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pennywit Jun 4, 2014, 04:49 am

I'm in the midst of prepping for VV, and I'm trying to get my mythic Vordakai in place. Anybody tried building him in a way that's threatening without being overwhelming?

My five players should be around level 8-9, mythic tier 3 (maybe 4) by the time they confront the Big V.

I've already decided I want Vordakai to be wizard level 11, rather than wizard level 9. My five players have proven to be very effective and persistent, and thanks to some custom additions to the Kingmaker path, they've leveled a bit more quickly than expected. So, I want the Big V to be a suitable challenge.

But how to build a suitable challenge? I have three options for Vordakai:

First, I built him as a mythic lich. This resulted in some serious insanity, such as a save DC 32 for his paralyzing touch and an SR of 36(!)

Second, I tried the Arcane template. It's OK, but it doesn't have as much oomph (or specialness) as a handcrafted NPC.

Third, there's the Archmage path. This yields up some interesting abilities, but at the same time, it de-emphasizes Vordakai's lichiness.

Right now, I think I want to stick with the Mythic Lich template, but handwave down a couple of the more insane items (SR and Paralyzing Tough save DCs, for example) as an artifact of his atrophied state.

Any thoughts?

Gargs454 Jun 4, 2014, 09:57 am

I think you are on the right track by going with the Mythic Lich. Handwaving the DCs/abilities down isn't really a big deal imho. After all, IIRC, the module already states that Vordekai is lesser powered than would be expected of a lich due to length of his "coma" or whatever it was.

Besides, as GM you are always free to adjust the stats of an encounter as needed to work with your particular group. Some groups are noticeably more or less powerful than would be anticipated for their level for instance.

paizo.com - Forums: Kingmaker: Mythic Vordakai? (6) Corsario Jun 4, 2014, 04:16 pm

Please let me know the result... maybe I can use it

kadance Jun 6, 2014, 02:06 am

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So, if you take a cyclops, give him 11 wizard levels, turn him into a lich, and then make him a mythic monster, you get...

Re-statted Vordakai:


VordakaiCR 17
Male Mythic Cyclops Lich Wizard 11

NE Large Undead (Mythic, MR7)

Init +9/-11; Senses darkvision 120, low-light vision, Life-sight (10', 11 rnds/day); Perception +36

Defense

AC 40, touch 16, flat-footed 35 (+10 armor, +5 Dex, +14 natural, +2 deflection, –1 size)

hp 188 (21HD; 10d8+11d6+105)

Fort +12, Ref +11, Will +16

Defensive Abilities ferocity, channel resistance +4, DR 15/Bludgeoning & Magic & Epic, immunity to cold and electricity, undead traits, Rejuvenation

Offense

Speed 30 ft.

Melee +2 Adamantine Sickle +12/+7 (1d6+7) and Negative Energy Touch +8 (1d8+5 negative energy/19-20) Or Negative Energy Touch +11 (1d8+5 Negative energy)

Space 10 ft.; Reach 10 ft.

Special Attacks Fear Aura 60' (DC 22), Paralyzing Touch (DC 22), mythic power (7/day, surge +1d10);

Statistics

Str 21, Dex 20, Con -, Int 24, Wis 19, Cha 14

Base Atk +12; CMB +18; CMD 42

Feats Toughness, Improved Initiative, Defensive Combat Training, Combat Reflexes, Scribe Scroll, Command Undead, Spell Focus (Necromancy), Quicken Spell, Craft Wondrous Item, Craft Magical Arms and Armor, Undead Master, Weapon Focus (Touch), Arcane Strike, Improved Critical (Touch), Arcane Discovery: True Name (Ultimate Magic pg. 87), Command Undead (Mythic), Undead Master (Mythic), Spell Focus (Mythic) (Necromancy), Arcane Strike (Mythic)

Mythic Abilities Dual Initiative (counts as 2), Second Save, Abundant Casting, Competent Caster, Deep Understanding, Enduring Armor (+10), Flexible Counterspell

Skills Fly +16, Intimidate +14, Knowledge (Arcana) +28, Knowledge (The Planes)+30, Knowledge (Religion) +28, Perception +36, Profession (Soothsayer) +9, Sense Motive +26, Spellcraft +30, Stealth +26, Survival +9, Use Magic Device+22

Languages Common, Cyclops, Giant, Abyssal, Infernal, Aklo, Draconic; tongues

Special Qualities flash of insight, Greater Scrying 3/day, Planar binding 1/week (natives of Abaddon only), Familiar Farsight at will, Arcane Bond: Raven Familiar, Arcane Spellcasting (Undead School, Opposition Schools: Evocation, Transmutation) 5/7/7/7/5/4/3

Gear +2 Adamantine Sickle, cloak of resistance +3, headband of mental prowess (+2 Int, +2 Cha, grants ranks in Knowledge [planes]), oculus of Abaddon, ring of protection +2, soul jar, phylactery (worth 3,500 gp if sold as an art object but worth considerably more to Vordakai)

paizo.com - Forums: Kingmaker: Mythic Vordakai? (9) Corsario Jun 6, 2014, 05:03 am

Nice, thanks

pennywit Jun 7, 2014, 09:22 am

Very nice, Kadance. Do you know of a way to make a monster mythic in Hero Lab without picking one of the templates?

pennywit Jun 7, 2014, 10:49 am

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I started playing with the concept in Hero Lab. I went with an 11th level wizard/tier 6 archmage. I decided that rather than enduring armor, it might be interesting to give him some actual armor and have him cast his spells with the Component Freedom mythic power. Here's what I came up with:

Slightly Different Vordakai:

Vordakai CR 20
XP 307,200
Male Cyclops Lich Wizard 11/Archmage 6
NE Large undead (humanoid, giant)
Init +6; Senses darkvision 120 ft., familiar farsight, low-light vision; Perception +36
Aura fear aura (DC 24)
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 27 (+9 armor, -1 size, +7 natural, +2 deflection)
hp 255 (10d8+11d6+155)
Fort +14, Ref +6, Will +13; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, ferocity, hard to kill, mythic saving throws, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 20 ft.
Space 10 ft.; Reach 10 ft.
Melee Negative Energy Touch +16 (1d8+10, paralysis [DC 24])
Special Attacks mythic power (17/day, surge +1d8), paralyzing touch
Spell-Like Abilities (CL 10th; concentration +14)
3/day—greater scrying (DC 20)
1/day—commune (1 hr meditation), true seeing
1/week—planar binding (natives of abaddon only) (DC 19)
Wizard Spells Prepared (CL 11th; concentration +18):
6th—globe of invulnerability [M], greater contagion [S] (DC 23), greater contagion (DC 23)
5th—feeblemind (DC 26), quick shield, waves of fatigue [S], waves of fatigue
4th—bestow curse (DC 21), dimension door (2), enervation, mythic severance [S] (DC 21)
3rd—deep slumber [M] (2, DC 24), dispel magic, protection from energy, ray of exhaustion (2, DC 20), sands of time [S, M]
2nd—blindness/deafness [S] (DC 19), detect thoughts (DC 19), fog cloud, ghoul touch (DC 19), unshakable chill [M] (2, DC 19), web (DC 19)
1st—bungle (2, DC 22), chill touch (DC 18), grease, memory lapse [M] (DC 22), obscuring mist, ray of enfeeblement [S] (DC 18)
0 (at will)—arcane mark, bleed (DC 17), daze (DC 21), daze (DC 21)
--------------------
Statistics
--------------------
Str 21, Dex 10, Con —, Int 24, Wis 17, Cha 18
Base Atk +12; CMB +18 (+20 bull rush); CMD 30 (32 vs. bull rush)
Feats Alertness, Cleave, Combat Casting, Command Undead, Craft Magic Arms & Armor, Craft Wondrous Item, Extra Mythic Power [M], Great Cleave, Greater Spell Focus (enchantment), Heighten Spell, Improved Bull Rush, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Focus [M], Toughness, Toughness [M]
Skills Craft (sculpture) +29, Intimidate +28, Knowledge (arcana) +31, Knowledge (dungeoneering) +23, Knowledge (planes) +31, Knowledge (religion) +25, Perception +36, Profession (soothsayer) +19, Sense Motive +28, Spellcraft +31, Stealth +0, Survival +8, Use Magic Device +25; Racial Modifiers +16 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Cyclops, Giant
SQ amazing initiative, arcane bonds (arcane bond [familiar]), flash of insight, force of will, grave touch, haunting beckon, life sight, opposition schools (evocation, transmutation), recuperation, specialized schools (necromancy)
Combat Gear oculus of abaddon; Other Gear +3 chainmail, headband of mental prowess +2 (Int, Cha), ring of protection +2
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (10/day, DC 19) Channel energy can take control of undead.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Farsight (At will) Clairaudience/clairvoyance on your familiar/animal companion at will.
Fear Aura (DC 24) Foes in 60 ft are frightened (below 5 HD) or shaken for 21 rds (Will neg).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Flash of Insight (1/day) (Su) Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Grave Touch (10/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunting Beckon (1/year) Mass Charm monster, range 1 mile
Heighten Spell Increases spell level to effective level desired.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Polymorph You are immune to Polymorph effects.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Life Sight (11 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Power (17/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Oculus of Abaddon An oculus of Abaddon is a potent artifact rumored to have been created by one of the Four Horsem*n of the Apocalypse as a way to reward those who work as their agents on the Material Plane. More likely, these items were crafted by a powerful pre-Earthfall race that has long since moved on, leaving behind these dangerous artifacts to tempt mortals into serving the needs of the Horsem*n.

An oculus of Abaddon appears as a sphere of clear crystal that contains a pinpoint of flickering red light at its center. When held, the oculus feels warm to the touch and fills the holder with a sudden desire to pluck out an eye and place the oculus within the socket—this causes 1d8 points of damage, 1 point of bleed damage, and 2 points of Constitution damage. Once placed in an eye socket, the oculus can only be removed by ripping it free (causing the same amount of damage as the initial plucking). An oculus placed in an empty eye socket immediately heals all damage caused by plucking the previous eye out. Once placed, an oculus allows its new owner to utilize its powers, as listed below.

• Darkvision to a range of 120 feet (constant)
• True seeing once per day as a free action
• Greater scrying three times per day
• Planar binding once per week (only to summon natives of Abaddon, such as daemons or soul eaters)
• Familiar farsight at will (if the user has a familiar or an animal companion, he may use clairaudience/clairvoyance to observe the world through his familiar, despite any intervening distance as long as he and the familiar are on the same plane)

The oculus of Abaddon’s greatest power, though, is its haunting beckon. This ability is usable once per year, and allows the user to manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as mass charm monster, but with a range of 1 mile, and establishes a telepathic link between the caster and all minds in that area. The effects are still language-dependent despite this telepathy—creatures without the ability to understand language (typically, creatures with an Intelligence score of 2 or lower) are unaffected. All other creatures are automatically affected unless they have 6 or more HD, in which case they gain a DC 22 Will save to resist the effects. Spell resistance applies regardless of HD.

The oculus of Abaddon is powerfully neutral evil and possesses a limited and hateful intellect of its own. While not capable of communicating directly with its owner, it refuses to activate its powers for any user who is not neutral evil.

Destruction
A foul and hideous object, the oculus of Abaddon is fortunately relatively easy to destroy, as far as artifacts go. To destroy an oculus of Abaddon, it must be smashed by a bludgeoning holy weapon wielded by a permanently blinded humanoid—alternatively, any bludgeoning weapon wielded by a permanently blinded good outsider with at least 7 HD will work as well. A DC 30 Knowledge (arcana) check is enough to learn this method of destruction.
Paralyzing Touch 1d8+10 (DC 24) 1d8+10 damage, plus Fort save or be paralyzed.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenation (Su) Liches can return after a few days.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Enchantment] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

I'm actually planning a slightly different plot for VV, involving plagues and zombie armies. I see my Vordakai making heavy use of enchantment spells (Feeblemind, Dominate Person and so forth) to weaken the party, then leisurely call on his champion (an innovation I like from the boards) to dismember the party while they're weakened.

Dragonchess Player Jun 7, 2014, 09:38 pm

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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Using my outline for mythic Kingmaker and some material from Book of the Damned: Horsem*n of the Apocalypse, my baseline mythic Vordakai would be:

Vordakai (CR 13, MR 2)

Spoiler:


XP 25,600
Male arcane cyclops atrophied lich wizard 9
NE Large undead (augmented, mythic)
Init +4; Senses darkvision 120 ft, low-light vision, true seeing; Perception +41

AC 28, touch 11, flat-footed 28 (+6 armor*, +2 deflection, +7 natural, +4 shield*, -1 size)
hp 183 (10d8 + 9d6 + 76 + 16 + 15*)
Fort +14, Ref +11, Will +19
Defensive abilities channel resistance +4, fortification 50%*; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; SR 24
Weaknesses atrophied

Speed 30 ft
Melee touch +15 (1d8+9/18-20 plus paralysis)
Space 10 ft; Reach 10 ft
Special Attacks channel negative energy (DC 17, 8x/day), mythic magic (3x/day)*, mythic power (4x/day, surge +1d6)*, paralysis (permanent, DC 25), simple arcane spellcasting (26 spell levels, 7th (5th)-level max., Int-based)
Arcane School (CL 9; concentration +14) grave touch (4 rounds) 8x/day
Wizard Spells Prepared (CL 9; concentration +14)
5th - dominate person (DC 21), quickened shield*, waves of fatigue
4th - bestow curse (DC 19), dimension door (x2), phantasmal killer (DC 19)
3rd - dispel magic, displacement, suggestion (DC 19), tongues*, vampiric touch
2nd - blindness/deafness (DC 17), detect thoughts (x2; DC 17), false life*, ghoul touch (DC 17), resist energy
1st - charm person (DC 17), chill touch, comprehend languages, grease (DC 17), mage armor*, ray of enfeeblement (x2; DC 16)
0 (at will) - arcane mark, bleed (DC 15), detect magic, read magic, touch of fatigue (DC 15)
Opposition Schools evocation, transmutation
Simple Arcane Spells (CL 19; concentration +14)
5th - suffocation (DC 20), summon ceustodaemon
4th - control summoned creature (DC 20), death knell aura (DC 19)
3rd - blood biography (DC 18), create soul gem (DC 18)
2nd - summon cacodaemon

21 Str, 10 Dex, - Con, 20 Int, 17 Wis, 16 Cha
Base Atk +11; CMB +17; CMD 29
Feats Augment Summoning, Combat Casting, Command Undead, Craft Wondrous Item, Defensive Combat Training, Great Fortitude, Improved Critical (Touch), Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Focus (Enchantment), Toughness; Extra Mythic Power
Skills Fly +20, Intimidate +25, Knowledge (Arcana) +27, Knowledge (Planes) +27, Knowledge (Religion) +18, Perception +41, Sense Motive +33, Spellcraft +27, Use Magic Device +13
Languages Abyssal, Cyclops, Giant, Infernal; tongues*
SQ flash of insight, arcane bond (raven), life sight (10 ft) 9 rounds/day
Gear cloak of resistance +3, headband of mental prowess (Int, Wis) +2 (Knowledge (Planes)), occulus of Abbadon, ring of forcefangs, talisman of soul-eating, phylactery (3,500 gp)

Making heavier use of animate dead and/or create undead (make some of the bodies kneeling around his oracular pool into dullahans, for instance) is one option (especially if create undead is one of the spells granted by the arcane mythic simple template to take advantage of the CL = HD for the Simple Arcane Spellcasting mythic ability; replace control summoned creature and summon cacodaemon with create undead). Another is to just add some additional daemons (greater ceustodaemons called by planar binding to guard his throne room, maybe). Both options raise the total CR for the encounter by adding more creatures, which tends to work better than just advancing a single BBEG.

Dullahans and greater ceustodaemons are both CR 7, so four (you can even mix and match two of each if you want) would be CR 11; when combined with Vordakai, they make the total encounter CR 14 (APL +3 for 9th-level/4th-tier PCs).

The biggest change, however, is to run Vordakai a lot smarter. Let him use his knowledge of the party's powers and tactics (gathered by his familiar and greater scrying) to tailor his prepared spells and actions. Make him more proactive and have the inhabitants of his tomb act in a coordinated fashion, instead of sitting around waiting for the PCs.

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