Combat Encounter help...fighting King Irrovetti (Kingmaker)


Advice


I'm preparing my Kingmaker group to fight King Irrovetti and his Entourage.

The PCs are in a large meeting room with their own entourage and were just informed by Irovetti that he is arresting them and the PCs want to fight.

Here's the PCs. I want to make it challenging and want to bad careful not to make it too difficult. You'll see why when looking at their entourage:

PC Thirri, Barbarian 12
NPC bodyguard for Thirri, Jamie, Fighter 10

PC Astrid, Cleric 12 (Calistria, not a heal bit)
NPC bodyguard for Astrid, Oksana, Fighter 10
NPC Significant Other, Oberyn, Aldori Swordlord, Fighter 10

PC Balbor, Bard 11
NPC bodyguard for Balbor, Baristan, Fighter 10
NPC Leadership character, Munguk, Hill Giant, Advanced Template, 1 class fighter. CR 9

PC Bariel, Druid 10

PC Meliodas, Fighter 11
NPC Leadership character, Liz, Wizard 8

This isn't a normal setup and encounter, we wanted a long, epic combat. I've been using the 6-player conversion this far and will use that for stats enemy stats. The players have done very well the far in the AP, only having difficulties with undead (of which there are online on this combat).

Here's Irrovetti's entourage:

Irovetti, CR18, Inveiglar Bard 11 Fighter 6
Villamor Koth CR 15, Barbarian 16
6 Pitax Wardens, CR 6 each (fighter 7)
3 Pitax Herald's, CR 6 each (Bard 7)
4 Troll Guards, CR 10 each

Would it just be simpler and balancing to have the average CRs match? For instance, if APR/CR of PC group is 10.2, will making Irovetti's group APR/CR 10.2 be balanced? It appears Irovetti's average is 8.4...


CR is calculated off of each creature participating in the encounter, not by averaging their levels!!! Technically you figure out how much xp each is worth and then add it together and figure out where that falls on the chart.

The chart is normally aimed at a certain sized group of a homogeneous level. Having outliers makes the average level of the group a bit wonky. But more or less this is a level 12 group thanks to the extra NPCs contributing.

Irovetti all by himself would be a CR 18 encounter. That is an epic +6 encounter. Villamor is enough to push it to CR 19, and the trolls plus help from the shlubs is going to push this to around CR 20. That would be a +8 encounter, which is not recommended. Look over Irovetti and figure out if the level 10 NPCs can actually do anything to him or not. If they can't even touch him on anything less than a 18 or Irovetti can't fail a save on a roll over 4 there is a problem. Figure in the bard and cleric doing their usual buffing (or not, you know what to expect from them). If its a problem maybe cut back on Irovetti's equipment. Taking his armor/amulet/ring/cloak down by +1 should probably make the difference. It also greatly reduces the party treasure so its not like the party is getting a desired advantage here.


Here's the 6-player conversion stats for Irovetti. I know the encounter for 5 PCs would be nearly impossible, but they've got 3 more NPCs built as PCs and two leadership feat PCs, one of which is a hill giant. So shouldn't those be included in figuring the party's level?

KING CASTRUCCIO IROVETTI:
CR 18
XP 153,600
Male human inveigler bard 11/fighter 6 (Advanced Bestiary 153)
CE Medium humanoid (human)
Init +4; Senses darkvision 60 ft., see invisibility; Perception +18
DEFENSE
AC 36, touch 20, flat-footed 31 (+11 armor, +5 deflection, +4 Dex, +1 dodge, +5 natural)
hp 201 (17 HD; 11d8+6d10+119)
Fort +18, Ref +19, Will +15; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 60 ft.
Melee rod of razors +26/+26/+21/+16 (1d10+17/19-20/x3)
Ranged flechettes +25/+25/+20/+15 (1d8+13/19-20/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with rod of razors)
Special Attacks bardic performance 36 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, suggestion), charming falsehood
Spells Known (CL 11th; concentration +20)
4th (4/day) - dimension door, dominate person (DC 24), greater invisibility,
3rd (6/day) - charm monster (DC 23), displacement, phantom steed, scrying
2nd (6/day) - cat’s grace, cure moderate wounds, detect thoughts (DC 21), glitterdust (DC 21), suggestion (DC 22)
1st (8/day) - alarm, charm person (DC 21), cure light wounds, expeditious retreat, grease (DC 20), unseen servant
0 (at will) - dancing lights, detect magic, light, mage hand, message, prestidigitation
TACTICS
Before Combat Irovetti’s tactics are unchanged from those in the Adventure Path module.
During Combat His tactics during the battle are also unchanged from those presented in the Adventure Path module.
Morale This remains the same as presented in the Adventure Path module.
STATISTICS
Str 18, Dex 18, Con 20, Int 16, Wis 8, Cha 28
Base Atk +14; CMB +18; CMD 36
Feats Arcane Strike, Combat Expertise, Combat Reflexes, Deceitful, Dodge, Extend Spell, Extra Performance, Improved Feint, Improved Iron Will, Iron Will, Mobility, Skill Focus (Perform [sing]), Spell Focus (enchantment), Toughness, Weapon Focus (rod of razors), Weapon Specialization (rod of razors)
Skills Bluff +28, Intimidate +24, Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nobility) +16, Linguistics +7, Perception +18, Perform (dance) +23, Perform (oratory) +28, Perform (sing) +34, Ride +13, Sleight of Hand +19, Use Magic Device +28
Languages Common, Giant, Hallit, Skald, Sylvan; tongues
SQ armor training 1, bardic knowledge +5, contingency, hidden enchantment, improved resources, jack-of-all-trades (use any skill), lore master 2/day, permanent spells, taken to the grave, truth be told, undetectable alignment, undetectable thoughts, versatile performance (oratory, sing, dance)
Combat Gear potions of lesser restoration (4), scroll of heal, scroll of restoration, scroll of teleport, wand of hold monster (CL 10th, 13 charges); Other Gear +5 moderate fortification mithral breastplate, rod of razors, amulet of natural armor +5, boots of speed, cloak of resistance +5, ring of protection +5, master key (unlocks all locks in the palace), mindrender baton
SPECIAL ABILITIES
Charming Falsehood (Su) Once per day, Irovetti can tell a lie so convincing it enchants a single creature that hears it. He need not be able to see the target of his lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view King Irovetti as a trusted friend or that would make it likely to follow his orders, but it can be as outlandish as he wishes. If the target hears the lie, it must attempt a Sense Motive check opposed by King Irovetti’s Bluff check. A creature that fails this check by less than 5 is affected as though by the spell charm monster (caster level equals Irovetti’s character level). Failure by 5 or more means that Irovetti has dominated the target as though using the spell dominate monster (caster level equals Irovetti’s character level). Charming falsehood is a sonic, mind-affecting, charm effect.
Contingency King Irovetti used a scroll to cast contingency: if he ever takes more than 10 points of damage from a single attack, a dimension door whisks him away (in this case, to his den in area T1).
Hidden Enchantment (Su) When Irovetti uses any effect or spell that mimics charm monster, dominate monster, or any similar effect, spells such as detect magic cannot detect the effect. Furthermore, any Sense Motive check made to determine influence over the target takes a -15 penalty. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.
Improved Resources Not only does King Irovetti have the resources of a PC as regards his gear, but his ability scores use a 20 - point build.
Permanent Spells King Irovetti has used scrolls of permanency to gain the following permanent effects: darkvision, see invisibility,and tongues.
Taken to the Grave (Su) If speak with dead is used on the corpse or head of King Irovetti, he tells nothing but lies. Only a wish or miracle spell used to mimic a speak with dead spell can pry the truth from the dead body of Castruccio Irovetti.
Truth be Told (Su) Magic used to determine whether Irovetti is telling the truth reveals his lies only if he would wish his words to be construed as a lie. This ability affects even spells such as detect lie and more powerful spells such as wish or miracle. Other creatures that are asked about the truth of what King Irovetti says can represent the truth normally, so spells such as commune allow characters to discover the truth, provided the creatures interviewed are privy to that truth.
Undetectable Alignment (Su) Magical effects used to determine King Irovetti’s alignment automatically reveal it to be the same as that of the creature doing the detecting. If Irovetti is aware of the attempt, he can instead cause the magic to reveal any alignment he chooses. This ability also protects him from spells that detect only certain alignment components, such as detect evil. It defeats even the clerical version of true seeing, but a wish or miracle spell used to mimic true seeing or the various alignment detection spells reveals the truth.
Undetectable Thoughts (Su) Whenever a creature attempts to detect King Irovetti’s thoughts (with a detect thoughts spell, for example), he is immediately aware of the attempt and can cause the effect to reveal any thoughts he chooses. A wish or miracle spell used to mimic detect thoughts or a similar effect reveals the truth.


BTW, the adventure path for 4 players had Irovetti as a CR 17 and that includes a CR 14 Ogre Mage, With, 6 wardens AND 4 Troll Guards... All at once, according to AP.


statblock wrote:
Contingency King Irovetti used a scroll to cast contingency: if he ever takes more than 10 points of damage from a single attack, a dimension door whisks him away (in this case, to his den in area T1).

That's not a very big number. A CL 8 fireball coming off the wizard cohort averages 14 on a successful save. Takes him out of the fight for a couple rounds if he DDoor's right back, longer if he needs/has used his high-level slots. But considering he put the effort into setting up a contingency tied to under 5% of his hit points, he might not come back at all.


The Sideromancer wrote:
statblock wrote:
Contingency King Irovetti used a scroll to cast contingency: if he ever takes more than 10 points of damage from a single attack, a dimension door whisks him away (in this case, to his den in area T1).
That's not a very big number. A CL 8 fireball coming off the wizard cohort averages 14 on a successful save. Takes him out of the fight for a couple rounds if he DDoor's right back, longer if he needs/has used his high-level slots. But considering he put the effort into setting up a contingency tied to under 5% of his hit points, he might not come back at all.

I caught that. Not sure why the conversion had such a small number for him to sustain before fleeing... I plan on making the contingency when he gets to 20hp or less

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