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Raphael/Combat: Difference between revisions
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(Added a note of caution on using Hope's Divine Intervention versus enemies with Fleeting Protection) |
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*Take care when using Radiant damage against Raphael's cambions, as their {{cond|Fleeting Protection}} allows Raphael to reflect twice the amount of radiant damage done as Fire damage. | *Take care when using Radiant damage against Raphael's cambions, as their {{cond|Fleeting Protection}} allows Raphael to reflect twice the amount of radiant damage done as Fire damage. | ||
*{{SAI|Planar Binding}} is useful here for controlling the cambions. | *{{SAI|Planar Binding}} is useful here for controlling the cambions. | ||
* If the party rescued [[Hope]], she will also have available {{SAI|Divine Intervention}} and her unique {{SAI|Revoke Guest Status}} which can be used to permanently eject cambions. | * If the party rescued [[Hope]], she will also have available {{SAI|Divine Intervention}} and her unique {{SAI|Revoke Guest Status}} which can be used to permanently eject cambions. Be cautious when casting {{SAI|Divine Intervention}} when multiple enemies are affected by {{cond|Fleeting Protection}}, as the reflected damage will likely kill Hope. | ||
*{{SAI|Hold Monster}} is very effective against Raphael since, while the condition ends following his next turn due to his {{SAI|Inevitable Resolve}} feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critical Hits. | *{{SAI|Hold Monster}} is very effective against Raphael since, while the condition ends following his next turn due to his {{SAI|Inevitable Resolve}} feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critical Hits. | ||
== Footnotes == | == Footnotes == | ||
{{notelist}} | {{notelist}} |
Revision as of 13:08, 15 July 2024
Overview | Combat |
This page focuses on Raphael's behaviour during his combat encounter. Raphael is able to be fought at the House of Hope, where he is joined by Korrilla, Yurgir and six Vengeful Cambions. His arena also has four Soul Pilllars, which Raphael uses to regain health and cast powerful spells.
Attacks and abilities
Extra initiative
While his tooltip shows +9 initiative, most of it is added through the Soul Pillar dexterity bonuses, which are applied only after combat begins and initiative is rolled. Works only for the fight straight after dialogue and only in regular fiend form. If disengaging and trying to fight again, he'll have full +9 initiative again.
Regular Fiend Form
Ascended Fiend Form
Punish Divinity
Honour mode
While in Honour mode, Raphael has access to legendary actions, which let him use two additional abilities. He can use legendary actions as many times per round as there are remaining Soul Pillars at the start of the round.
Conditions and passives
Soul Pillar Proximity
- This condition stacks for each Soul Pillar still active. At the maximum of four stacks, Raphael will have an additional 4~48Fire damage and a +12 bonus to Dexterity checks and saving throws.
- As this affects his Dexterity score, at the beginning of combat he will have an AC of 27
Soul Charges
- Raphael has soul(s) to spend on powerful spells.
- This condition will recharge when Raphael uses his ability. He gains a charge for each remaining pillar.
- This condition will also recharge when Raphael uses his ability. He gains a charge for each destroyed pillar.
- Raphael uses these charges as spell slots.
Ascended Fiend
- Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, will not prevent him from using Souls to cast spells.
Soul Reaper
- When Raphael reduces an enemy's hit points to 0, he Severs the soul from their body.
- With no soul to motivate it, the affected entity has Disadvantage on Attack rolls and all Ability checks until is cast on a Soul Pillar or Raphael.
Honour mode
While in Honour mode, Raphael has some additional passives, which let him use their associated abilities (see #Honour mode):
Allies
- Yurgir (conditional)
- Korrilla
- 6x Vengeful Cambion
Encounter details
Raphael can be fought in the House of Hope's foyer. The cutscene and ensuing fight only begin once the "Portal to the Devil's Fee" is selected, allowing time for the party to position themselves around the room.The player may be joined by Hope if they completed Save Hope before confronting Raphael. Yurgir will also join the party if they previously sided with him during the quest Kill Raphael's Old Enemy and completed Break Yurgir's Contract in Act Two; otherwise, he will need to be convinced to switch sides with a DC 30 Persuasion check.
Phase one
This room has four soul pillars which Raphael will use during combat. Each soul pillar gives Raphael:
- An additional 1~12Fire damage and a +3 bonus to DEX checks and saving throws (see #Soul Pillar Proximity)
- One soul charge, which Raphael uses as spell slots. These are refreshed when he uses his Consume Souls ability, or when he ascends. (See #Soul Charges)
- 3d6hit points when he uses his ability.
Raphael's Fiendish Ascension ability will let him take on a more powerful form (see the Ascended tab in the info box at the top of this page). He may use this to transform whenever a pillar is broken, and each destroyed pillar will give him another Soul Charge.
Raphael also has the ability to sever souls. If a party member is downed by Raphael during the battle, they will receive the condition Severed Soul, having disadvantage on attack rolls and all ability checks. This debuff can be removed by the party member, by casting on either Raphael or a Soul Pillar -- affected party members automatically gain this ability while they have the Severed Soul condition. The debuff will also be removed if Raphael is defeated.
Phase two
When all soul pillars have been destroyed Raphael will permanently transform into his Ascended Fiend form. When transforming into his fiend form for this final time, the four broken soul pillars will give him four final soul charges.
At this stage, he may use his most powerful attack, Ravaging Inferno, costing 2 soul charges and dealing 20d6 Hellfire damage in a AoE: 4 m / 13 ft (Radius).
He will also now be able to use his Multiattack. This attack does 2d16 slashing, plus his attack modifier, which is +5 while he is in his ascended form. It also grants him Action Surge, so he may use his multiattack again, possibly attacking four times in one round. Once all his soul charges are depleted, Raphael will only be able to use his multiattack.
Tactics
Pre-combat
- Before fighting Raphael, the restoration faucets in the boudoir can be used to take a pseudo long rest. They can be used to restore spell slots after casting passive buffs, such as long rest, so conditions that are removed upon a long rest will remain. or . They are not considered a true
- Placing Smokepowder Barrels or Runepowder Barrels around each pillar before beginning the fight can help you easily remove Soul Pillars and deal damage during combat.
- Having The Blood of Lathander equipped and standing near the middle of the room can blind him upon entering combat, via the Lathander's Light passive feature.
During combat
- It is worthwhile destroying the surrounding Soul Pillars before focusing on Raphael, as he will not only use them for spell casting, but can regain hit points from them each round with Consume Souls. Raphael will also be harder to hit the more pillars are active, as each pillar increases his AC through his DEX score.
- The pillars are weak to Bludgeoning and Force damage.
- The Orphic Hammer, which is picked up at the House of Hope, may be useful for destroying the pillars.
- Take care when using Radiant damage against Raphael's cambions, as their allows Raphael to reflect twice the amount of radiant damage done as Fire damage.
- is useful here for controlling the cambions.
- If the party rescued Hope, she will also have available and her unique which can be used to permanently eject cambions. Be cautious when casting when multiple enemies are affected by , as the reflected damage will likely kill Hope.
- is very effective against Raphael since, while the condition ends following his next turn due to his feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critical Hits.
Footnotes
- Resistant to Non-Magical Slashing
- Resistant to Non-Magical Piercing
- Resistant to Non-Magical Bludgeoning
- Immune to all Fire
- Resistant to all Lightning
- Resistant to all Cold
- Resistant to all Poison
- Resistant to all Piercing
- Immune to all Necrotic
- Immune to all Psychic
- Immune to all Poison
- Vulnerable to Bludgeoning
- Vulnerable to Force
- Pages with hp but no tactician hp
- Pages with hp but no explorer hp
- Combat subpages