Help with eye-balling CR

Extrapolating my current Six Person Group to Level 12 I believe that the Angel of Emptiness would be able to kill the entire party!!! Even its third attack will hit often when Magical Armor Class Bonuses are removed and a Difficulty Class 22 Fortitude Saving Throw will be very difficult once Magical Saving Throw Bonuses have been removed. 10 points of Damage Reduction that is unsurpassable combined with Magical Damage Bonuses being removed reduces the amount of damage output by quite a bit!! How would a Level 12 party kill this guy?
 

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Slaved said:
Extrapolating my current Six Person Group to Level 12 I believe that the Angel of Emptiness would be able to kill the entire party!!! Even its third attack will hit often when Magical Armor Class Bonuses are removed and a Difficulty Class 22 Fortitude Saving Throw will be very difficult once Magical Saving Throw Bonuses have been removed. 10 points of Damage Reduction that is unsurpassable combined with Magical Damage Bonuses being removed reduces the amount of damage output by quite a bit!! How would a Level 12 party kill this guy?

It's DR was one of the things which I was very much in doubt about - still am.
 


I know you already have the bits of the creatures you want above Jack99 but going from my post earlier maybe I could suggest something further.

If you take the the Divine Mind from the Complete Psionic as a Base for abilities then trim off the multiple Mantles and beef up a single, representative Mantle then you can have an interesting place to start for each of the creatures.

Add in Racial Hit Dice and abilities suitable for the typical Day of the Angel and you are nearly there! :D

You will have 3 creatures who each have very good Saving Throws, interesting abilities, and work very well as a Team but much less-so apart.

The Permanent Anti-Magic Field is very strong! Malevolence will create Party Conflict but in a Bad Way unless it is a very good group. Counterstriking every incoming Melee Attack could wipe out a Player Character or two before they even realize something bad is happening!
 

moritheil said:
Yeah, that's why I put him at closer to 14-15. On the plus side, his damage output is not very good.

What could a Level 15 party do to kill it?

The low Damage Output is a plus except for its attacks practically being Touch Attacks and the Stunning nearly automatic!

It could also use its Power Attack feat to increase its Damage Output!
 

Slaved said:
What could a Level 15 party do to kill it?

The low Damage Output is a plus except for its attacks practically being Touch Attacks and the Stunning nearly automatic!

It could also use its Power Attack feat to increase its Damage Output!

The last time I built a level 12 character for use in a campaign, it had over +18 to fort saves. So no, the stunning is not automatic. If you skimp on saves, it may well be, but that's a character build issue.

Note also that if you have a tank with damage reduction that does not come from a magic item or spell - for example, if you have a half-celestial - then the monster cannot easily overcome your damage reduction either. Disarm or sunder its mace, then chip away at its health. Have readied actions to heal and withdraw to heal at regular intervals.
 

Your Level 12 Character had over +18 on Fortitude Saves with none of it coming from Magical Sources? A Character with a Good Fortitude Save and a natural 18 Constitution and the Great Fortitude Feat has only +14!!!!
 

Hmm, now that I think about it, I guess Divine Grace wouldn't work in the AMF. But still, all you need is over +12 to have better than 50% chance of saving. It's not great, but it should be doable.

I will agree that if the party rolls poorly on saves or the angel rolls well on stun duration, it's TPK time. 6 rounds of stun means you are basically out for the fight.
 


Old_school_overlord said:
Isn't damage reduction Supernatural usually, and therefore inactive in an AMF?

Materials-related DR is not. I suppose it would make sense for alignment-related DR to be supernatural.
 

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