User:Twyrine/Sandbox/combat

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Actions

Igniting Spark Igniting Spark

Fire Bolt.webp

Igniting Spark is a ranged attack which deals Fire damage and creates a Hellfire Surface beneath the target.

Creatures within the surface are inflicted with Roiling Hellfire Roiling Hellfire, which deals Fire Hellfire damage per turn. Hellfire damage ignores Fire Resistance and Immunity.

Incinerate Incinerate

Fire Bolt.webp

Igniting Spark is a ranged attack which deals Fire damage and creates a Hellfire Surface beneath the target.

Creatures within the surface are inflicted with Roiling Hellfire Roiling Hellfire, which deals Fire Hellfire damage per turn. Hellfire damage ignores Fire Resistance and Immunity.

Diabolic Chains Diabolic Chains

Fire Bolt.webp

Igniting Spark is a ranged attack which deals Fire damage and creates a Hellfire Surface beneath the target.

Creatures within the surface are inflicted with Roiling Hellfire Roiling Hellfire, which deals Fire Hellfire damage per turn. Hellfire damage ignores Fire Resistance and Immunity.

Igniting Spark Igniting Spark

Fire Bolt.webp

Igniting Spark is a ranged attack which deals Fire damage and creates a Hellfire Surface beneath the target.

Creatures within the surface are inflicted with Roiling Hellfire Roiling Hellfire, which deals Fire Hellfire damage per turn. Hellfire damage ignores Fire Resistance and Immunity.

Igniting Spark Igniting Spark

Fire Bolt.webp

Igniting Spark is a ranged attack which deals Fire damage and creates a Hellfire Surface beneath the target.

Creatures within the surface are inflicted with Roiling Hellfire Roiling Hellfire, which deals Fire Hellfire damage per turn. Hellfire damage ignores Fire Resistance and Immunity.


Conditions and passives

Soul Pillar Proximity

Soul Pillar Proximity Soul Pillar Proximity
  • Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1~12Damage TypesFire (per pillar) damage and a +3 (per pillar) bonus to his Dexterity Checks and Saving Throws.
  • This condition stacks for each Soul Pillar still active. At the maximum of four stacks, Raphael will have an additional 4~48Damage TypesFire 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

Soul Charges Soul Charges
  • Raphael has soul(s) to spend on powerful spells.
  • This condition will recharge when Raphael uses his Consume Souls Consume Souls ability. He gains a charge for each remaining pillar.
  • This condition will also recharge when Raphael uses his Fiendish Ascension Fiendish Ascension ability. He gains a charge for each destroyed pillar.
  • Raphael uses these charges as spell slots.

Ascended Fiend

Ascended Fiend 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, Soul Overcharge will not prevent him from using Souls to cast spells.

Soul Reaper

Soul Reaper Soul Reaper

  • When Raphael reduces an enemy's hit points to 0, he Severs the soul from their body.
Severed Soul Severed Soul

Honour mode

While in Honour mode, Raphael has some additional passives, which let him use their associated abilities (see #Honour mode):

Encounter

Raphael can be fought in the House of Hopes foyer. He is joined by Yurgir, Korilla and six Vengeful Cambions.

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 1~12 Fire 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)
  • 3d6 Healing when he uses his Consume Souls Consume Souls 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 character reaches 0 HP while in battle, they will receive the condition Severed Soul, having disadvantage on attack rolls and all ability checks. This debuff will be removed after 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 /  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 taps 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 Heroes' Feast Heroes' Feast or Freedom of Movement Freedom of Movement (they are not considered a true long rest, so conditions that are removed upon a long rest will remain).
  • 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.

During

  • 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 Fleeting Protection Fleeting Protection allows Raphael to reflect twice the amount of radiant damage done as Fire damage.
  • Planar Binding Planar Binding is useful here for controlling the cambions.
  • If the party rescued Hope, she will also have available Divine Intervention Divine Intervention and her unique Revoke Guest Status Revoke Guest Status which can be used to permanently eject cambions.
  • Hold Monster Hold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable Resolve Inevitable Resolve feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critial Hits.

Footnotes

  1. While his tooltip shows +9 initiative, most of it comes from Soul Pillar dexterity bonuses, which is applied only after combat begins and initiative is rolled. Works only for the fight straight after dialogue, if you disengage and try to fight again, he'll have full +9 initiative.