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2013-04-18, 11:07 PM
In our current campaign the party travels through Drow infested lands and soon may find themselves lost in the Labyrinth below the mountains of Dragon's Horn. This is not the party's first venture into the Labyrinth, in fact it was not long ago when the PCs dispatched a group of slavers and their Minotaur brute.

For this I've mapped out a series of encounters but was thinking about culminating things with the PCs facing off against the slave master (mistress), and her two servants.

The party is 7th Level currently, and may be 8th by the time they encounter the Mistress. The party consisted of a Fighter, all purpose bruiser with a Great Sword, Ninja, melee focused, Rogue, archer, Cleric, Wizard, Summoner - Synthesist, and a Musket Master Gunslinger.

Due to the size of the party it is becoming harder to gauge a proper CR. The encounter is CR 13, if I added things correctly, verses a high APL of 9. Here is the Mistress and her servants.

Mistress
Mistress

Drow Noble, Bard 11

Str 10 0
Dex 16 3
Con 9 -1
Int 12 1
Wis 14 1
Cha 22 (26) 8

HP 70 (11d8+11)
SR 22

Feats
1 Arcane Strike
3 Spell Focus (Enchantment)
5 Spellsong
7 Toppling Spell
9 Greater Spell Focus (Enchantment)
11 Toughness

Spell-Like Abilities (CL 3rd)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—divine favor, dispel magic, suggestion (DC 14)

Equipment:
Headband of Alluring Charisma +4 (18,000)
Cloak of Resistance +2 (4,000)
+1 Rapier of Defending (8,320)
Ring of protection +1 (2,000)
Potion of Invisibility (2) (1,500)

Spells per Day

1 - 7, 2 - 6, 3 - 6, 4 - 3

Spells Known + 2 DC on Enchantment Spells
0 - 6 - DC 18, 1 - 6 - DC 19, 2 - 5 - DC 20, 3 - 4 - DC 21, 4 - 3 - DC 22

0 - DC 18
Detect Magic, Message, Open/Close, Prestidigitation, Read Magic, Summon Instrument

1 - DC 19
Comprehend Languages, Expeditious Retreat, Feather Fall, Hideous Laughter, Unnatural Lust, Windy Escape

2 - DC 20
Cat's Grace, Cure Moderate Wounds, Eagle's Splendor, Haunting Mists, Invisibility

3 - DC 21
Haste, Overwhelming Grief, Reviving Finale, Terrible Remorse

4 - DC 22
Cure Critical Wounds, Hallucinatory Terrain, Invisibility, Greater

Tactics: Before combat cast Greater Invisibility on herself and Deeper Darkness. She supports her servants using Inspire Courage, and debuffing targets.


Stumble
Stumble
Human, Fighter 8, Pain Taster 3

Str 14 (16) 3
Dex 18 4
Con 14 2
Int 13 1
Wis 12 1
Cha 12 1

HP 105 (11d10+33)
AC 19 damage reduction 1/-, 5/— against nonlethal damage
BAB 11
CMB 14
CMD 28

Whip 16/11/6 1d3+5(x2/19-20)+1d6 Cruelty - Threatens 10" - Free Reposition Attempt on any Critical
(+1 circumstance bonus on attack and weapon damage anytime they have sustained lethal damage in the previous round)

Fort 10 8 2 (+4 circumstance bonus on saving throws against pain effects)
Ref 7 3 4
Will 4 3 1 (+2 vs fear)

Feats
1 Dodge
1 Endurance
1 Combat Reflexes
2 Great Fortitude
3 Diehard
4 Mobility
5 Combat Patrol
6 Combat Expertise
7 Weapon Focus (whip)
9 Whip Mastery
10 Improved Whip Mastery
11 Repositioning Strike

Disciple of Vigor: By spending an hour performing vigorous physical exercises, the ascetic of self gains a +2 enhancement bonus to Strength for 1 day. Initial preparation for this routine involves purchasing, then ceremonially breaking a number of sturdy and precisely weighted steel weights.

Blood Control (Ex)

At 3rd level, the pain taster gains precise control over the movement of blood within his body. Any attack that deals hit point or Constitution damage through bleeding (such as a bat swarm, stirge, or vampire's bite) reduces its damage by 1 point per round per class level (minimum 0). This applies even to bleeding damage from magical sources such as a wounding weapon.

In addition, a pain taster can delay the effects of injury poisons by attempting a Fortitude check as a free action. The DC of this check is equal to the poison’s save DC. If the pain taster makes the Fortitude check, the poison’s initial and secondary damage are both delayed by 1 minute.

Uncanny Dodge (Ex)

At 3rd level, a pain taster can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a pain taster already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Equipment
+1 Keen Whip
Goggles of Night
Masterwork Chain Shirt

Tactics: Placing himself between Mistress and Fall he prevents anyone from leaving too soon with use of Combat Patrol and Reposition.


Fall
Fall

Human, Two-Handed Fighter (Fighter) 8, Pain Taster 3

Str 18 (20) 5
Dex 14 2
Con 14 2
Int 13 1
Wis 12 1
Cha 12 1

HP 105 (11d10+33)
AC 16 damage reduction 1/-, 5/— against nonlethal damage
BAB 11
CMB 16 (+2 with Trips)
CMD 28

Full Power Attack Falchion 17/9/4 2d4+16(x2/15-20) 2d4+21 (2nd Attack Onward) - Free Trip Attempt on Critical
Single Power Attack Falchion 17 2d4+21 - Free Trip Attmept
(+1d6 Cruelty, As Sneak Attack)
(+1 circumstance bonus on attack and weapon damage anytime they have sustained lethal damage in the previous round)

Fort 10 8 2 (+4 circumstance bonus on saving throws against pain effects)
Ref 5 3 2
Will 4 3 1

Feats
1 Weapon Focus (Falchion)
1 Endurance
1 Combat Reflexes
2 Great Fortitude
3 Diehard
4 Combat Expertise
5 Improved Trip
6 Power Attack
7 Furious Focus
9 Tripping Strike
10 Greater Trip
11 Felling Smash

Disciple of Flexibility: By spending an hour performing complex stretches, the ascetic of self gains a +2 enhancement bonus to Dexterity for 1 day. Initial preparation for this routine involves purchasing, then bursting a complex personal restraint.

Blood Control (Ex)

At 3rd level, the pain taster gains precise control over the movement of blood within his body. Any attack that deals hit point or Constitution damage through bleeding (such as a bat swarm, stirge, or vampire's bite) reduces its damage by 1 point per round per class level (minimum 0). This applies even to bleeding damage from magical sources such as a wounding weapon.

In addition, a pain taster can delay the effects of injury poisons by attempting a Fortitude check as a free action. The DC of this check is equal to the poison’s save DC. If the pain taster makes the Fortitude check, the poison’s initial and secondary damage are both delayed by 1 minute.

Uncanny Dodge (Ex)

At 3rd level, a pain taster can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a pain taster already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Equipment
+1 Keen Falchion
Goggles of Night
Masterwork Chain Shirt

Tactics: At the front is Fall, serving as the main damage dealer his Tripping Strike provokes Attacks of Opportunity and prevents the target from attacking.


So here come the questions:
Have I missed any glaring errors in these build? (That's not to say Mistress lacks damage that's intentional, should things go badly she can just walk away. However, I'm really unsure of her Feat selection. As for Stumble and Fall I think everything is in order but both come out with low ACs and I wonder if I left something out.
Is this combination too mean for a party of non-optimized 8th level characters, even if there are 7 of them?