Whats the lowest level PC you can make that can solo an Erlking?


Pathfinder RPG General Discussion


So, I was building some monsters for a late game showdown and ended up looking at the Erlking statblock and...wasn't terribly impressed So I wanted to pose the question to the community, think of it as a tiny beastmas. The goal is to build a PC that can reliably solo an erlking as early as possible.

Erlking

So, the Erlking isn't terribly impressive as a CR18 threat. Its AC and saving throws are only average for a monster of its CR. It is very vulnerable to combat maneuvers for an entity of its power, thanks in part to its terrible BAB from being a Fey. This same BAB means that its attack rolls are fairly anemic except against humanoids, and its poor strength does the same thing for its damage. Erlkings do have blur granting them partial concealment, along with a constant protection vs Evil and Law, but that is the extent of its extraordinary defenses. Fast Healing 10, DR 10/Cold Iron (pierced automatically by any weapon of +3 or greater), and some energy resistances are all that protect an Erlking from damage.

The Erlking has a high movement speed, but does not have Flyby Attack or Spring Attack to take advantage of its speed. Additionally, it only gets 3 attacks on a Full Attack even with its constant Haste effect. Additionally, an Erlking lacks the ability to move freely through difficult terrain and instead needs to rely on its flight speed when it makes use of its spell like abilities. Speaking of those, an Erl King has a few tricks. Black Tentacles, Repel Metal or Stone, Plant Growth, Summon Nature's Ally, and Plant Growth lets him harass you while Tree Stride allows him to run away and heal up if necessary. He can also bust out a Finger of Death which, at this point of the game is quite lame.

As far as rules for creating a PC and the fight itself, no 3rd party stuff, use a 20 point Buy (bonus points for running a 15pb), with appropriate wealth by level. Combat with the Erlking begins either at 180ft from him and an initiative roll-off or an ambush if you can reliably beat his +28 perception. Worth noting, he cannot see in the dark as he only has Low Light Vision and not Dark Vision.

His first move will be to attempt to use Black Tentacles at your position to buy him time to use a Summon or a combination of Plant Growth and Animate Plants. Once his first wave of mooks has appeared, he will move to engage you in melee combat alongside his allies. If black tentacles fails to stop you long enough for him to summon help, he will use Plant Growth to entangle you or make use of Repel Metal or Stone if you seem immune to entangle (such as by having Freedom of Movement active). He is intelligent, will try to flank you if possible, use Power Attack only if he can hit you with above 50% accuracy, and use vital strike if he cannot full attack. Assume that the Erlking, if reduced below 25% HP, will attempt to use tree stride to flee. Failing to kill him before the end of your next turn (unless you can follow him reliably) will result in a loss. The Erlking escapes, heals up, and proceeds to be really annoying for your PC during the rest of your time within his domain.

Cheers


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From Sirthugsalot's level 12 challenge I know I can make a halfling pyrokineticist 12 who can 1-round him if she gets a full melee attack off; touch AC 15, no SR are bait for her. A ring of freedom of movement and no metal or stone carried are both easily doable. Closing all that distance is the main issue, he's fast and trying to wear him down will risk making him retreat at 25% health. What's your opinion on wands or other items which cast spells which use swift actions to cast - swift action to activate, or standard? The spell would be cheetah's sprint.


If it wasn't for the fast healing or flight and finger of death I would have said a 9th level sorc might be able to pull it off might..

But with those as factors you are probably looking at a 15th level sorcerer to do so reliably, you will want a battering blast focused sorcerer with the orc bloodline and a few bloodline mutations you can get battering blast to do 4 attacks at 10d6+20x1.5 damage per casting(82.5 damage per hit average) and can cast 2 times in a round 660 damage on average if you don't roll a nat 1 even if you roll min damage you still do 360 damage which will kill it instantly.

They can cast 2 times a round with their touch ac being only 15 its pretty much auto hit of you start with a belt of physical might +6 for the con and dex boost and a headband of mental prowess +6 for wis and cha start you can reasonably beat hit perception with a stealth of +42. orange ion stone give another +1 caster level.

True sight negates the blur and greater invisibility allows you to stay hidden and still attack fly will allow you to maneuver around and mage armor and shield will give you a +8 ac just in case things go south.

The character starts as true neutral and thus avoids any protection vs X.

The build will work with either 20 or 15 but you don't need much just a 16 cha a 13 int and some dex and a little bit of con.

Human for the bonus feat

wang spell hunter, magical lineage, inspired by greatness and some trait that gives stealth as a class skill with two drawback that doesn't give a penalty to it or casting/action economy.

Feats, spell focus, Spell Specialization, mages tattoo(free from tattoo sorc archetype) intensify spell, empower spell, quicken spell, spell perfection, spontaneous metafocus, craft wonderous items and have some feats to spare maybe throw one into skill focus.


Is it soloing if you abuse leadership?

7th level Bard. Cha 18. WBL = 23,500gp. Leadership provides 1 5th level cohort and 6 1st level followers.

5th level cohort: Barbarian. 16 str because NPC.
6 1st level followers: Warriors 14 str because NPCs.

Equipment: 8 Dust of Sneezing and Choking. Not normally priced but you're intentionally making a defective Dust of Appearance so price it at 1800gp each. Rounded to 16k.

Several bundles of rope.

7 Cold Iron Pickaxe (two handed 1d8 x4 crit) at 28gp each. 1 Cold Iron Rapier (1d6 18-20 crit) 40gp for our bard.

8 Horses.

Tactic: The entire group rides out with 20' between each person in a line. The Barbarian and Bard have at least 2 warriors between them so they can't both be taken out in a single spell. Each member is equipped with a Dust of Sneezing and Choking.

First round: After the Erlking casts one warrior will get their horse to ride up to 15' away from the Earlking as a move action. Then use a Standard action to activate the Dust of Sneezking and Choking. The warrior might die from the Con damage while the Earlking makes the save but is stunned for a minimum of 4 rounds.

The rest of the party rides up (move) and aids another: Grab until only the Barbarian or Bard is left to go. Both are +5 BAB, the bard is probably only +2 from str, so the Barbarian has a 1 better chance to grab. Figure we're 3 bodies down from spell + Dust so +8 to grab, +4 from Stunned, +2 from Inspire Courage, 7 ish CMB = +21 vs CMD 29 due to Stunned Erlking loosing dex bonus.

Figure it shouldn't be too hard to pin the Erlking and then bind him in the ropes. Once bound the Barbarian or a Warrior picks up the Earlking's Longsword and there is a coup de grace party for the Erlking. Even if the only attack that can actually get a crit is for the group of Warrior to Aid the Barbarian to get in a really good Pickaxe shot, the Barbarian could rage and get a Strength buff from the Bard plus Inspire Courage. Str 16+4+4 = +7 (+10 w/2 handed weapon) str mod, +2 Inspire Courage, +2 (+3 two handed weapon) Power Attack. 1d8+10+2+3 x4 crit = 64-100 damage that forces a fortitude save or die.

If a random warrior did it instead it would be 14+4= +4 (+6) str mod, +2 inspire courage, +2(3) power attack. So 1d8+11 x4 crit = 48 minimum damage. I don't think the Erlking can make a 48 fortitude save.

This all depends on this being an informed assassination. And I'm already assuming the Erlking wins initiative but is within a horse's run range of 160'.


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The Comet, lv 10:
Gendarme Cavalier 4 / Drill Sergeant Mutation Warrior Fighter 6
Half-Orc, 15 PB
Str 18(+4), Dex 10, Con 12, Int 12, Wis 14, Cha 7

Character Traits:
Called (Reroll a natural 1 on an attack roll once per day)
+1 Trait

Levels, Feats, and relevant class features

Gendarme Cavalier (Order of the Sword) 1-4
1 Mount, Mounted Combat, Ride-By Attack (B)
2 Order Ability
3 Cavalier’s Charge, Spirited Charge
4 Expert Trainer

Drill Sergeant Mutation Warrior Fighter 1-5
5 Wheeling Charge, Power Attack (B)
6 Horse Master (B), Stealth Synergy (B)
7 Mutagen, Beast Rider
8 Horde Charge (B)
9 Weapon Training, AWT (Warrior Spririt)

Wild Child Brawler 1
10 Martial Flexibility

Magic Items

Belt of Strength +2 (4,000)
Gloves of Dueling (15,000)
+1, Heartseeking Lance (8,300)
Sable Company Elite Saddle (14,000)
MWK Spyglass (4,000)
Eyes of the Eagle (2,500)

47,800/62,000

Offensive Statistics:
Attack:
10 (BAB) +8 (Strength) +5 (Enhancement) +2 (Horde Charge) +2 (Morale, Order) +4 (Charge) +3 (Weapon Training ) -3 (Power Attack)
= 31

Damage on a charge:
1d8 (weapon) +12 (Strength) +5 (Enhancement) +2 (Horde Charge) +9 (Power Attack) +3 (Weapon Training) +4 (Challenge) + Bane
=39.5(x3) + 2d6

Quick run-down

Sable Company Elite Saddle:
Shares our teamwork feats with our mount.

Horse Master + Beast Rider:
Gives us a full progression Pteranodon animal companion, and thanks to the level in Wild Child it has the Share Spells feature so we can take the Racer archetype. It has a 60 ft fly speed.

Wheeling Charge:
We can continue moving after making our charge, make the charge attack whenever, and it doesn't have to be in a straight line.

Warrior Spirit + Gloves of Dueling:
We can increase our weapon's enhancement bonus by 3, or subtract the cost of a magical ability from that amount.

***

Ambush:
We begin our ambush 510 ft away up in the air, so that the distance penalty makes it impossible for the Erlking to notice us even with a natural 20 and the favorable conditions modifier.
Thanks to the Spyglass the normal -51 penalty is only -12 for the flying duo, which means that the perception DC of 0 to see the Erlking auto-succeeds.

The moment the Erlking is spotted, the rider uses their Challenge as a swift action, Warrior Spirit as a standard action (Bane), and Martial Flexibility as a move action to get Coordinated Charge. Warrior Spirit and Martial Flexibility both last one minute.

Now, 510 ft away from our target the Pteranodon decides to charge and the surprise round occurs. Thanks to the Sprint ability of the Racer companion the Pteranodon can partial charge for 600ft (once per hour), but we'll settle for 540 ft.

510 towards the erlking, then turn 90 degrees and continue 30 ft thanks to Wheeling Charge.
This triggers Coordinated Charge as a swift action, and both rider and mount charges again. 30 ft towards the Erlking and continue 30 ft away.
...This triggers Coordinated Charge as an immediate action, and both rider and mount charges again. 30 ft towards the Erlking and continue 30 ft away.

***

The total damage, not accounting for the chance of critical hits, would be 357 (323 if it's not allowed to Challenge someone outside of combat).
Unfortunately, the average is deceiving since we'll fail to insta-kill the Erlking if a single attack misses. This gives us a measly 86% chance of killing the Erlking in the surprise round, when we account for nat 1's.
But with our trait that chance rises to 99% as we'd then need to roll two nat 1's over three attacks to fail.

Edit: Just realized the Erlking has a Favored Enemy bonus of +10 against all humanoids, which means its perception modifier is +38.
So we'll begin as far away as we can (590 ft), and the rider only needs a total stealth mod of +1 to avoid detection.


avr wrote:

From Sirthugsalot's level 12 challenge I know I can make a halfling pyrokineticist 12 who can 1-round him if she gets a full melee attack off.

...

What's your opinion on wands or other items which cast spells which use swift actions to cast - swift action to activate, or standard?[/url].

Ooof, that is a lot of damage. As far as Swift action spells on wands, I would personally allow them to function with their normal cast time (with the caveat that spells with longer cast times take the additional time as well).

doomman47 wrote:
If it wasn't for the fast healing or flight and finger of death I would have said a 9th level sorc might be able to pull it off might. But with those as factors you are probably looking at a 15th level sorcerer to do so reliably

Obliterated, without ever having a chance to fight back. Ouch, CR18 my ass.

Meirril wrote:
Is it soloing if you abuse leadership?

No, but it is an honorable mention as you've provided a decent way for a party to kill the Erlking very early. At least if it all works the way you think it does. And I'm not sure that it does.

First off, your cohorts would not be willing to use the Dust of Sneezing and choking since it has a reasonable chance of killing them. Thats not in their contract, but even ignoring that for the moment. Trying to run right at him doesn't work since the Black Tentacles are in the way and your units are explicitly in a line. If you take two moves to get to him, he'll have conjured up allies or set up a very powerful Entangle to capture your spread out units with Plant Growth. This means you can't run without successfully beating the Black Tentacle's grapple (+25 for the Erlking), and the tentacles are large enough to grapple a horse with ease.

This plan requires a little adaptation.


Level 1 rogue with a shortbow and cold iron tipped arrows could do it ... if the dice rolls were implausibly lucky.


Level 6 Strix Gunslinger could probably do it... literally doesn't care about Black Tentacles or Treants or Centaurs or plants or armor or point buy.

It would be an aerial dogfight, and the Gunslinger is targeting touch AC...

Strix Zen Archer Monk could catch its arrows and shoot them back at it, too.


@Voodistmonk

That seems like a gross underestimation of the Erlking. But let's say you manage to make it into a pummelfest and the Erlking doesn't just summon 1d3 Elder Air Elementals to blow you away.

It engages you in melee since it knowns you will provoke when firing, which means you'll eat at least two full-BAB attacks per round unless you can reliably make an Acrobatics check against its CMD 33. It has Favored Enemy (All Humanoids) +10, which affects you as a Strix.

+28 (1d8+33, 17-20/x2)

You'll eat two of these, and then you're done.


Hugo Rune wrote:
Level 1 rogue with a shortbow and cold iron tipped arrows could do it ... if the dice rolls were implausibly lucky.

And if the Erlking didn't leave when it his 25% HP. There is no way the rogue would be able to finish him off.


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Or they will take a Dc you need a nat 20 fort save to pass or take 200 damage and 3d6+20 damage on a passed save meaning they are dead round one.


ShroudedInLight wrote:
doomman47 wrote:
If it wasn't for the fast healing or flight and finger of death I would have said a 9th level sorc might be able to pull it off might. But with those as factors you are probably looking at a 15th level sorcerer to do so reliably
Obliterated, without ever having a chance to fight back. Ouch, CR18 my ass.

It wouldn't be as reliable but you could get nearly as much out of a level 12 sorc using the same strategy they would just have less stealth and not have free quicken spell but would still be fully capable of one shotting it since 12th level is all you need to get true sight and all the other spells are for even lower level spell slots they would only get 6 attacks off though and it would be only at 8d6 or 9d6 per hit but still more than enough to kill.


Wonderstell wrote:

Horse Master + Beast Rider:

Gives us a full progression Pteranodon animal companion, and thanks to the level in Wild Child it has the Share Spells feature so we can take the Racer archetype. It has a 60 ft fly speed.

Take the Roc instead, and with the Racer archetype you'll be flying 90'.

Since you have cash left, grab Vambraces of the Tactician and a Banner of the Champion (8k apiece); your Challenge uses per day and damage will be if from a 10th-level Cavalier.


Slim Jim wrote:
Wonderstell wrote:

Horse Master + Beast Rider:

Gives us a full progression Pteranodon animal companion, and thanks to the level in Wild Child it has the Share Spells feature so we can take the Racer archetype. It has a 60 ft fly speed.

Take the Roc instead, and with the Racer archetype you'll be flying 90'.

Since you have cash left, grab Vambraces of the Tactician and a Banner of the Champion (8k apiece); your Challenge uses per day and damage will be if from a 10th-level Cavalier.

Still lack gear for the Animal Companion and armor, so I think that unspent cash should be used for that if someone actually wanted to play the character.

Roc would be perfect, but unfortunately not one of the choices Beast Rider (the feat) gives you. So yet again I place my trust in my clumsy dino-bird.

The Comet, fixes:
Gendarme Cavalier 4 / Drill Sergeant Mutation Warrior Fighter 6
->
Gendarme Cavalier 4 / Drill Sergeant Mutation Warrior Fighter 5 / Wild Child Brawler 1

6 Horse Master (B), Stealth Synergy (B)
->
Escape Route

***

I didn't decide on the Animal Companion's feats, but Graceful Flier and Additional Traits (Linebreaker) would give it +15 to charging fly speed while resulting in something more interesting than Fleet x3.


The Level 10 Dino-rider seems super solid Wonderstell, while it could go horribly wrong a small percentage of the time otherwise you 1 round the Erlking.

My two questions are whether or not you are allowed to charge at maximum distance during a Surprise round, or whether you are limited to a single move's worth of distance. Additionally, does challenging the Erlking alert him as if he had failed a saving throw? Does the challenge being issued trigger the surprise round?

Still, it looks really good. Currently the lowest level plausible solution.


Pathfinder Adventure Path Subscriber
doorman47 wrote:
If it wasn't for the fast healing or flight and finger of death I would have said a 9th level sorc might be able to pull it off might..

Use the Contingent Scroll spell to setup a contingency to Dimension Door away from him when he attacks you, then approach with Greater Invisibility for a surprise round. This will guarantee that you get two rounds of attacks off before he kills you, and with optimization a scorching ray sorcerer can deal enough damage to pull that off.

With crossblooded, blood havoc, and spell specialization you can bring Scorching Ray up to 3 rays dealing 4d6+12 damage each. Using Empowered Spell that averages 39 damage per ray. Using a Magical Lineage you can bring that down to a 3rd level spell, making it legal to use with metamagic rods, so you can use a lesser quicken rod to fire off two volleys per round for an average of 234 damage if all rays hit. Since you're hitting against touch and flat-footed you're hit on a 10 which you should be able to nail 95% of the time. With 80% accuracy from blur this averages 178 damage per round, enough to comfortably 2-round him. This means he has exactly one round to find your greater invisible sorcerer before you unleash a second flurry of scorching rays and finish the battle. Throw on a scroll of true sight to beat his blur if you want to make it really consistent.

Hugo Rune wrote:
Level 1 rogue with a shortbow and cold iron tipped arrows could do it ... if the dice rolls were implausibly lucky.

Common mistake, but fast healing and regeneration are two different things. Cold iron weapons won't distrupt his fast healing, so your little sniper needs to out-damage the Erkling's fast healing.

To consistently beat the Erkling's perception score while sniping you'd need a stealth score of at least 57 (on a roll of 1 you get a 48 [skill unlock: stealth reduces sniping penalty to -10], and on a roll of 20 he gets a 48, and stealth wins on a tie). That's plausible at 10th level (10 ranks, +3 class skill, +1 trait, +15 from greater shadow armor, +6 from skill focus, +4 from stealthy, +10 from dexterity [goblin], +4 from racial, +4 from size = 57) meaning a stealthy archer that could out-damage the Erkling's fast healing could whittle him down with impunity at 10th if built for sniping.


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ShroudedInLight wrote:
My two questions are whether or not you are allowed to charge at maximum distance during a Surprise round, or whether you are limited to a single move's worth of distance.

If you are limited to a standard action per round, as in the Surprise Round or when you are staggered, you can only move up to your speed while charging.

AC Archetype: Racer: Sprint wrote:
At 6th level, once per hour a racer can move at 10 times its normal speed when it makes a charge or uses the run action.

So normally that would be 75, but the Sprint ability makes that 750ft. If we took the Outlook feat instead of Horde Charge, the Pteranodon would have a full turn's worth of action in the surprise round and could charge 1500 ft.

ShroudedInLight wrote:
Additionally, does challenging the Erlking alert him as if he had failed a saving throw? Does the challenge being issued trigger the surprise round?

That was my concern too. My guess is that the Erlking would get a perception check to hear the Challenge being uttered, with the standard -59 (now -74) modifier for distance.

====

What's the verdict on using consumables?
I think I could make a level eight character kill the Erlking in one round if they had a scroll of Contingent Action (375 gp).


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Pick one:

Being CR 18
or
Having a CMD of 33

Neckbreaker Mage, Lv 6:
Blood Conduit Bloodrager 1 / Wizard 5

Tiefling, 20 PB
Str 16, Dex 10, Con 14, Int 17(+3)*, Wis 10, Cha 9

*lv 4 increase and a Headband.

Alternate Racial Traits:
Prehensile Tail
Maw or Claw (Maw)

Character Traits:
Magical Knack (+1 CL)
Adopted->Final Embrace (+2 to Pin)

Levels and Feats:
Bloodrager (Destined) 1
1. Rage, Destined Strike, Throat Slicer, Imp Grapple (B)

Wizard (Mage of the Veil school) 1-5
2. Emissary Familiar (House Centipede), Scribe Scroll (B)
3. Dirty Fighting
4.
5. Bushwack
6. Knowledge is Power

====

Magic Items:
Lesser Silent Metamagic Rod (3,000)
Armbands of the Brawler (500)
Cloak of Elvenkind (2,500)
Sandals of Quick Reaction (4,000)
Headband of Intelligence +2 (4,000)

14,000/16,000

Mundane Gear:

Cold Iron Light Pick
Belled Catsuit
Etc

====

Stealth:
9 (class+ranks) +20 (Invisibility) +5 (Competence) +3 (Familiar) +2 (Racial) +2 (Catsuit)
= 41

Grapple CMB while raging:
3 (BAB) +5 (Int) +3 (Str) +2 (Rage) +2 (Imp Grapple) +1 (Armbands)
= 16
+2 to Pin (Trait)

Crit damage with a light pick:
(1d4+5)x4
=4d4+20

====

Spells Prepared:
True Strike (lv 1)
Expeditious Retreat (lv 1)
Invisibility (lv 2)
Contingent Action (lv 3)

***

Ambush:
Expeditious Retreat, Invisibility and Contingent Action should have been pre-buffed, but Invisibility is the only one that's necessary to cast before we see the Erlking.

1. We stand 60 ft away from the Erlking, where there's no risk of being discovered. Then we use our Silent Metamagic Rod to cast True Strike, and stove the rod away.

Our Stealth mod of +41 vs the Erlking's Perception of +22 (-6 for distance) gives us a 100% chance of making the Stealth check to get our ambush.

2. Surprise round starts, our Boots gives us a move action to get adjacent to the Erlking, and we grapple it.
Our Emissary familiar has by now used their Domain Influence to use Touch of Law on us, and we treat all our d20 rolls as natural 11's. We ignore the miss chance thanks to True Strike.

Grapple CMB check: 49 vs Flat-Footed CMD of 28

3. The successful grapple triggers Bushwack to let us pin as a free action. We no longer benefit from the +22 from Invisibility and True Strike, but gain a +2 bonus from the trait.

Pin CMB check: 29 vs Flat-Footed CMD of 28

4. When the Erlking is pinned, we use our Prehensile Tail to draw our Cold Iron Light Pick as a swift action. This triggers the conditions we've set for Contingent Action, and we make a Coup De Grace as a readied action thanks to Throat Slicer.

Minimum 24 damage, which means a 34 Fortitude save or death for the Erlking. Which has a 95% chance of happening.

***

Prob doable at level 5 if we use a scroll of Contingent Action.

If we're looking for straight damage, then level 8 is the earliest I can imagine.


Wonderstell wrote:
Neckbreaker Mage, Lv 6:
He seems buff enough, but why not dump your Cha all the way to 7 in order to afford a starting 15>17(bump>18) Str for a +1 to your attacks? ...It's not like he can see you're smiling face while your invisible. ;-)
Quote:

Character Traits:

Adopted->Final Embrace (+2 to Pin)

Final Embrace is a feat, not a trait.


Slim Jim wrote:
Wonderstell wrote:
Neckbreaker Mage, Lv 6:
He seems buff enough, but why not dump your Cha all the way to 7 in order to afford a starting 15>17(bump>18) Str for a +1 to your attacks? ...It's not like he can see you're smiling face while your invisible. ;-)

I'm not sure?

I think I decided that dumping Cha to seven with a racial penalty would be a bit risky, or that there was no need to optimize further since I already reached my objective.

Actually had a 21 PB, charisma should have been 8 instead of 9
Str 16, Dex 8(+2), Con 14, Int 15(+2), Wis 10, Cha 10(-2)

Wis would have to drop to 8, and Cha to 5 if we want to raise both Str and Int by 1. I think I'd be more inclined to dump charisma and bump Wis and Dex up by 2.

Slim Jim wrote:
Quote:

Character Traits:

Adopted->Final Embrace (+2 to Pin)
Final Embrace is a feat, not a trait.

Final Embrace, the trait.

If you think that's confusing, then you're gonna love that Beast Rider is an Archetype, Feat, and a Trait.

=====

Edit: Also, I just assumed that taking 10 on the stealth check wouldn't fly. But since we're not in combat it should be allowed, right?


I know it's not as impressive as wonderstell's builds, but how about an 8th level 15 point buy Kobold Arcanist hitman.

Spoiler:

Base Stats: Str 6, Dex 10, Con 8, Int 18(+2), Wis 10, Cha 10
Diety: Mahathallah
Race: Kobold
Racial Traits: Frightener, Spell Caster Sneak
Traits: Magical Lineage[Phantasmal Killer], Wayang Spellhunter[Phantasmal Killer], Rich Parents
Drawback: Loner
Class: Arcanist(8)
Archetype(s): Blood Arcanist
Bloodlines: Kobold
Exploits: Potent Magic, Metamagic Knowledge(Persistent Spell)
Feats: Spell Focus (Illusion)(1st), Greater Spell Focus(3rd ), Craft Wonderous Item(5th), deific Obediance(7th)
Spells: Bloody Tears and Jagged Smile, greater invisibility, phantasmal killer
Wealth: 23,500+(900-70) -> 24,330
Gear: Robe of Runes[22,000gp], Deadman’s Headband[1,800gp]
Key Features: Save DC for Phantasmal killer (4th) is 10(base)+4(spell lvl)+7(stat)+2(bloodline kobold)+1(racial)+2(g spl fcs) +2(Diefic Ob)+2(Potent Magic)+4(bldy tears)+2 Robe of Runes+1(Deadman’s) =37 will and fort

Fight Sequence: Pre-fight Round(s): cast 4 random 1st level spells (can be done hrs before the fight)
Round -1: Cast Bloody Tears and Jagged Smile (can be done up to an hour before the fight)
Round 0: Cast Greater Invisibility, move up to 180 foot range
Round 1: Recover 1 one of the random 1st level spells as a free action(via robe of runes) and then Cast Persistent Phantasmal Killer (DC 37) as a silent spell via arcane spellcaster sneak

The Erlking can only pass the DC on a nat 20, which he will be forced to re-roll. Depending on your interpretation of how persistent spell interacts with phantasmal killer, he likely would also be forced to re-roll any nat 20s he gets on the fort save as well. So, worse case he has to roll 2 nat 20s back to back (either on the will or fort) in order to survive. Even then The kobold gets 3 more attempts from the cover of greater invs. However, these will not be silent so he will give away his location if the 1st attempt fails. But he would get up to 3 more attempts with DC 37 saving throws.

I'll apologize now, if I'm using some combination that doesn't work. I double checked and fixed what holes I could find but I may have overlooked something.


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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I think a 1st level bard with skill focus perform could manage it.

Still probably better with multiple performers than as a solo though.


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@LordKailas

That seems completely legit. I'm getting that to a 99.5% chance of killing the Erlking with your first spell, which is plenty enough.

The only thing "wrong" is that you're using the wealth value for a 7th level PC, so Rich Parents isn't needed.
The extra gold lets you afford a +5 Competence bonus to Stealth, which is needed to make the Stealth check auto-succeed. Accounting for distance and Favored Enemy, the Erlking has a +20 perception modifier vs your 34?

Poor Erlking. If only he had SR like other level-appropriate foes.

===

@Dave Justus

Luckily Schubert's version is fit for a duo, so a 1st level bard with a familiar could do it.


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I suspect there's a pretty cheesy build involving persistent hold fey and drowning that would do the trick, but I'm too lazy to spec it. Or possibly undine's curse and cheesy sleep tricks.

The best build, however, is the character who doesn't piss off the Erlking in the first place.

Community / Forums / Pathfinder / Pathfinder RPG / General Discussion / Whats the lowest level PC you can make that can solo an Erlking? All Messageboards

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