| andreww |
| 3 people marked this as a favorite. |
Hello all, welcome back to another high level combat test. As in previous exercises this is designed primarily as a test of combat abilities. You can find previous 2E tests HERE and HERE.
This is a white room test of how different classes manage to handle standard AP style encounters. It isn't intended as a scientific study but perhaps provides a few data points along the way. This time I am looking at how some of the classes often considered to be weaker perform against a standard Paizo AP.
We are once again returning to Age of Ashes, Part 6. I would have preferred to use either Agents of Edgewatch or Extinction Curse but I am currently playing both of them and didn't want to spoil them. In looking at so-called “weaker” classes I have gone with the APG classes. We have a Tempest Oracle (admittedly probably the best curse but still generally considered weaker than the Cleric, particularly for healing), Gymnast Swashbuckler (definitely weaker than the fighter and arguably the worst subclass), Rune Witch (arcane prepared classes are often held to be on the low end of the power scale) and Alchemical Science Investigator (again, arguably a poor man's rogue. So, let's get to know the diminutive atheistic god squad, sent from Heaven to stop the plans of the avatar of an apocalyptic dragon god.
Willow, agender Aasimar Leshy Swashbuckler 20. Willow is a classic swashbuckler, bouncing around the battlefield, stabbing things in the face, taking ripostes when enemies miss and getting a freebie reaction to do so on every enemy's turn. Overall the potential for a lot of damage but AC isn't great at 46. Legendary acrobatics, athletics, medicine and stealth.
Gerty, female Aasimar Halfling Witch 20. Gerty is the youngest and keenest member of the group. She has always wanted to meet a friendly dragon. She has a wide range of magic available to her having also trained as a wizard. She is very squishy, with low HP (226) and AC (42), making her a prime target for enemies. Legendary Arcana, Dragon Lore, Medicine and Occultism.
Mungo, male Aasimar Shoony Oracle 20. Mungo is the very best boy, he knows this because his friends always tell him so. Like Gerty he also loves dragons, so much so that he has woken the blood of dragons in himself! Mungo has full draconic sorcerer spellcasting. Legendary Arcana, Diplomacy and Intimidation.
Miles, male Aasimar, Halfling Investigator. The oldest and most laid back member of the group. Little can phase Miles, he has seen it all before and now he thinks of himself as being responsible for the rest of the group. He has delved into magic with full witch based spellcasting along with the basic eldritch archer dedication. Legendary in Arcana, Crafting, Medicine, Occultism, Society and Stealth.
A few things to note about the characters. Each of them is an Aasimar. Partly this was to give the group a theme, partly because I wanted all of them to have persistent flight. Three of them have heavily multiclassed, this is largely due to the class feats for Oracle, Witch and Investigator being quite underwhelming. The counterpoint to that is that the base class chassis for them is quite strong.
If you want to view the full stat blocks or follow along as the various encounters develop I am running this via a roll20 table which can be found HERE.
For our test we will assume that the group has allied with Mengkare and have joined him in order to conduct the attunement ritual for Alsetta’s Ring. Both Gerty and Miles are more than capable of leading the ritual but they leave that to Mengkare as neither want to be forced to remain behind. Mungo casts a level 6 heroism on all three to help them complete the ritual, with a plan of waiting until the following day so the spell slots are restored.
They crush the completion of the ritual, Mengkare getting a 58 versus DC45. Both Miles and Gerty easily pass their checks, Gerty getting a crit. Both could have just used Arcana instead of Occultism or Religion as both have the Unified Theory feat.
Having critically succeeded the group gain resistance 10 to all damage and a +4 status bonus to saves against effects created by evil creatures. Their Strikes gain the effects of the ghost touch rune and deal an additional 1d10 good damage. They are immune to the soul-draining effect within Alseta’s Landing.
The group prepare themselves to step through the portal into Alsetta’s Ring. They have little idea what to expect on the other side and so make a variety of preparations.
Exploration Activities
Willow has legendary sneak and is therefore always avoiding notice. They are also alert to danger and are searching.
Gerty is quite squishy and so she enters the portal defending with her spellguard shield raised. She turns herself invisible using her armour rune and casts mind blank and false life along with longstrider (2), see invisibility (5) and endure elements (5) cast from her wands.
Mungo is the best boy and is also defending using his spellguard shield. He has longstrider (2) and see invisibility (5) active from wands and glibness from his ring. He casts mind blank and false life before they set off.
Miles is a legendary sneak so is always avoiding notice. He has trap finder so is always alert for hazards (with legendary perception to boot) and he normally scouts for the group as well. Before leaving he takes major anti plague and antitoxins, and a greater darkvision elixir and casts longstrider (wand), false life and mind blank
They step through the portal and find themselves in a massive chamber with three large, insect like creatures clinging to the walls. Battle is immediately joined, assuming any of the insects manage to see them!
Notes: Moderate 20, enemies are climbing the walls at a height of 20’
Creatures:
3 Vazgorlu (Creature 20)
Initiative
Willow
Green
Miles
Gerty
Blue
Red
Mungo
ROUND 1
Pre-Initiative: No enemy is close enough for Mungo to Battle Cry sadly.
Willow is the first to react. They drop into duelling stance and swoop northwards, tumbling through red with relative ease (needs a 4). They then try to bleeding finish it, hitting because it is flat footed due to tumble through. It inflicts 45 damage and 6d6 bleed. I dont allow it to use its juxtaposition as it very much was not expecting this and so does not have its reaction as yet.
Green has spotted Miles and can see Willow. It cannot see either invisible character. It scuttles forward, striding on the air, and shoots its webbing at Willow, critting him for 46 damage and holding him in place. It shoots a second back at Milo, also immobilising him and dealing 16 damage.
Miles generally arms himself with his shortbow most of the time. He is immoblised which is annoying but hardly fatal for an archer. Wanting to learn what these are he devises a stratagem on red. He gets an 8 and his 46 just manages to identify the creatures (they are rare level 20 making the DC45). He learns of their dimensional manipulation abilities, including their reaction. Taking the 8 he fires at red but it just goes wide. A second shot also goes wide.
Gerty is concerned that their initial strike against the enemy hasn't had that much effect. While the enemy are all spread out they are within 60’ of her. Drawing on her innate powers she extends a powerful slow spell, hitting all three of them. DC45 fortitude saves are required, rolling at +30. Red and green save but blue critically fails.
Blue is pretty much crippled. It spits at Gerty, hitting for 16 damage and immobilising her.
Red turns on Willow. It tries to bite but misses, triggering riposte, which also misses. It then scurries away to take advantage of the fact that they are immobilised but this triggers opportunity attack (Willow gets a bonus reaction on each enemy turn to riposte). The creature tries to uses its juxtaposition to swop places with Miles but he saves. It takes 22 damage and scurries away. It takes 28 bleed but then it stops.
Mungo has some difficulty. The enemy is too far apart for most of his more powerful spells. He applies reach spell to a level 3 fear spell and also avoids using a spell slot by advancing his curse. DC45 will saves at +36. Red and Green fail but blue succeeds.
END OF ROUND 1
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 223/226, Mind blank, longstrider, see invis, endure elements, immoblised
Mungo 279/266, Mind blank, false life, longstrider, see invis, glibness, minor curse
Willow 262/308, Duelling stance (+2AC), immobilsed
Red 285/380, slowed 1 (expired), frightened 2
Blue 380/380, slowed 2 (1 minute), frightened 1
Green 380/380, slowed 1 (1 round), frightened 2
ROUND 2
Willow is immoblised. They try to escape and manages to slip the sticky ropes. and pursue red, tumbling through him and again making him flat footed. They stabs out with a bleeding finisher but misses even with flat footed and frightened.
Green is slowed which is annoying. It spits at Mungo, hitting him for 14 damage and then scurries forward and down to ground level to feed on its trapped meal.
Miles is immobilised still. He devises a stratagem against red again, getting a 5 but learning of their resistances. Knowing he wont hit anything with a 5 he electric arcs red and green. Both fail taking 34 damage.
Gerty is immobilised which means she cannot quite get all 3 of them into a weird. Instead she applies reach spell to a level 9 chain lightning, reaching all 3 enemies. It deals 88 damage. Red and Green pass but Blue fails.
Blue remains crippled. It spits at Gerty again hitting for 8 damage.
Red turns on Willow again, annoyed that they managed to escape. Its first bite hits for 28 damage (the resist 10 all is helping a lot), the second misses, triggering riposte again! A hit for 31 damage and it again tries to swop places with Miles but to no avail. It bites again, thinking they cannot possibly do that again but it is wrong! Willow uses a regular reaction to stab the creature with riposte as its attack misses. A crit it for 81 damage, making it frightened 2 and flat footed until the end of his next turn.
Mungo These enemies are proving to be more durable than expected. Mungo barks loudly, trying to scare green to death. He rolls poorly and has no effect. He follows up with a synethsesia on red, again advancing his curse to avoid using a spell slot. It fails and is now not long for this world.
END OF ROUND 2
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 215/226, Mind blank, longstrider, see invis, endure elements, immoblised
Mungo 265/266, Mind blank, false life, longstrider, see invis, glibness, moderate curse, immobilised
Willow 234/308, Duelling stance (+2AC)
Red 95/380, frightened 2, flat footed (end Willow round 3), synethsesia (clumsy 3+, 1 minute)
Blue 292/380, slowed 2 (1 minute)
Green 303/380, frightened 1
ROUND 3
Willow again tumbles through to gain panache. They try to trip the creature, succeeding and then tries a bleeding finisher. It is flat footed and clumsy 3 but rolling a 3 misses again! They spends a hero point, turning the miss into a hit and dealing 50 damage and 6d6 bleed. It tries to switch places with Gerty this time but she resists.
Green is right in Mungos face and starts trying to tear him apart. It hits for 29, 35 and a miss
Miles thinks that Willow is likely to deal with Red. He devises a stratagem against Green, getting a 4! With a sigh he electric arcs Red and Green again. Red saves, green fails and it deals 30 damage.
Gerty with two enemies nearby Gerty draws on the shard of pure ice at the heart of her being. She tries to freeze green and red in place, splitting the curse of the glacial heart. DC45 fortitude saves are needed. Red fails but green succeeds. It deals 33 cold damage and both are slowed 1. Unfortunately they also learn they are cold resistant.
Blue continues to spit ineffectually at Gerty, hitting for 17 damage
Red is prone, slowed, clumsy and bleeding. It isnt having a good day and decides to get out of there. It casts dimension door, which provokes. Willow crits and it fails to swop places yet again. The cirt kills it and then some.
Mungo with only Green as much of a threat, and with it looming over him, he reaches out and touches it with his tempest finger. It fails and takes 45 damage. He follows up with a Synethsesia, again avoiding using a spell slot but taking him to his extreme curse. It fails and is screwed.
END OF ROUND 3
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 198/226, Mind blank, longstrider, see invis, endure elements, immoblised, curse to maintain, FP 2/3
Mungo 201/266, Mind blank, false life, longstrider, see invis, glibness, extreme curse (doomed 2), immobilised
Willow 234/308, Duelling stance (+2AC), 0HP
Red Dead
Blue 247/380, slowed 2 (1 minute)
Green 272/380, slowed 1 (1 round, Gerty round 4), synethsesia (1 minute)
ROUND 4
Willow flies down and tumbles through green with ease, stabbing it with a regular attack, hitting for 26. Green tries to swop with Miles but it fails. They follow up with bleeding finisher for 58 damage and 6d6 bleed.
Green is very angry but is also slowed and bleeding and all of its senses have gone haywire. It bites out at Willow, hitting for 28 damage. It bites them again, critting for 68. Synesthesia concealment does not save them,. It takes 17 bleed which then stops.
Miles again trees to devise a stratagem, getting a 6! He decides to chance it, given the clumsy 3 green is suffering. It hits for 35 damage. A second arrow connects for 26!
Gerty does not need to maintain her curse as the only creature that failed is dead. She casts true strike from her staff and hurls a piece of debris at it with telekinetic projectile. She rolls a 1 and it goes flying off into the distance.
Blue continues to spit at Gerty, this time it crits for 64 damage!
Mungo tries to finish off Green given the number of crits that have been flying around. He tries to demoralise him first before following it up with a level 9 spirit blast. He critically succeeds the demoralise but it isnt fleeing as they are the same level. It makes its save with a 19 (with frightened it needed a 17) and takes 40 force damage.
END OF ROUND 4
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 134/226, Mind blank, longstrider, see invis, endure elements, immoblised, FP 2|3, Staff 9/10
Mungo 201/266, Mind blank, false life, longstrider, see invis, glibness, extreme curse, FP2|3, immobilised
Willow 176/308, Duelling stance (+2AC), 0HP
Red Dead
Blue 247/380, slowed 2 (1 minute)
Green 70/380, synesthesia (1 minute), frightened 2
ROUND 5
Willow decides to take no chances. They tumble through to gain panache, passing easily. Willow then stabs green normally, hitting for 26 and Gerty resists the teleportation. Then bleeding finisher hits it for 40 damage and 6d6 bleed.
Green can see its death fast approaching. It cannot escape and so decides to try and finish off one of the group. It steps over Gerty and bites down, hitting for 25. It then crits her for 82 damage! Again synesthesia miss chances don't help. The bleed damage then kills it.
Miles reaches over and battle medicines Gerty. He goes for the DC40 and gets a crit, restoring 80hp. He then devises a stratagem on blue, finally getting a good roll (an 18) and fires, hitting for 31 damage.
Gerty employs reach spell into curse of death on blue. It saves taking 34 negative damage and is fatigued.
Blue spits back at Gerty for having cursed it. It connects for 8 damage.
Mungo Not wanting to waste resources Mungo reach spells an electric arc into it. It fails the save and takes 25 damage.
END OF ROUND 5
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 99/226, Mind blank, longstrider, see invis, endure elements, immoblised, FP ⅔, Staff 9/10, maintain curse of death
Mungo 201/266, Mind blank, false life, longstrider, see invis, glibness, extreme curse, FP 2/3
Willow 176/308, Duelling stance (+2AC), 0HP
Red Dead
Blue 157/380, slowed 2 (1 minute), fatigued, curse of death
Green Dead
ROUND 6
Willow flies forward, tumbles through blue and then stabs it. A 3 misses but it takes 4 damage from eternal confidence.
Miles is determined to do better. He strategies again (getting a 17) and fires! It hits for 25. A second shot connects for another 20!
Gerty sustains her hex but he saves with a 16 and it ends. She follows up by battle medicine herself, critting the DC40 and getting 70hp back. She then raises her shield.
Blue is stuck in melee with Willow. It tries to bite them, critting for 66 damage!
Mungo reach spells another electric arc, expecting Willow to finish it off. It crit fails and takes 60 damage.
END OF ROUND 6
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 169/226, Mind blank, longstrider, see invis, endure elements, immoblised, FP1|3, Staff 9/10, shield raised
Mungo 201/266, Mind blank, false life, longstrider, see invis, glibness, extreme curse, FP 2/3
Willow 110/308, Duelling stance (+2AC), 0HP
Red Dead
Blue 48/380, slowed 2 (1 minute)
Green Dead
ROUND 7
The encounter is virtually over at this point but it might get one last attack so we will see what happens.
Willow in what has become familiar tumbles for panache, just passing. A trip follows, easily succeeding followed by a bleeding finisher which misses doing nothing!
Miles is the hero now. He devises (a nat 1, sigh), loses the arrow which misses and then hits with a second dealing 16 damage.
Gerty launches another reach telekinetic projectile. This fight is all over bar the shouting. She hits for 28 damage but it is still alive.
Blue is still stuck in melee with Willow but is also prone. It tries to bite them, missing and it takes his riposte, killing it stone dead.
END OF ROUND 6
Miles 263/266, Mind blank, antitoxin, antiplague, longstrider, immobilised
Gerty 169/226, Mind blank, longstrider, see invis, endure elements, immoblised, FP1|3, Staff 9/10, shield raised
Mungo 201/266, Mind blank, false life, longstrider, see invis, glibness, extreme curse, FP 2/3
Willow 110/308, Duelling stance (+2AC), 0HP
Red Dead
Blue Dead
Green Dead
END OF COMBAT
The group pull themselves together, extract themselves from sticky goo and sort out healing. After Mungo has refocused he can spam 3 level 5 heals every 10 minutes for free. Miles can treat wounds everyone at once, automatically hitting the DC30 for 2d8+40 every 10 minutes so getting back into fighting shape is no problem. They decide to wait out the hour Godless Healing cooldown before exploring further.
STATUS
Miles 266/266, Mind blank, antitoxin, antiplague, longstrider
Gerty 226/226, Mind blank, longstrider, see invis, endure elements, Staff 9/10
Mungo 266/266, Mind blank, false life, longstrider, see invis, glibness, minor curse
Willow 308/308, Duelling stance (+2AC), 0HP
Overall this was a long fight but not necessarily a very difficult one. The resist 10 all from the ritual helped a lot as did the failure on the slow and synethesia spells. The groups overall damage isnt great, especially against enemies which are spread apart and Miles rolled terribly for devise a stratgem. However, they came through with no losses and having used up only a small number of resources.
| Gaulin |
There are few posts I like reading more than these, thank you. One little thing, you probably just didn't write it in (and are very clearly good with 2e rules) but riposte only triggers on a critical fail of a strike, not just a regular fail. Just seemed like ole willow was riposting like every hit.
| Plane |
Interesting read. Thanks for sharing it. My takeaways:
Debuffs worked. The most debuffed lost HP faster.
No fight enders. No one could shut down the encounter with I-win buttons.
Unique monster abilities. These kept the fight interesting and made Recall Knowledge useful and rewarding.
All positives in my book.
| andreww |
There are few posts I like reading more than these, thank you. One little thing, you probably just didn't write it in (and are very clearly good with 2e rules) but riposte only triggers on a critical fail of a strike, not just a regular fail. Just seemed like ole willow was riposting like every hit.
Willow has the Parry and Riposte feat meaning it triggers on a fail but I need to be more careful about checking the requirements are met.
Taja the Barbarian
|
Could you actually complete the ritual within the 10 minute duration of your Heroism spells? I don't recall the specifics from the adventure, but buffing 3 characters takes three rounds, which means it would only help if the ritual casting time was under 10 minutes.
One problem with picking this AP is how significant the GM's roll for Mengkare's ritual check is: You might want to re-run the encounter with a Failure on Mengkare's check and see how much of a difference that makes.
Additionally, should you go on to the nodes, the specific order can make also make a huge difference (although given the party's Charisma and Intelligence skills, they can probably talk their way through a couple of them).
| andreww |
Maybe not but the result wouldnt have been different. Mengkare rolled well although either of the groups main casters could have lead it. His bonus is only 1 higher than than theirs.
I decided to choose which node to go to first randomly. They got Duskgate. It isnt going well and I have just started round 2. The Xoltanis really are ridiculous.