Selion
2015-09-12, 09:42 AM
Party composed of:
Human Lore dual cursed oracle 12th
Dwarf custom class 10th (similar to a warrior/bard) /custom prestige class 2th(fire themed powers)
Rogue 8th/alchemist 2th/ guild poisoner 2th with a pistol (he has poisons that can affect undeads)
Ranger Witchguard 12th, dual wield with scimitars
Ghost Witch 10th
Boss:
Vampire monk 15th (CR 16)
His shadow: Sorcerer 11th + monster template dread shadow (CR 12)
It should be a 50%/50% encounter (Lep+4, the CR 12 balances the 5th member of the party), but we use hero points and the party is well equipped, so I think the odds are slightly in favor of the PCs.
Strategy: The vampire is a master of many styles, he can use simultaneously crane, turtle and snake styles; with combat reflexes he can reposte 2 times per round when the attacker misses (crane and snake style). He cannot perform flurry of blows and has not feats to increase damage, so his damage output is pretty low, but he has high CA (at least for our standards), i hope this will make the encounter long and interesting.
His shadow has high HPs for a spellcaster, but has few offensive spells, it should try to shut down the party spellcasters with counterspells and concentration checks. This is to prevent the oracle one shotting the vampire with a threnodic piercing hold person powered with misfortune.
Do you think the encounter is fair? Do you have any suggestion to make it more interesting? (the location is a secret area of a castle, in which the vampire infiltrated, the entire area is subject by the spell "forbiddance", so summons and teleports are not allowed)
Vampire:
human Monk (master of many styles)15th
LM
Init +7
HP 142
For 24 dex 17 Con/ int 12 Sag 22 Cha 18
CA 10 + 9 armor (6 natural armor+ bracers) + 9 (sag + dex) +2 dev (ring )+ 1 (dodge)+ 2 (turtle style) + (4 crane style, only melee and fighting defensively)
Total: 37, 21 Flat footed, 28 touch (melee), 24 touch (range), 27 firearms.
TS 16 17 20
SR 25 DR 10 magic and silver
vampire weakness and other vampire and monk stuffs :)
Attack: +19/+14/+9 (+18/+13/+8 fighting defensively thanks to crane style) (2d6+8 + energy drain)
Feats:
Crane Style, Crane Wing, Crane Riposte, Snake Style, Snake Sidewind, Snake Fang, Snapping Turtle Style, Snapping Turtle Clutch, Snapping Turtle Shell, medusa's wrath, Dark Flight, vampiric nobility, red feast, become the swarm.
Bonus Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Gear:
Conductive Bodywraps of mighty strikes +1 (12k gp)
Headband of inspired wisdom +4 (16k gp)
Amulet of bullet protection +2 (6k gp)
Ring of protection +2 (8k gp)
Boots of speed (12k gp)
Bracers of armor +3 (9k gp)
Cape of resistance +3 (9k gp)
Eyes of the eagle (2.5k gp)
Total 75k (there's room for some other items, maybe some potions)
Shadow:
Human sorcerer 11th dread shadow
bloodline: void touched
Init +6
For / dex 14 con / Sag 10 int 10 cha 26
HP 141
CA 20
Incorporeal
Incorporeal touch +7 (1d6 strenght drain)
Feats:
improved counterspell
disruptive spell
ectoplasmic spell
eschew materials
improved initiative
silent spell
reach spell
Spells known (as human he has more spells known than usual due to favored class bonus):
5th:Prying eyes, posses object, overland fligth
4th: Bestow curse, black tentacles, aura of the unremarkable, geas (lesser), curse of magic negation, call lightning storm
3th: dispel magic, enter image, blacklight, marionette possession, major image, call of the void, blink
2th: twisted space, invisibility, whispering wind, protective penumbra, detect tought, misdirection, glitterdust
1th: Ray of Enfeeblement, Ventriloquism, Magic Missile, shield, true strike, lock gaze, unseen servant
Human Lore dual cursed oracle 12th
Dwarf custom class 10th (similar to a warrior/bard) /custom prestige class 2th(fire themed powers)
Rogue 8th/alchemist 2th/ guild poisoner 2th with a pistol (he has poisons that can affect undeads)
Ranger Witchguard 12th, dual wield with scimitars
Ghost Witch 10th
Boss:
Vampire monk 15th (CR 16)
His shadow: Sorcerer 11th + monster template dread shadow (CR 12)
It should be a 50%/50% encounter (Lep+4, the CR 12 balances the 5th member of the party), but we use hero points and the party is well equipped, so I think the odds are slightly in favor of the PCs.
Strategy: The vampire is a master of many styles, he can use simultaneously crane, turtle and snake styles; with combat reflexes he can reposte 2 times per round when the attacker misses (crane and snake style). He cannot perform flurry of blows and has not feats to increase damage, so his damage output is pretty low, but he has high CA (at least for our standards), i hope this will make the encounter long and interesting.
His shadow has high HPs for a spellcaster, but has few offensive spells, it should try to shut down the party spellcasters with counterspells and concentration checks. This is to prevent the oracle one shotting the vampire with a threnodic piercing hold person powered with misfortune.
Do you think the encounter is fair? Do you have any suggestion to make it more interesting? (the location is a secret area of a castle, in which the vampire infiltrated, the entire area is subject by the spell "forbiddance", so summons and teleports are not allowed)
Vampire:
human Monk (master of many styles)15th
LM
Init +7
HP 142
For 24 dex 17 Con/ int 12 Sag 22 Cha 18
CA 10 + 9 armor (6 natural armor+ bracers) + 9 (sag + dex) +2 dev (ring )+ 1 (dodge)+ 2 (turtle style) + (4 crane style, only melee and fighting defensively)
Total: 37, 21 Flat footed, 28 touch (melee), 24 touch (range), 27 firearms.
TS 16 17 20
SR 25 DR 10 magic and silver
vampire weakness and other vampire and monk stuffs :)
Attack: +19/+14/+9 (+18/+13/+8 fighting defensively thanks to crane style) (2d6+8 + energy drain)
Feats:
Crane Style, Crane Wing, Crane Riposte, Snake Style, Snake Sidewind, Snake Fang, Snapping Turtle Style, Snapping Turtle Clutch, Snapping Turtle Shell, medusa's wrath, Dark Flight, vampiric nobility, red feast, become the swarm.
Bonus Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Gear:
Conductive Bodywraps of mighty strikes +1 (12k gp)
Headband of inspired wisdom +4 (16k gp)
Amulet of bullet protection +2 (6k gp)
Ring of protection +2 (8k gp)
Boots of speed (12k gp)
Bracers of armor +3 (9k gp)
Cape of resistance +3 (9k gp)
Eyes of the eagle (2.5k gp)
Total 75k (there's room for some other items, maybe some potions)
Shadow:
Human sorcerer 11th dread shadow
bloodline: void touched
Init +6
For / dex 14 con / Sag 10 int 10 cha 26
HP 141
CA 20
Incorporeal
Incorporeal touch +7 (1d6 strenght drain)
Feats:
improved counterspell
disruptive spell
ectoplasmic spell
eschew materials
improved initiative
silent spell
reach spell
Spells known (as human he has more spells known than usual due to favored class bonus):
5th:Prying eyes, posses object, overland fligth
4th: Bestow curse, black tentacles, aura of the unremarkable, geas (lesser), curse of magic negation, call lightning storm
3th: dispel magic, enter image, blacklight, marionette possession, major image, call of the void, blink
2th: twisted space, invisibility, whispering wind, protective penumbra, detect tought, misdirection, glitterdust
1th: Ray of Enfeeblement, Ventriloquism, Magic Missile, shield, true strike, lock gaze, unseen servant