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User:Twyrine/Sandbox/combat

< User:Twyrine‎ | Sandbox
Revision as of 03:16, 11 January 2024 by Twyrine (talk | contribs)

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 Korilla, Yurgir and six Vengeful Cambions. His arena also has four Soul Pilllars, which Raphael uses to regain health and cast powerful spells.

Actions

Igniting Spark Igniting Spark
  • Ranged attack: +8 to hit, 18 m range, 1 target
  • Hit: 4d6 Fire damage
  • Target: Creates Hellfire Surface, 1 turn
  • Cost: 1 Action or 1 Bonus Action & 1 Soul Charge
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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
  • Spell: AoE
  • Hit: 8d8 Fire damage
  • Save: Dexterity (DC 15) halves damage
  • Cost: 1 Action & 2 Soul Charges
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Raphael spends 2 Soul Charges to deal 8~64Damage TypesFire damage in a small area.

Diabolic Chains Diabolic Chains
  • Ranged spell attack: range 18 m, 3 rays
  • Hit: 6d6 Fire damage per ray
  • Target: creates Hellfire Surface, 1 turn
  • Cost: 1 Action & 2 Soul Charges
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Raphael spends 2 Soul Charges to lash out with 3 chains of Hellfire and push the targets back 3m.

Creates a Hellfire Surface beneath the targets for one turn. Hellfire ignores Resistance and Immunity to Damage TypesFire damage.

Consume Souls Consume Souls
  • Action: range 30 m
  • Effect: 3d6hit points 3d6 hp per soul pillar
  • Effect: restore Punish Divinity Punish Divinity
  • Cost: Bonus Action
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Raphael absorbs souls from each remaining Soul Pillar, regaining 3~18hit points hit points per pillar, and restoring Punish Divinity Punish Divinity. He also restores a soul charge for each remaining pillar.

Ascended fiend form

Fiendish Ascension Fiendish Ascension

Fiendish Ascension allows Raphael to take on a more powerful infernal form, consuming a new soul for every broken pillar. He may stay in this form longer for each pillar destroyed.

See Ascended differences in Raphael's infobox.

Multiattack Multiattack
  • Melee attack: +9 to hit, 1.5 m (5 ft) range, 1 target
  • Hit: 2d12 + 5 Slashing damage
  • Effect: Action Surge Action Surge on self
  • Cost: 1 Action
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Raphael's Multiattack may only be used while Raphael has fulfilled the conditions for Multiattack: Last Resort; all soul pillars have been destroyed and he has transformed into his ascended form. This attack deals Slashing damage twice, and grants him Action Surge.

With Action Surge, Raphael can attack four times per round.

After Raphael has used the last of his Soul Charges, he will only use this attack.

Ravaging Inferno Ravaging Inferno
  • Ranged spell attack: range 18 m, AoE 4 m
  • Hit: 20d6 Fire damage (Dexterity save to halve)
  • Target: creates Hellfire Surface, 1 turn
  • Cost: 1 Action & 2 Soul Charges
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Raphael spends 2 Soul Charges to hurl an exploding ball of Roiling Hellfire Roiling Hellfire that damages all nearby creatures and objects. Raphael must be in ascended fiend form to use this spell.

Creates a Roiling Hellfire surface for one turn. Hellfire ignores Resistance and Immunity to Fire damage.

Claws Claws
  • Melee attack: +9 to hit, 1.5 m (5 ft) range, 1 target
  • Hit: 3d6 Slashing damage
  • Cost: 1 Action
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Claws is a melee attack which dealing 3d6 + 5 Slashing damage. Raphael may use this as a Reaction to someone moving out of melee range.

Punish Divinity

Punish Divinity Punish Divinity
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While Raphael has the condition Punish Divinity Punish Divinity, he may use Punish Divinity as a reaction, to attempt to Infernal Stun a creature who attacks him with Radiant damage.

Soul Drain Soul Drain
  • Ranged spell attack: range 18 m (60 ft)
  • Hit: 12d6 Necrotic damage
  • Cost: 1 Reaction
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While a creature has the condition Infernal Stun, Raphael may deal 12d6 Necrotic damage and restore his hit points by half the damage dealt.

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.

Beguiling Rebuke Beguiling Rebuke
  • Action: range 18 m, AoE attacker
  • Effect: inflict Beguiled (Condition), 2 turns (Wisdom save to avoid)
  • Cost: Legendary Action
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While in his cambion form, Raphael can react to being attacked with Beguiling Rebuke. This attack Beguiles Beguiles an attacker and its nearby allies. Creatures charmed in this way cannot target Raphael.

Raphael can use this legendary reaction to cast this as many times per round as there are remaining Soul Pillars.

Soul Ascension Soul Ascension
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While Raphael is in his Fiendish Ascension form, he can spend a legendary action after he or one of his allies are attacked, to cast Soul Ascension on the attacker. Raphael creates a column of writhing souls that transforms allied cambions into Hellfire Cambions and deals 6d10 Necrotic damage to any non-fiend caught inside.

Cambions ascended by this cascade deal Hellfire damage, which ignores Resistance and Immunity to Fire damage.

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 score.
  • 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 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 / 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 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.