Nastiest Cleric (Flayers: stay out!)

moritheil said:
I rolled 14, 12, 6, 10, 10, 13. I was challenged by the players to make a BBEG cleric of some sort that could actually off some party members. The highest EL it can be is EL 8 (the party is basically 8 6th level chars.) Note that as it is not a PC, CR and not LA adjustments apply.
Why not a human cleric? With the right feats and domains the class itself should be enough to give unsuspecting PCs trouble.

Cleric (8) of Elemental Power (not sure what setting so I picked a simple concept)
Str 10, Dex 6, Con 12, Int 10, Wis 15, Cha 14 (HD based attribute points into Wis and Cha)
Feats: Extend Spell, Persistent Spell, Divine Metamagic, Extra Turning
Domains: Fire, Air

Now you have a cleric who can cast fireball, turn or rebuke all elementals, and cast a persistent Divine Power on himself giving him a BAB of 8, Str of 16, and 8 temporary hitpoints. If you have time to prepare add additional buffs. Add full plate armor and two handed weapon and the PC's had better be scared.
 

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UmbraLux said:
Why not a human cleric? With the right feats and domains the class itself should be enough to give unsuspecting PCs trouble.

Cleric (8) of Elemental Power (not sure what setting so I picked a simple concept)
Str 10, Dex 6, Con 12, Int 10, Wis 15, Cha 14 (HD based attribute points into Wis and Cha)
Feats: Extend Spell, Persistent Spell, Divine Metamagic, Extra Turning
Domains: Fire, Air

Now you have a cleric who can cast fireball, turn or rebuke all elementals, and cast a persistent Divine Power on himself giving him a BAB of 8, Str of 16, and 8 temporary hitpoints. If you have time to prepare add additional buffs. Add full plate armor and two handed weapon and the PC's had better be scared.

It's a nice build. Unfortunately, the players have not used a single elemental all campaign, so I'm not sure about the utility of the rebuking/turning of elementals. Furthermore, what AC can he come out with? I'm not thrilled at the prospect of sending in someone with Dex 6, virtually insuring he'll go last in the initiative, to go get whaled on by an 8-member party.

As the PCs issued this challenge, I doubt they can be called "unsuspecting" in all honesty . . .
 

Human Ghost Cleric 6
Cleric: CR 6
Ghost: CR+2

Base:
Str: 10
Dex: 13
Con: 6
Int: 10
Wis: 14
Cha: 12

Racial:
Str: 10
Dex: 13
Con: -
Int: 10
Wis: 14
Cha: 16

4th level point:
Str: 10
Dex: 14
Con: -
Int: 10
Wis: 14
Cha: 16

Feats: 1 human, 1 1st level, 1 3rd, 1 6th = 4 feats
Improved Initiative, Improved Disarm, Extend Spell, Divine Metamagic (Extend)

Get a strand of Prayer Beads if it is at all affordable (partial is fine - you want Karma, for the +4 caster level)

Fly(Perfect) -> out of range of melee weapons;
Wind Wall -> Out of range of Bows;
Silence -> Casters in trouble;
Spiritual Weapon -> Everyone in trouble;
Evil -> Spontaneous Inflict -> Self Healing
Etherial at will (standard action) -> can retreat when injured, spy, buff before attacking, et cetera
Incorporeal when Manifested -> Only magic will do to hurt ghost
Rejuvination -> 55% chance of coming back when "slain", but, with 6 HD, nominally able to "take 10" and come back every single time
Ghost Special Abilities - let's see... combine Corrupting Gaze (DC 16 Fort save from a gaze attack or 2d10 HP and 1d4 Charisma) with Telekenesis (Manuevers - Disarm Roll of 12 (caster level)+4(feat)+3(charisma bonus.... unless you take a round to buff that up, of course, then +5) for a disarm roll of 1d20+19 or 1d20+21), and Malevolence (you get one to three abilities - go for gold!) to make them need to kill the Fighter/Roge before actually risking the ghost itself.
 

Jack Simth said:
Human Ghost Cleric 6
Cleric: CR 6
Ghost: CR+2

Base:
Str: 10
Dex: 13
Con: 6
Int: 10
Wis: 14
Cha: 12

Racial:
Str: 10
Dex: 13
Con: -
Int: 10
Wis: 14
Cha: 16

4th level point:
Str: 10
Dex: 14
Con: -
Int: 10
Wis: 14
Cha: 16

Feats: 1 human, 1 1st level, 1 3rd, 1 6th = 4 feats
Improved Initiative, Improved Disarm, Extend Spell, Divine Metamagic (Extend)

Get a strand of Prayer Beads if it is at all affordable (partial is fine - you want Karma, for the +4 caster level)

Fly(Perfect) -> out of range of melee weapons;
Wind Wall -> Out of range of Bows;
Silence -> Casters in trouble;
Spiritual Weapon -> Everyone in trouble;
Evil -> Spontaneous Inflict -> Self Healing
Etherial at will (standard action) -> can retreat when injured, spy, buff before attacking, et cetera
Incorporeal when Manifested -> Only magic will do to hurt ghost
Rejuvination -> 55% chance of coming back when "slain", but, with 6 HD, nominally able to "take 10" and come back every single time
Ghost Special Abilities - let's see... combine Corrupting Gaze (DC 16 Fort save from a gaze attack or 2d10 HP and 1d4 Charisma) with Telekenesis (Manuevers - Disarm Roll of 12 (caster level)+4(feat)+3(charisma bonus.... unless you take a round to buff that up, of course, then +5) for a disarm roll of 1d20+19 or 1d20+21), and Malevolence (you get one to three abilities - go for gold!) to make them need to kill the Fighter/Roge before actually risking the ghost itself.


Very nice. I sent a ghostly sorcerer after them previously when they numbered 12, so I hesitate to send another ghostly caster after them, but I'm tempted. ;)
 

Let's see. Your goal is to kill a character with the cleric.

Step 1: Human cleric. 8th level. Feats: Power Attack, Quicken Spell, Divine Metamagic: Quicken Spell, Extra Turning.
Domains: Strength and Destruction.

Skills: Use Magic Device: maxed cross-class. Use Divine Insight to power the UMD roll

Spells: Precast: Greater Magic Weapon, Spikes (on club). Moment of Prescience (from a scroll--alternatively use contingency and true strike as the UMD rolls would be easier).

Actions: Round 1: divinely quickened brambles on the club, charge a PC, activate strength domain, Power attack for full, use moment of prescience to power the attack and then activate your smite.

Damage: 1d6 +7 str +12 Power Attack +2 enhancement +8 spikes +8 brambles +8 smite. That's an average of 51.5 points of damage on the first attack. Most 6th level characters don't have that many hit points

For added nastiness, give him a charisma boosting item so that he doesn't need extra turning and spend that feat on Cleave. Then he gets to smack two characters like that. Additional possibilities: make the club a +1 spell storing weapon and put an inflict serious wounds spell or an empowered shocking grasp spell (once again, gained through UMD) in it. If you give him a good charisma boost and a nightstick (Libirs Mortis), you might be able to cast a quickened divine power on the next round and still be a threat to some of the characters you've got out there.

Another possibility would be to look for the most mis-CRed monster out there and start adding levels to it. The arrow demon, for instance might be a good place to start. (Especially because you could focus you attacks on whatever PC looked weak and vulnerable).

However, in this challenge you're basically up a creek. Anything you do will have to be expertly tweaked or abuse the heck out of the rules in order to provide even a slight challenge. A full CR 8 creature with standard array stats is ordinarily just a little more than a speedbump for a party of six 6th level characters (a fight that uses their abilities and hurts some of them but that they have very little chance of actually losing). Your party is stronger and your villain weaker.
 

First off, beautiful build. I'm intrigued by the idea of using UMD to pull something off - it's really not something one would think of, as it's a cross class skill.

Second, I want to address this:

Elder-Basilisk said:
However, in this challenge you're basically up a creek. Anything you do will have to be expertly tweaked or abuse the heck out of the rules in order to provide even a slight challenge. A full CR 8 creature with standard array stats is ordinarily just a little more than a speedbump for a party of six 6th level characters (a fight that uses their abilities and hurts some of them but that they have very little chance of actually losing). Your party is stronger and your villain weaker.

This group (admittedly, a few levels ago, but 10 players strong then) nearly got wiped out by a single air elemental, and fled from a crysmal after wasting all their remaining resources without managing to damage it. I am therefore curious about your statement. Is this an issue of an appropriate EL encounter becoming more of a joke as they advance into the mid-levels, or is this something that you feel applies at all levels? If it's the latter, I'll have to wonder if something campaign specific makes that conventional wisdom not apply. If it's the former, thanks for the warning! :D

Either way, I do agree that NPC survivability in this situation is really low, which is part of why I gravitated towards things like vampires (which have a built-in escape mechanism, enabling them to dish out negative levels and then escape into the night) or mummies (whose curses might kill a low-Fort save character or two even after the mummy is itself destroyed.)

Thoughts?
 

Thanee said:
Troll Cleric 5th
Str 26 Dex 14 Con 22 Int 8 Wis 12(+2 periapt of wisdom) Cha 3
CR 7½

A troll with Protection from Energy and some nice buff spells, could be quite nasty.

Bye
Thanee

I agree (actually, having read EB's post, I'm leaning towards Troll Cleric 6 CR 8 if I go this route,) but I'm curious about something: why Int 8? Why not dump the 6 in Int, and save a 10 for some other stat? It's not like this troll is going to be a brilliant thinker either way . . .
 

moritheil said:
First off, beautiful build. I'm intrigued by the idea of using UMD to pull something off - it's really not something one would think of, as it's a cross class skill.

It's not really UMD. It's getting a few ranks in UMD and then using Divine Insight to pull it off. Very different :).

Second, I want to address this:
This group (admittedly, a few levels ago, but 10 players strong then) nearly got wiped out by a single air elemental, and fled from a crysmal after wasting all their remaining resources without managing to damage it. I am therefore curious about your statement. Is this an issue of an appropriate EL encounter becoming more of a joke as they advance into the mid-levels, or is this something that you feel applies at all levels? If it's the latter, I'll have to wonder if something campaign specific makes that conventional wisdom not apply. If it's the former, thanks for the warning! :D

Hmmm. Basically, it's my experience from now about four years of writing modules for RPGA campaigns. But it does play into the EL system too. RPGA mods are written for 4-6 characters and my experience is that an EL=party level +2 encounter is a kinda challenging encounter in the same way that playing the 49ers has been a kinda challenging game for most pro football teams over the last few years. It's not like they're playing college teams or high school teams. If they let their guard down or play their second string all game, there's the possibility that the 49ers might just beat them, but realistically, there's not much chance of the 49ers beating a top tier team unless all of the stars align perfectly. And that's really what the EL system says should happen: it's a challenging encounter, but there isn't a big chance of PC death or loss until the EL=party level +4 or +5.

Now, the EL system is written for a 4 person party and the RPGA adjusts the average party level by 1 to account for the additional power of a six person party. (This reflects the premise in the EL system that a 50% increase in the fight's difficulty is a +1 EL modification and a doubling of the difficulty is a +2 increase). So, when I calculate your eight player party, I figure that they're probably about as good as a four person party of 8th level characters and that an EL 8 is one of those appropriate challenges that will use up 20% of their resources. Since the fight is supposed to be with a single CR 8 critter, that's an EL 8 and should be a cakewalk. (20% of resources is a cakewalk IME). So that's where my estimate is coming from.

As for your party having trouble with some specific creatures, there are a few possibilities I can think of.
1. Your party may not be balanced very well. (You said yourself that you don't have any clerics in the party--just a healer or something like that). In that kind of situation, some challenges may be much more difficult than others. For instance, in party where everyone is focussed on melee, healing, or enchantment spells, a single Erynies could be a devastating encounter. She flies out of melee range and shoots the party with her bow or spells until they die or flee. Since she's an outsider, most low-level enchantments don't work on her and she has good SR to boot. Because the party mix didn't include archers or anyone with the ability to cast fly, what would be a moderately challenging encounter could become very challenging. The EL system doesn't account for a threat that plays to the party's weaknesses.

2. Your players may have made ineffective characters. I remember one game I ran where there was a bard, a rogue without weapon finesse, a low-level sorcerer, a 1/2 orc cleric 2/wizard 1 who wore fullplate (and lived with the spell failure), and an archer ranger. The only effective character was the sorcerer and she was only effective because it's hard to go wrong when you only know two spells and one of them is magic missile. No matter how good their tactics were, a group of anti-power-gamed characters like that wasn't going to perform at character level.

3. Your players may suck. Well, that's a little harsh, but remember how I said that group could have had the best tactics and still would have underperformed. They didn't have the best tactics. They had some of the worst tactics I've ever seen. When confronted with the fiendish centaur chieftain, the rogue spent the entire combat hiding, moving to a tree, climbing up it, loading his crossbow, realizing that the centaur was out of sneak attack range, climbing back down the tree, looking for somewhere else to hide, etc. The cleric tried summon monster I for a small celestial dog that couldn't beat the centaur's DR and died in one swing. It was early in the fight that they discovered the centaur had DR/magic. At the end of the fight, the cleric comments, "all I've got left is my magic weapon spell...." As I said, it was horrible. If your party's adventures resemble a comedy of errors, then that could be your problem.

3.5 Maybe your party doesn't suck but they're just not familiar with the options available to them. If you don't ready actions in your games, then an air elemental with spring attack will be pretty hard to deal with--especially if your characters don't carry bows or other ranged weapons (see explanation 1).

4. Some monsters are mis-CRed (or are a much greater challenge in certain environments). The Hezrou for instance, has a blasphemy ability at a higher caster level than its CR. So, against any party equal to it's CR, a pair of Hezrou (supposedly an EL=APL+2 encounter) will kill the entire party. No save. One does blasphemy and the other drops an unholy blight or a full attack on the party while they're dazed. Repeat for two rounds and then switch so the other Hezrou does the blasphemy to keep the party from acting. I don't think there's any party out there that could survive six rounds of uninterrupted mauling and then pull their fat out of the fire while eating what's likely to be a -10 or so strength penalty. Now the Hezrou is a pretty obvious example, but a melee monster like an earth elemental in close quarters where there is no room to manuever is another example. So, if the monsters were mis-CRed or the circumstances favored the monsters, that would also explain why your party had such trouble with creatures they

Either way, I do agree that NPC survivability in this situation is really low, which is part of why I gravitated towards things like vampires (which have a built-in escape mechanism, enabling them to dish out negative levels and then escape into the night) or mummies (whose curses might kill a low-Fort save character or two even after the mummy is itself destroyed.)

Thoughts?

My thought is this: if you're taking the challenge head on, you shouldn't be trying to escape. If the vampire escapes, the PCs hunt it down again. That doesn't make it more of a challenge it just lets you use the monster again. I think you should be looking to create a cleric who is going almost guaranteed to take down one or two PCs. If it does, you've won the challenge even if the party beats the monster eventually. After all, the challenge was that he could actually off some party members not that he would survive after doing it. Secondly I think that, if you're going to win, you should be making sure the PCs have an escape route rather than the bad guys having one.

And third, if you use my suggestion, be prepared for discussing some houserules disallowing Divine Metamagic and Spikes (or at the very least, not letting spikes stack with greater magic weapon and brambles). All of those, by the way are good ideas if you ask me. :)
 

moritheil said:
Very nice. I sent a ghostly sorcerer after them previously when they numbered 12, so I hesitate to send another ghostly caster after them, but I'm tempted. ;)
Hmmm spellcasting ghost. Did they cast dispel magic on the magic weapons so they couldn't do damage at all?
 

Elder-Basilisk said:
It's not really UMD. It's getting a few ranks in UMD and then using Divine Insight to pull it off. Very different :).

True.


Now, the EL system is written for a 4 person party and the RPGA adjusts the average party level by 1 to account for the additional power of a six person party. (This reflects the premise in the EL system that a 50% increase in the fight's difficulty is a +1 EL modification and a doubling of the difficulty is a +2 increase). So, when I calculate your eight player party, I figure that they're probably about as good as a four person party of 8th level characters and that an EL 8 is one of those appropriate challenges that will use up 20% of their resources. Since the fight is supposed to be with a single CR 8 critter, that's an EL 8 and should be a cakewalk. (20% of resources is a cakewalk IME). So that's where my estimate is coming from.

I understand how the EL system works; I just have never gotten it to work accurately except with goblins, skeletons, and zombies. Anything higher, and in particular, anything with intelligence that I play intelligently, will threaten a TPK. And, well, I agree that it's probably some combination of lack of tactical savvy and group imbalance, but I have a policy of not forcing anyone to play anything, so the two concerns collide.

My thought is this: if you're taking the challenge head on, you shouldn't be trying to escape. If the vampire escapes, the PCs hunt it down again. That doesn't make it more of a challenge it just lets you use the monster again. I think you should be looking to create a cleric who is going almost guaranteed to take down one or two PCs. If it does, you've won the challenge even if the party beats the monster eventually. After all, the challenge was that he could actually off some party members not that he would survive after doing it. Secondly I think that, if you're going to win, you should be making sure the PCs have an escape route rather than the bad guys having one.

And third, if you use my suggestion, be prepared for discussing some houserules disallowing Divine Metamagic and Spikes (or at the very least, not letting spikes stack with greater magic weapon and brambles). All of those, by the way are good ideas if you ask me. :)

I'm approaching this more from the "what would make someone really understand their lack of tactical finesse?" angle. The party is most lacking in defense against hit-and-run tactics, so I figure I can belabor the point and make a learning experience of it. Furthermore, I think a vampire cleric who fights to the death would be guaranteed to take down at least one or two PCs. The advantage it has over a human cleric is that a human cleric won't automatically turn into a gaseous cloud and disappear, leaving the party with the sinking feeling that they've just managed to piss off a powerful villain. It's a built-in plot device, as it were.

I don't tend to consciously plan PC escape routes; I find it fascinating that you mention that. Normally I figure that if the PCs weren't smart enough to secure their way out while wading into a situation, they've made their bed and they can lie down in it.

Finally, most DMs have too many people playing Clerics; I have the opposite problem. I almost welcome someone using Divine Metamagic and Spikes. (Though, Spikes, GMW, Brambles . . . I don't think I'd let them all stack, either.) I have yet to see truly questionable cheese in this game, because I don't take players who are incapable of understanding that the DM can always answer trash with better trash, and it does not help anyone to go down the path of the arms race.



Oh, and back on the subject of the vampire cleric: I'm thinking this is my choice, due to the current campaign locale. I would be remiss if I passed up the opportunity to have a vampire villain while the group was in Ravenloft. I think the vampire will be taking the Demon and Darkness domains (and interpreting the Demon domain power to bestow its divine +1 bonus to slam attacks.) If I wanted to be silly, I'd designate it Evolved Undead for a +1 LA and roll to see if it got Circle of Death, Cloudkill, Cone of Cold, or something similarly excruciating as an SLA, but that option seemes less horrific and more simply antagonistic. :p
 

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