, wish (2)
. . 8th—quickened dimension door, quickened enervation, heart of the mammoth, maze (2), protection from spells, summon erodaemon, temporal stasis (2, DC 33)
. . 7th—delayed blast fireball (4, DC 30), mage's sword, prismatic spray (2), resonating word{super}UM{/super} (2, DC 32)
. . 6th—chains of fire{super}ARG{/super} (2, DC 29), disintegrate (2, DC 31), greater dispel magic (2), globe of invulnerability, repulsion (DC 29), true seeing
. . 5th—baleful polymorph (2, DC 30), extended communal protection from energy{super}UC{/super} (2), fickle winds{super}UM{/super}, quickened magic missile (2), communal stoneskin{super}UC{/super}, telekinesis
. . 4th—boneshatter (2, DC 28), dimension door (2), enervation (2), greater false life{super}UM{/super}, obsidian flow{super}UC{/super} (2, DC 29), solid fog
. . 3rd—blink, gloomblind bolts{super}ARG{/super} (DC 27), haste (2), magic circle against good, protection from energy (3), communal resist energy{super}UC{/super} (2)
. . 2nd—blindness/deafness (2, DC 26), escaping ward{super}ARG{/super}, fleshcurdle (DC 27), fleshcurdle (2, DC 27), flurry of snowballs (DC 25), scorching ray (2), web (DC 26)
. . 1st—enlarge person (DC 26), enlarge person (2, DC 26), expeditious retreat (2), magic missile (4), shield
. . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24)
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Tactics
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Before Combat Karzoug casts mind blank and false life at the start of every day.
During Combat Karzoug starts combat seated upon his immense throne, and strives to remain out of melee as long as possible. On the first round of combat, he casts meteor swarm on the party, then uses his rod of greater quicken metamagic to cast time stop as a quickened spell. During the 1d4+1 rounds he gains, he casts spells like prismatic wall, wall of force, and cloudkill among the PCs to disrupt their tactics, and casts defensive spells on himself like spell turning, true seeing, and globe of invulnerability. He’ll also use his wand of stoneskin on himself during this time. He’ll repeat this tactic on the second round (pairing a quickened time stop with horrid wilting this time) to finish casting any spells he didn’t get a chance to cast the first time. On following rounds, Karzoug hits the PCs with area-affecting spells like wail of the banshee and finger of death, saving spells like temporal stasis and maze to use against anyone who seems to be particularly dangerous. Karzoug’s glaive takes actions on its own as well, unleashing fireballs on non-spellcasters and curing Karzoug of wounds whenever he drops below 220 hit points. If it comes down to melee, Karzoug releases his glaive to dance as soon as possible, fighting with his talons and using quickened spells like lightning bolt and magic missile to support his attacks. Whenever he drops below 200 hit points (or otherwise suffers a crippling effect) he casts wish to restore himself and his living allies to full health.
Morale Karzoug has nowhere to flee to—he fights to the death.
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Statistics
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Str 26, Dex 24, Con 30, Int 36, Wis 17, Cha 22
Base Atk +10; CMB +21; CMD 42
Feats Alertness, Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (transmutation), Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Acrobatics +9 (+21 to jump), Appraise +15, Bluff +28, Climb +10, Craft (alchemy) +38, Diplomacy +28, Disguise +8, Escape Artist +9, Fly +40, Heal +5, Intimidate +28, Knowledge (arcana) +42, Knowledge (engineering) +38, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (nobility) +38, Knowledge (planes) +42, Knowledge (religion) +38, Perception +24, Ride +9, Sense Motive +28, Spellcraft +44, Stealth +9, Survival +5, Swim +10, Use Magic Device +28
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Cyclops, Daemonic, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), physical enhancement (+5)
Combat Gear boots of teleportation, elemental metamagic rod (greater, electricity), maximize metamagic rod (greater), quicken metamagic rod (greater), rune of contingency, scroll of delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), greater dispel magic (CL 20th), greater dispel magic (CL 20th), summon monster ix (CL 20th), wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, talons of leng (claws x2), amber spindle ioun stone (5), clear spindle ioun stone, crimson sphere ioun stone (3), dark blue rhomboid ioun stone, dark green rhomboid ioun stone, dusty rose prism ioun stone, emerald ellipsoid ioun stone (15), gamboge nodule ioun stone, iridescent spindle ioun stone, mossy disk ioun stone, mossy disk ioun stone, onyx rhomboid ioun stone (3), orange prism ioun stone, pale green prism ioun stone, pearly white spindle ioun stone, belt of physical perfection +6, bracers of armor +8, cloak of displacement, major, cracked dusty rose prism ioun stone, eyes of the dragon, flawed pale green prism ioun stone, fog-cutting lenses, helm of telepathy, ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome
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Special Abilities
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Arcane Bond (Karzoug's Burning Glaive) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Cloak of displacement, major Attacks on you have 50% miss chance.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Elemental metamagic rod (greater, electricity, 3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 12,250 gp
Energy Resistance, Acid (120) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (120) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (120) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (120) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Flight (90 feet, Perfect) You can fly!
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Greed (Transmutation) Transmuters use magic to change the world around them.
Helm of telepathy Can communicate telepathically with anyone whose thoughts you are reading.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (dark green rhomboid) Allows bearer to detect poison within five feet.
Ioun stone (gamboge nodule) This stone grants you immunity to poison, as if wearing a periapt of proof against poison.

A Nodule is usually a faceted, asymmetrical, though generally rounded, stone. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
+2 resistance bonus on saving throws against disease.

Construction
Requirements Craft Wondrous Item, neutralize poison, creator must be 12th level; Cost 27,000 gp
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Ioun stone (pearly white spindle) Regenerate 1 point of damage per 10 minutes
Maximize metamagic rod (greater, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Maximize Spell feat; Cost 60,750 gp
Physical Enhancement +5 (Constitution, Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken metamagic rod (greater, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Runewell amulet This amulet of gold and red crystal grants the wearer a +5 enhancement bonus to her natural armor. In addition, the wearer becomes attuned to both the runewell of greed and the soul lens that controls it - allowing the w earer to benefit from the fragmentary souls gathered and absorbed by the runewell. As long as the runewell functions, the wearer does not age and has no need for food or water. In addition, she can fly at a speed of 60 feet with perfect maneuverability and gains fast healing 10. If the runewell amulet is removed, the wearer loses all of these abilities. While this does mean the wearer begins aging normally and must eat and drink, she does not suffer any ill effect from the years that passed or the meals she missed while she wore the amulet.

Scroll of delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball
Sihedron tome A wizard can prepare bonus spells as if your Int were 6 points higher.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Wand of blood money (33 charges) Add this item to create a wand of a chosen spell.
Wand of dispel magic (CL 10th, 40 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (CL 9th, 24 charges) Add this item to create a wand of a chosen spell.
Wand of stoneskin (CL 10th, 17 charges) Add this item to create a wand of a chosen spell.
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RPG Superstar 2012 Top 16

a 52 point shot interrupting a spell is DC 10+Spell level +52 to the check. How'd he make a DC 70+ Concentration check?

==Aelryinth


Aelryinth wrote:

a 52 point shot interrupting a spell is DC 10+Spell level +52 to the check. How'd he make a DC 70+ Concentration check?

==Aelryinth

He rolled a natural 20, I almost did not bother rolling as I knew he would fail (it was DC71).


JohnHawkins wrote:
Aelryinth wrote:

a 52 point shot interrupting a spell is DC 10+Spell level +52 to the check. How'd he make a DC 70+ Concentration check?

==Aelryinth

He rolled a natural 20, I almost did not bother rolling as I knew he would fail (it was DC71).

But... but... concentration check != attack roll or save, thus does not have the auto-success/fail mechanic for natural 1 and 20.

Surprise!


Where does it state that concentration checks don't have an auto-success mechanic? I believe it states somewhere that when making a d20 check, a 20 always succeeds. Thus if you needed to make a knowledge check but only had 1 point in it... and need a 30 or more to make a knowledge check, you still make it on that 20.

I know some people who disagree. I also know at least one GM who uses the rule of thumb that a 20 would mean you get +10 to the roll (thus with 1 knowledge, you'd get a 31 result), and a 1 result would be -10 to the roll, thus a 10th level Barbarian raging with a modified 24 Strength using a +3 Sword who rolls a 1 to hit would have an end-result of an 11.

Liberty's Edge

Per the rules, the only things that get the Nat 20/Nat 1 are attacks and saves. But meh, sounds like a fun battle.


+1
In the combat section of the PRD it specifically says "Automatic Failures and Successes" when discussing Attack Rolls and Saving Throws. An equivalent is missing in the Using Skills and Magic section.

Back to topic:
Sounds like a cool fight! I hope you and your players enjoyed RotRL!

Ruyan.


1 person marked this as a favorite.

well i think they should do it all over;-)>

RPG Superstar 2012 Top 16

Aye, that's the whole point. Skills don't have the 1/20 rules...it's pure skill. It's why they have the 'take 10' rule, and attack rolls and saves don't.

So even with a nat 20 Karzoug failed the skill check. I think that would have changed the course of the battle.

Of course, if you're playing house rules, it's a different story, but you didn't say you were.

==Aelryinth


As noted by the OP, Karzoug also had fickle winds and shouldn't have taken the damage at all =P


Additionally, he might have had Ice Body cast on himself and therefore been immune to criticals...

It was an excellent fight - a picture of our faces when we realised that all our buff spells had been suppressed and we were so much more vulnerable than we thought would be worth seeing!

I had 3 Named Bullets ready to shoot Karzoug with and do about 100 damage plus a nasty spell. All suppressed. Plus I was killed.
Morgan.


Erh...
In the magic section under duration it states: " If a spell’s duration is variable, the duration is rolled secretly so the caster doesn’t know how long the spell will last."
Time stop does not mention that you know how long it lasts and thus the general rule stands, which means that the only way to know how long a time stop lasts is to maximize it through wands of metamagic other such methods.
If you don't know the duration then how do you time the delayed blast fireballs?
EDIT: I'm such a moron! Sorry for the necro!

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