UnArcaneElection |
Surprised nobody mentioned Battering Blast yet -- for sheer hit point damage, it's up there for a low-level spell, and it has a pretty good chance to knock its targets over. Better yet, Rock to Mud (could be done well beforehand), Battering Blast(*), and then Mud to Rock . . . .
(*)Cram as much of the following onto it as you can: Empower Spell, Maximize Spell, Dazing Spell, and {Heighten Spell or Persistent Spell -- the latter is harder on their Reflex Save, but the former is good for getting past Globes of Invulnerability, etc.}. You may also need a Quickened True Strike before it to make sure it hits initially.
Separately from the above, if one of the Liches is an archer, try to give it Weapon Training somehow, so that it can get Ace Trip to knock flying PCs out of the air (with Quickened True Strike beforehand to make this stick). This could also be combined with Rock-to-Mud - * - Mud-to-Rock trapping (as above) and Anti-Magic Shell pits.
Lady-J |
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have each of the liches be sorcerers with the orc bloodline and blood havoc mutation then make each of them specialized in disintegrate each lich could then on round 1 fire off 2 empowered disintegrate(4 if you spend some mythic power) spells for what i presume would be 90d6+180 minimum damage each on a failed save or 7d8+14 per ray on a passed save
Chromantic Durgon <3 |
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If you want to go the blasting route
Magical lineage chain lightning, blood havoc, draconic or Orcish bloodline (or cross blooded but there is no point honestly) empowered, maximised 1 and quickened empowered or maximised a second, blood intensity with spell specialisation and mages tattoo. (Use rod for empower or maximize, empower would be cheaper)
39D6+78/117 from the quickened
312/351 from the none quickened
You get 6 of those
The 3 mythic ones do
39D10+78/117
468/497
If they have channel power that becomes X1.5
On average (assuming you don't cross blood them all) that's 526x6 and 760(1040 with channel power) x3
So roughly 4000 damage to each of your party members (closer to 5000 with channel power)
And they can't really save for half, cause 9 saves, so yeah more than half of that is going through.
Anything with evasion and it's greater brother or some immunity is dead.
I wouldn't do that because it's ridiculous both mechanically and fluff wise having 9 draconic/orcish blooded sorc liches, Sorcs are supposed to be rare and various, liches more so. Having 9 of the same who all became liches is weird. Were I you I'd strive to provide a niche for each lich, wizards, Sorcs, clerics, psychics, Oracles, druids, shamans, witches. Hmmm 8 9th caster classes if I'm not forgetting something.
Any idea what the classes will be for these liches?
EDIT: my math was all done in my head so yeah might be off but it's roughly right.
Ludovicus |
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Surprised nobody mentioned Battering Blast yet -- for sheer hit point damage, it's up there for a low-level spell, and it has a pretty good chance to knock its targets over.
Right. Against targets with a low touch AC (read: most of them), and with a high caster level and the right feats, Battering Blast does way more single-target damage than any other spell in the game.
i.e. past CL 20th with Blood Intensity, Battering Blast does more damage per CL than Disintegrate, only with (a) a third-level slot (!), (b) no cap (!), (c) no save (!!), and (d) knockback.
UnArcaneElection |
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By the way,
Old Blockbuster guide (pre-dates Battering Blast)
New Blockbuster guide (introduced me to Battering Blast)
The Mad Comrade |
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Azten wrote:But are they spiked black tentacles of forced intrusion?Hungry Pit with Black Tentacles. Nothing says the tentacles have to be on a horizontal surface either, as far as I know.
One time I even cast the spell on a ceiling, just for the heck of it.
They are if it's a dazing black tentacles. ;)
Louise Bishop |
Stinking cloud and black tentacles are a similarly nasty combo.
Combo Stink Tentacle. This is actually an awesome combo. I used it once in a Boss fight that had 4 other lackeys with him. Completely shut down everyone but the boss and he was an easy cleanup. My team could only hear the vomiting and screams as people were being beaten to death by a stinky tentacle. Not as fast of a killer as Cloudkill but still fun to drop down.
DungeonmasterCal |
Surprised nobody mentioned Battering Blast yet -- for sheer hit point damage, it's up there for a low-level spell, and it has a pretty good chance to knock its targets over. Better yet, Rock to Mud (could be done well beforehand), Battering Blast(*), and then Mud to Rock . . . .
(*)Cram as much of the following onto it as you can: Empower Spell, Maximize Spell, Dazing Spell, and {Heighten Spell or Persistent Spell -- the latter is harder on their Reflex Save, but the former is good for getting past Globes of Invulnerability, etc.}. You may also need a Quickened True Strike before it to make sure it hits initially.
Separately from the above, if one of the Liches is an archer, try to give it Weapon Training somehow, so that it can get Ace Trip to knock flying PCs out of the air (with Quickened True Strike beforehand to make this stick). This could also be combined with Rock-to-Mud - * - Mud-to-Rock trapping (as above) and Anti-Magic Shell pits.
I've already considered the Rock to Mud to Rock trap. The metamagic feats and the archer are good ideas!
DungeonmasterCal |
If you want to go the blasting route
Magical lineage chain lightning, blood havoc, draconic or Orcish bloodline (or cross blooded but there is no point honestly) empowered, maximised 1 and quickened empowered or maximised a second, blood intensity with spell specialisation and mages tattoo. (Use rod for empower or maximize, empower would be cheaper)
39D6+78/117 from the quickened
312/351 from the none quickenedYou get 6 of those
The 3 mythic ones do
39D10+78/117
468/497If they have channel power that becomes X1.5
On average (assuming you don't cross blood them all) that's 526x6 and 760(1040 with channel power) x3
So roughly 4000 damage to each of your party members (closer to 5000 with channel power)
And they can't really save for half, cause 9 saves, so yeah more than half of that is going through.
Anything with evasion and it's greater brother or some immunity is dead.
I wouldn't do that because it's ridiculous both mechanically and fluff wise having 9 draconic/orcish blooded sorc liches, Sorcs are supposed to be rare and various, liches more so. Having 9 of the same who all became liches is weird. Were I you I'd strive to provide a niche for each lich, wizards, Sorcs, clerics, psychics, Oracles, druids, shamans, witches. Hmmm 8 9th caster classes if I'm not forgetting something.
Any idea what the classes will be for these liches?EDIT: my math was all done in my head so yeah might be off but it's roughly right.
That's some crazy NASA math going on there, and the results are stupendous! I would never have thought about doing all that.
Nine liches is unusual, to be sure, but I based them on the Nine Unknown Men legend created by the Indian Prince Ashoka, who surmised there were nine immortal men who held all the knowledge of the world. I didn't make the liches exactly like them, but they've been manipulating things behind the scenes for centuries in my homebrew, and the players and some important NPCs have only recently learned of this.
Davic The Grey Contributor |
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Has anyone brought up Inflict Pain, Mass yet? Sure, it allows a save, but that's one full round of the party taking a -4 to very important rolls. Time that with all the great save or suck spells previously mentioned by others and it raises the probability of them landing by quite a bit.
Also Terrible Remorse on the low Will Save melee so they keep hitting themselves, not the enemy. Bonus points for making it Persistent (metamagic).
Firewarrior44 |
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Has anyone brought up Inflict Pain, Mass yet? Sure, it allows a save, but that's one full round of the party taking a -4 to very important rolls. Time that with all the great save or suck spells previously mentioned by others and it raises the probability of them landing by quite a bit.
Also Terrible Remorse on the low Will Save melee so they keep hitting themselves, not the enemy. Bonus points for making it Persistent (metamagic).
Make sure the pain strike is being cast by a mythic Lich as Mythic Saving throws (Ex) will make it ineffective otherwise
Plausible Pseudonym |
Has anyone brought up Inflict Pain, Mass yet? Sure, it allows a save, but that's one full round of the party taking a -4 to very important rolls. Time that with all the great save or suck spells previously mentioned by others and it raises the probability of them landing by quite a bit.
Inflict Pain only effects attack, skill, and ability rolls. It doesn't touch saves and doesn't help other spells land.