Duboris
2012-11-13, 03:34 PM
So my players are getting ready to walk into the final chambers of an evil king, and his subordinate is an extremely gullible, albeit lawful good Fighter/Paladin. The players are going to be in a 4 vs 1 against him, and, are all level 4. He is a single enemy, and is heavily unfriendly towards them.
Upon meeting them, he will immediately ask that they concede, and let him kill them so they might know less evil in the future. None of the PC's are actually evil, but have been anointed with something previously to read as evil, instead, which was the king's doing.
Essentially, the turnout can go 50/50, with him going to fight them, or them convincing him completely that the king is evil.
What I want to know is that, in the case a Necromancy Sorceror (Who is actually evil), a Lizardfolk fighter, 1 Ranger, and a Rogue, could they get through the fight with this man unscathed, and without losing a party member? Also wondering whether or not the fight will be difficult.
Help?
Human Ftr 6 Pdin 1
Human Fighter (Phalanx Soldier) 6 Paladin 1
LG Medium Humanoid (human)
Init +0; Senses Perception +5
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Defense
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AC 28, touch 10, flat-footed 28 (+11 armor, +7 shield)
hp 88 (7d10+28)
Fort +11, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Holy Gold Plated Bardiche +11/+6 (1d10+7+2d6 vs. Evil/19-20/x2)
Special Attacks phalanx fighting, ready pike +1 (1/day), smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
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Str 16, Dex 10, Con 18, Int 12, Wis 9, Cha 12
Base Atk +7; CMB +10; CMD 25 (27 vs. Bull Rush, 27 vs. Drag, 27 vs. Overrun, 27 vs. Trip)
Feats Covering Defense, Desperate Battler, Iron Will, Power Attack -2/+4, Shield Focus, Shield Specialization (Tower Shield), Vital Strike, Weapon Focus (Bardiche), Weapon Specialization (Bardiche)
Skills Acrobatics -14 (-18 jump), Climb -11, Diplomacy +10, Escape Artist -14, Fly -14, Heal +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +5, Ride -14, Sense Motive +8, Spellcraft +10, Stealth -14, Swim -11
Languages Celestial, Common
SQ aura of good, stand firm +2, variant channeling (justice/law variant channeling [±1 sacred])
Other Gear +2 Gold Plated Full plate, +2 Tower shield, +2 Holy Gold Plated Bardiche
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Covering Defense Total Defense: grant a cover bonus to AC of your shield's shield bonus until your next turn.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Phalanx Fighting (Ex) Polearms and spears are one-handed if weilded along with a shield.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Shield Focus +1 Shield AC
Shield Specialization (Tower Shield) You have mastered the use of one type of shield.
Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.
Stand Firm +2 (Ex) +2 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Upon meeting them, he will immediately ask that they concede, and let him kill them so they might know less evil in the future. None of the PC's are actually evil, but have been anointed with something previously to read as evil, instead, which was the king's doing.
Essentially, the turnout can go 50/50, with him going to fight them, or them convincing him completely that the king is evil.
What I want to know is that, in the case a Necromancy Sorceror (Who is actually evil), a Lizardfolk fighter, 1 Ranger, and a Rogue, could they get through the fight with this man unscathed, and without losing a party member? Also wondering whether or not the fight will be difficult.
Help?
Human Ftr 6 Pdin 1
Human Fighter (Phalanx Soldier) 6 Paladin 1
LG Medium Humanoid (human)
Init +0; Senses Perception +5
--------------------
Defense
--------------------
AC 28, touch 10, flat-footed 28 (+11 armor, +7 shield)
hp 88 (7d10+28)
Fort +11, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Holy Gold Plated Bardiche +11/+6 (1d10+7+2d6 vs. Evil/19-20/x2)
Special Attacks phalanx fighting, ready pike +1 (1/day), smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 18, Int 12, Wis 9, Cha 12
Base Atk +7; CMB +10; CMD 25 (27 vs. Bull Rush, 27 vs. Drag, 27 vs. Overrun, 27 vs. Trip)
Feats Covering Defense, Desperate Battler, Iron Will, Power Attack -2/+4, Shield Focus, Shield Specialization (Tower Shield), Vital Strike, Weapon Focus (Bardiche), Weapon Specialization (Bardiche)
Skills Acrobatics -14 (-18 jump), Climb -11, Diplomacy +10, Escape Artist -14, Fly -14, Heal +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +5, Ride -14, Sense Motive +8, Spellcraft +10, Stealth -14, Swim -11
Languages Celestial, Common
SQ aura of good, stand firm +2, variant channeling (justice/law variant channeling [±1 sacred])
Other Gear +2 Gold Plated Full plate, +2 Tower shield, +2 Holy Gold Plated Bardiche
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Covering Defense Total Defense: grant a cover bonus to AC of your shield's shield bonus until your next turn.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Phalanx Fighting (Ex) Polearms and spears are one-handed if weilded along with a shield.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Shield Focus +1 Shield AC
Shield Specialization (Tower Shield) You have mastered the use of one type of shield.
Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.
Stand Firm +2 (Ex) +2 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.