macdaddy
2015-05-13, 03:46 PM
I have a party of no less than 8 PCs going through savage tide. We are currently in Kraken's cove. While there have been no PC deaths yet, there have been several very close calls.
I've been adjusting some of the antagonists and combats up a little in order to handle a party of this size. I've been prepping in advance to make things a bit easier down the road.
I'm looking at the final battle in Tides of Dread against Vanthus. I don't really like the way he is constructed (two weapon fighting is meh) and have re-done him as a Sorcadin. This fits with what I have been doing as the party "knew" him as a paladin in an intro adventure I ran prior to starting "There is no Honor". Only now, he has transitioned to a Paladin of Slaughter. :)
The party should all be 10th level. However, they will have had several battles to this point and should have used up about 1/3 of their resources in the defense of the town.
The printed incarnation of Vanthus is CR 14 (11 levels +3 for half fiend. The aristocrat level doesn't count I guess). Since my party consists of 8 CR 10 PC's I have added 1 to his CR by making him 12th level (Paladin 2, Sorcerer 4, Spellsword 1, Abjurant Champion 5, +3 from half fiend = CR 15).
In addition, I had intended to add an additional 4 CR 8 yuan-Ti to go with him (I couldn't think of any appropriate CR 8 demonic servants) with fly spells on them(give a wand of fly to the yuan-ti sorcerer); 2 with bows and 2 with HtH weapons... Or I could have them slither up as Vanthus descends.
I have given him very similar equipment to what is in the module (Lucern Hammer +3, Chain Shirt +3, Ring of Protection +2, Cloak of Resistance +2, Boots of Speed). However, with some choice spell effects he ends up with
AC 38 (Shield, Draconic Might, Haste, etc)
Init + 13 (nerveskitter, dex, improved init)
+21/+21/+16 for 4d6 + 13 (Greater Mighty Wallop increases dice from 2d4 to 4d6)
Fort: +22, Ref: +17, Wil: +19
SR: 22
Under the effects of: Draconic Might(12 minutes), Shield(24 rounds, assume 18 left when the fight starts), Haste(10 rounds max), Greater Mighty Wallop(12 hours), Heart of Air(12 hours), Heart of Stone(12 hours), Displacement(12 rounds, assume 6 left when the fight starts) and mirror image(12 minutes).
Plus he has the Wings of Cover spell, which kills an attack as an immediate action, but prevents him from using Wraithstrike, which requires a swift action.
1st round: Evards Black tentacles on those on the ground, activate haste
2nd round: Move up and whack, or cast Scorching Ray, or use blasphemey, or use unholy blight
3rd Round: Full Attack or repeat
One strike will easily do:
4d6 + 13 + 20 + 5d4(arcane strike) == 59.5 damage
If he ever gets off a full attack action, whatever he hits is DEAD.
My party currently consists of
1. Human Cloistered Cleric who will transition into Radiant Servant of Pelor
2. Human Warlock
3. Human Druid
4. Halfling going Rogue/Swashbuckler/Master Thrower/Whisper Knife
5. Goliath Barbarian/Fighter going into Totemic Demon Slayer
6. Dwarf Barbarian/Fighter going into Champion of Gwynharwyf
7. Human Duskblade (using reach weapon)
8. Human Warmage/Divine Oracle/Rainbow Servant
No dedicated arcanist!
The warmage should be able to cast Airwalk at 10th level. That will help get some into the air, and the warlock will be able to zap away for 7d6 with a chausible, if he gets through the spell resistance (50/50), images, and displacement. All of that depends on them NOT being disabled via grappling tentacles though... which is unlikely (I doubt the druid or cleric will memorize freedom of movement).
Other than that, I don't see how the others will be able to handle someone flying above them them, casting down, and occasionally walloping them with a reach weapon. It would only take ~2 hits to kill any of the fighters, a full attack would be instant death, 1 hit would easily knock off half their health; and it would be nearly impossible for the fighters to hit back.
I'm worried that perhaps I have over optimized this and made him an easy TPK. A 10th level fighter will have +10 BaB, +1 weapon, ~+6 from str is +17 to hit. Against a 38 AC, he would need a 20! Then throw in displacement and mirror image and its probably serious OVERKILL.
How much should I cut back on this? any ideas/suggestions?
I've been adjusting some of the antagonists and combats up a little in order to handle a party of this size. I've been prepping in advance to make things a bit easier down the road.
I'm looking at the final battle in Tides of Dread against Vanthus. I don't really like the way he is constructed (two weapon fighting is meh) and have re-done him as a Sorcadin. This fits with what I have been doing as the party "knew" him as a paladin in an intro adventure I ran prior to starting "There is no Honor". Only now, he has transitioned to a Paladin of Slaughter. :)
The party should all be 10th level. However, they will have had several battles to this point and should have used up about 1/3 of their resources in the defense of the town.
The printed incarnation of Vanthus is CR 14 (11 levels +3 for half fiend. The aristocrat level doesn't count I guess). Since my party consists of 8 CR 10 PC's I have added 1 to his CR by making him 12th level (Paladin 2, Sorcerer 4, Spellsword 1, Abjurant Champion 5, +3 from half fiend = CR 15).
In addition, I had intended to add an additional 4 CR 8 yuan-Ti to go with him (I couldn't think of any appropriate CR 8 demonic servants) with fly spells on them(give a wand of fly to the yuan-ti sorcerer); 2 with bows and 2 with HtH weapons... Or I could have them slither up as Vanthus descends.
I have given him very similar equipment to what is in the module (Lucern Hammer +3, Chain Shirt +3, Ring of Protection +2, Cloak of Resistance +2, Boots of Speed). However, with some choice spell effects he ends up with
AC 38 (Shield, Draconic Might, Haste, etc)
Init + 13 (nerveskitter, dex, improved init)
+21/+21/+16 for 4d6 + 13 (Greater Mighty Wallop increases dice from 2d4 to 4d6)
Fort: +22, Ref: +17, Wil: +19
SR: 22
Under the effects of: Draconic Might(12 minutes), Shield(24 rounds, assume 18 left when the fight starts), Haste(10 rounds max), Greater Mighty Wallop(12 hours), Heart of Air(12 hours), Heart of Stone(12 hours), Displacement(12 rounds, assume 6 left when the fight starts) and mirror image(12 minutes).
Plus he has the Wings of Cover spell, which kills an attack as an immediate action, but prevents him from using Wraithstrike, which requires a swift action.
1st round: Evards Black tentacles on those on the ground, activate haste
2nd round: Move up and whack, or cast Scorching Ray, or use blasphemey, or use unholy blight
3rd Round: Full Attack or repeat
One strike will easily do:
4d6 + 13 + 20 + 5d4(arcane strike) == 59.5 damage
If he ever gets off a full attack action, whatever he hits is DEAD.
My party currently consists of
1. Human Cloistered Cleric who will transition into Radiant Servant of Pelor
2. Human Warlock
3. Human Druid
4. Halfling going Rogue/Swashbuckler/Master Thrower/Whisper Knife
5. Goliath Barbarian/Fighter going into Totemic Demon Slayer
6. Dwarf Barbarian/Fighter going into Champion of Gwynharwyf
7. Human Duskblade (using reach weapon)
8. Human Warmage/Divine Oracle/Rainbow Servant
No dedicated arcanist!
The warmage should be able to cast Airwalk at 10th level. That will help get some into the air, and the warlock will be able to zap away for 7d6 with a chausible, if he gets through the spell resistance (50/50), images, and displacement. All of that depends on them NOT being disabled via grappling tentacles though... which is unlikely (I doubt the druid or cleric will memorize freedom of movement).
Other than that, I don't see how the others will be able to handle someone flying above them them, casting down, and occasionally walloping them with a reach weapon. It would only take ~2 hits to kill any of the fighters, a full attack would be instant death, 1 hit would easily knock off half their health; and it would be nearly impossible for the fighters to hit back.
I'm worried that perhaps I have over optimized this and made him an easy TPK. A 10th level fighter will have +10 BaB, +1 weapon, ~+6 from str is +17 to hit. Against a 38 AC, he would need a 20! Then throw in displacement and mirror image and its probably serious OVERKILL.
How much should I cut back on this? any ideas/suggestions?