User:T-Furan/Sandbox: Difference between revisions

Jump to navigation Jump to search
Remove uses of Template:H3 (automated edits)
(Remove uses of Template:H3 (automated edits))
 
(44 intermediate revisions by one other user not shown)
Line 1: Line 1:
__NOTOC__
__NOTOC__
Spells and cantrips using [[attack rolls]].
Spells and cantrips using [[attack rolls]].


Line 60: Line 59:
* None
* None


== Theme test ==
=== Item/Variant spells ===
{{Spell table
|where=spell_level="0" AND classes HOLDS NOT "Wizard" AND classes HOLDS NOT "Sorcerer" AND classes HOLDS NOT "Cleric" AND classes HOLDS NOT "Bard" AND classes HOLDS NOT "Ranger" AND classes HOLDS NOT "Druid" AND classes HOLDS NOT "Paladin" AND classes HOLDS NOT "Warlock" AND (is_npc = false OR is_npc IS NULL)
}}
{| class="wikitable nomobile" style="width: 100%;"
|-
! colspan="4" | The Paladin Class Progression
! colspan="3" | [[Spells#Spell Slots|Spell Slots]] per [[Spells#Spell Level|Spell Level]]
|-
! style="width: 6%;" | Level
! style="width: 8%;" | [[Proficiency Bonus]]
! Features
! style="width: 14%;" | {{R|layonh|forceplural=yes}}
! 1st
! 2nd
! 3rd
|-
| [[#Level 1|1st]]
| rowspan="4" style="text-align: center;" | +2
| {{SAI|Divine Sense}}, {{SAI|Lay on Hands}}, {{R|chaoat|icononly=yes}} [[#Level_1|Channel Oath]], {{Icon|Paladin Class Icon.png|24|link=#Level 1}} [[#Level 1|Choose a subclass]]
| rowspan="3" style="text-align: center;" | 3
| -
| -
| -
|-
| [[#Level 2|2nd]]
| {{Icon|Duelling_Icon.webp|24|link=Fighting Style}} [[Fighting Style]], {{Icon|Paladin Class Icon.png|24|link=#Level 2}} [[#Spellcasting|Spellcasting]], {{SAI|Divine Smite}}
| 2
| -
| -
|-
| [[#Level 3|3rd]]
| {{Icon|Paladin Class Icon.png|24|link=Divine Health}} [[Divine Health]], {{Icon|Paladin Class Icon.png|24|link=#Level 7}} [[#Level 7|Subclass Feature]]
| 3
| -
| -
|-
| [[#Level 4|4th]]
| {{SAI|Feats|Feat}}
| rowspan="6" style="text-align: center;" | 4
| 3
| -
| -
|-
| [[#Level 5|5th]]
| rowspan="4" style="text-align: center;" | +3
| {{SAI|Extra Attack}}
| 4
| 2
| -
|-
| [[#Level 6|6th]]
| {{SAI|Aura of Protection}}
| 4
| 2
| -
|-
| [[#Level 7|7th]]
| {{Icon|Paladin Class Icon.png|24|link=#Level 7}} [[#Level 7|Subclass Feature]]
| 4
| 3
| -
|-
| [[#Level 8|8th]]
| {{SAI|Feats|Feat}}
| 4
| 3
| -
|-
| [[#Level 9|9th]]
| rowspan="4" style="text-align: center;" | +4
| -
| 4
| 3
| 2
|-
| [[#Level 10|10th]]
| {{SAI|Aura of Courage}}
| rowspan="3" style="text-align: center;" | 5
| 4
| 3
| 2
|-
| [[#Level 11|11th]]
| {{SAI|Improved Divine Smite}}
| 4
| 3
| 3
|-
| [[#Level 12|12th]]
| {{SAI|Feats|Feat}}
| 4
| 3
| 3
|}
== Class information ==


[[File:Default Bard Armor.png|250px|right|Bard's default armour]]
; Hit points
: At level 1: {{InfoBlob|8 + {{Ability|Constitution}} modifier}}
: On level up: {{InfoBlob|5 + {{Ability|Constitution}} modifier}}
; Key Ability Scores
: {{Ability|Charisma}} for improved spell's [[Difficulty Class|DC]] and [[Attack Roll|Attack Rolls]] with spells.
: {{Ability|Constitution}} for more Hit Points and better {{Concentration}} checks.
: {{Ability|Dexterity}} for higher [[Initiative]] and [[Armour Class]].
; Saving Throw proficiencies
: {{Ability|Dexterity}}, {{Ability|Charisma}}
; Equipment proficiencies
: {{SimpleWeaponsProf}}, {{WeaponType|Hand Crossbows}}, {{WeaponType|Rapiers}}, {{WeaponType|Longswords}}, {{WeaponType|Shortswords}}
: {{LightArmour}}
; Skills with proficiency (Choose 3)
: {{Skill|History}}, {{Skill|Insight}}, {{Skill|Medicine}}, {{Skill|Persuasion}}, {{Skill|Religion}}, {{Skill|Deception}}, {{Skill|Intimidation}}, {{Skill|Performance}}, {{Skill|Acrobatics}}, {{Skill|Sleight of Hand}}, {{Skill|Stealth}}, {{Skill|Animal Handling}}, {{Skill|Arcana}}, {{Skill|Investigation}}, {{Skill|Athletics}}, {{Skill|Nature}}, {{Skill|Perception}}, {{Skill|Survival}}
: You receive a bonus to every [[Character Creation#Skills|Skill]] that you are [[Proficiency|Proficient]] in. At [[#Level 1|Level 1]] the [[Proficiency Bonus]] is +2.


== Infoboxers test ==
=== [[Spells|Spellcasting]] ===
{{Infobox statistics
{{Hatnote|For a list of spells available to the Bard, see: [[Bard/Spells]].}}
| name = Raphael
 
| bodyclass =  
; Spellcasting Ability
| image = Raphael Model Demonic.png
: {{Ability|Charisma}}
| imagesize = 0.6
; [[Spells#Known_spells|Known spells]]
| str = 18
: Bard Spells are Always Prepared. In exchange, Bards know fewer Spells at low levels.
| dex = 16
 
| con = 17
== Gameplay ==
| int = 14
{{infobox statistics
| wis = 16
| bodystyle = nowrap
| cha = 19
| class = [[Rogue]]
| str_save_proficiency = y
| level = 1
| con_save_proficiency = y
| race = [[High elf]]
| int_save_proficiency = y
| name = Astarion
| cha_save_proficiency = y
| weight_kg = 75
| level = 12 <!--;16{{honour}}-->
| weight_lb = 150
| race = Fiend
| movement_speed_meters = 9
| type = Fiend
| movement_speed_feet = 30
| hit_points = 666
| str         = 8
| armour_class = 21
| dex         = 17
| size = Medium
| con         = 14
| weight_kg = 80
| int         = 13
| weight_lb = 160
| wis       = 13
| initiative = +3{{note|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.|name=RaphaelInit}}
| cha         = 10
| resistant1 = Piercing
| dex_save_proficiency = yes
| resistant2 = Bludgeoning
| int_save_proficiency = yes
| resistant3 = Slashing
| feature1_name = Fey Ancestry
| resistant4 = Cold
| feature1_description = Immunity to sleep and advantage on saves against Charmed.
| resistant5 = Poison
| feature2_name = Darkvision
| resistant6 = Lightning
| feature2_description = Can attack creatures in the dark without disadvantage, up to a range of 12 m (40 ft).
| immune1 = Fire
| action1_name = Vampire Bite
| action1 = Action: Target 1 creature, range 1.5 m / 5 ft. Target takes 2d4 {{damage color|Piercing}} damage. If target is Humanoid, they gain [[Bloodless]] and Astarion gains [[Happy (Condition)|Happy]].}}
 
Astarion's default class is rogue. He can cast the [[Fire Bolt]] cantrip as a high elf, and as a vampire spawn he has access to a unique [[Vampire Bite]], however this action does not appear until after the party finds out about his vampirism.
 
=== Proficiencies ===
{{hlist|
; Equipment
* {{SimpleWeaponsProf}}
* {{WeaponType|Hand Crossbows}}
* {{WeaponType|Longswords}}
* {{WeaponType|Rapiers}}
* {{WeaponType|Shortswords}}
* {{WeaponType|Longbows}}
* {{LightArmour}}}}
{{hlist|
; Saves
* [[Dexterity]]
* [[Intelligence]]}}
{{hlist|
; Skills
* [[Acrobatics]]
* [[Deception]]
* [[Perception]]
* [[Performance]]
* [[Persuasion]]
* [[Sleight of Hand]] (x2)
* [[Stealth]] (x2)}}
 
=== Unlockable actions ===
The following actions are unlockable through certain decisions in Astarion's companion quest:
{{hlist|
* {{SAI|Ascendant Bite}}
* {{SAI|Misty Escape (Vampire Ascendant)|Misty Escape}}}}
 
== History ==
Astarion was a young magistrate in [[Baldur's Gate]], until one day he was assaulted and almost killed by a gang of [[Gur|Gurs]]. The vampire lord, [[Cazador Szarr]], who had taken interest in him, approached Astarion and turned him into one of his slaves – a vampire spawn.
 
After being turned, Astarion and his vampire spawn siblings lived at the [[Szarr Palace]] in the city. Cazador held complete control over his spawn, able to "puppet" their bodies and bend them to his will. He used this power to torment Astarion, torturing him physically and emotionally for centuries. At his command, Astarion was himself seducing the nobility of Baldur's Gate, luring young aristocrats back to be fed on by his master.
 
Unbeknownst to Astarion, Cazador had secretly made a deal with the archdevil [[Mephistopheles]] to invoke the Rite of Profane Ascension. Szarr was to siphon the life force of seven thousand souls, Astarion's included, to become a vampire ascendant.
 
Before the vampire lord's plans could come to fruition, Astarion was kidnapped and infected with a special illithid tadpole. And so, Astarion's journey to freedom from his master could begin...
 
==Objectives==
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Find a way into Waukeen's Rest.</div>
<div class="mw-collapsible-content">
* We approached a burning inn called Waukeen's Rest. Flaming Fists are trying to break down the door - a Grand Duke of Baldur's Gate is trapped inside.
* We couldn't get through the door. There must be another way in.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Search for survivors.</div>
<div class="mw-collapsible-content">
* We managed to get inside. We need to find the Grand Duke and fast.
* We found a survivor trapped behind a locked door.
* A man is stuck under some rubble. He's not the Grand Duke, but he still needs help.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Speak with Counsellor Florrick.</div>
<div class="mw-collapsible-content">
* The woman we rescued survived. Maybe she saw the Grand Duke?
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Search for Grand Duke Ravengard.</div>
<div class="mw-collapsible-content">
* We learned that the Grand Duke of Baldur's Gate was kidnapped.
* We learned that the Grand Duke was captured by drow and taken westwards.
* We agreed to look for the Grand Duke. We should investigate the area.
* Moonrise Towers is a popular location - at least for the cult of the Absolute. Perhaps the Grand Duke was taken there too.
* We agreed to look for the Grand Duke. We should head to Moonrise Towers.
* We learned nothing from the woman we rescued. Someone else must know what happened to the Grand Duke.
* We refused to help Counsellor Florrick. But we should keep an eye out for the Grand Duke - he'd make a powerful ally.
* We didn't find the Grand Duke or anyone who'd seen him. We should still keep an eye out, though - he'd make a powerful ally.
* We met Counsellor Florrick at Last Light Inn. She urged us to search for Grand Duke Ravengard. She believes he is being held in Moonrise Towers.
* We finally reached Moonrise Towers. Grand Duke Ravengard must be here somewhere.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Pursue Ravengard's captors to Baldur's Gate.</div>
<div class="mw-collapsible-content">
* Grand Duke Ravengard was infected with an illithid tadpole, and taken to Baldur's Gate.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Search for Grand Duke Ravengard.</div>
<div class="mw-collapsible-content">
* We finally found Grand Duke Ravengard - standing by Gortash's side as he crowned Gortash the new Archduke. He disappeared after the ceremony.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Talk to Mizora.</div>
<div class="mw-collapsible-content">
* Grand Duke Ravengard is dead. Wyll's patron, Mizora, awaits us in camp. Perhaps she can help.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Rest at camp.</div>
<div class="mw-collapsible-content">
* Mizora asked us to meet her in camp. She has an important proposal to make regarding Wyll's father, Grand Duke Ravengard.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Search for Grand Duke Ravengard.</div>
<div class="mw-collapsible-content">
* Wyll severed his pact with Mizora, even after she hinted that she could help locate and rescue Grand Duke Ravengard. It would seem the duke is as good as dead, but perhaps we might still find and save him.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Find the secret command centre.</div>
<div class="mw-collapsible-content">
* Wyll made a pact with Mizora and the archdevil Zariel in exchange for information about Grand Duke Ravengard's whereabouts. He is being held prisoner at Gortash's secret command centre.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Search for Grand Duke Ravengard.</div>
<div class="mw-collapsible-content">
* We reached Gortash's underwater command centre, also known as the Iron Throne. We need to find Grand Duke Ravengard.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Lead Grand Duke Ravengard to safety.</div>
<div class="mw-collapsible-content">
* We found Grand Duke Ravengard. We need to lead him to safety.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Speak to Grand Duke Ravengard.</div>
<div class="mw-collapsible-content">
* Grand Duke Ravengard is safe at last. We should speak to him at our camp.
* In exchange for an eternal pact with Wyll, Mizora resurrected Grand Duke Ravengard. We should speak with him.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
* Grand Duke Ravengard is dead.
* Grand Duke Ravengard is safe, and grateful for our help.
* Grand Duke Ravengard has been brought back from the dead and is free from the Absolute's influence, thanks to the Emperor. He will make a formidable ally when the time comes to face the elder brain.
* Wyll broke his pact with Mizora, even after she offered to resurrect his father. Grand Duke Ulder Ravengard is no more.
</div></div>
 
==Walkthrough==
=== Waukeen's Rest ===
{{Coords|-65|609|Waukeen's Rest}} is an inn located on the Risen Road. As the party approaches, they smell smoke and hear shouting.
 
{{strong|Caution:}} If you long rest or fast travel (including to [[camp]]) after approaching Waukeen's Rest, the building will finish burning down. Florrick and Benryn {{em|will}} die if they have not been rescued.
 
Move to the front entrance to find a group of [[Flaming Fist]]s trying to bust down the door. Gauntlet [[Yeva]] explains that [[Ulder Ravengard|Grand Duke Ravengard]] could be in there.
 
* If [[Wyll]] is in the party, he can be asked to break open the door, which he does with ease.
* What happened to this place?
* Grand Duke Ravengard?
* {{SkillCheck|Strength|10}} to push against the wreckage.
 
If the first two options are chosen, Yeva explains that the inn was raided by drow and goblins. Grand Duke Ravengard was lost during the raid.
 
[[File:Florrick Waukeen Quest.jpg|thumb|Florrick thanks the party for rescuing her from the burning inn.]]
A successful Strength check smashes the door open and the Fists rush inside. Go straight into the room to find a set of stairs - climb it to find the two remaining survivors - [[Counsellor Florrick]] and [[Benryn]]. Attempting to rescue Benryn starts [[Rescue the Trapped Man]].
 
Florrick is in the northern room {{Coords|-57|618}}, which the Fists swarm as they enter the building. Attack the broken door and she is freed, then she runs out of the inn with the Fists in tow. Outside, she will request that you help rescue the Duke, then leave to organize her own efforts. Before she leaves, however, she gives you a choice from three rewards:
 
*{{MdRarityItem|The Sparky Points}}
*{{MdRarityItem|The Joltshooter}}
*{{MdRarityItem|The Spellsparkler}}
 
After learning of the Duke's kidnapping, it is also revealed that Ravengard is [[Wyll]]'s father. This starts part of Wyll's companion quest, [[The Grand Duke]].
 
At the [[Goblin Camp]], the party can learn slightly more. If the party does a toast after poisoning the booze tub {{Coords|-99|442}}. As part of the toast, [[Warlock Gurk]] says "To tha' duke's face when we gave 'im to the drow!"
 
=== Last Light Inn ===
During [[Act Two]], the party encounters Counsellor Florrick at the [[Last Light Inn]] with an entourage of Flaming Fists. She asks if the party have made any inroads with Moonrise Towers.Regardless of the response, she implores the party to keep looking. Florrick, however, has to depart for Baldur's Gate to seek reinforcements.
 
=== Moonrise Towers ===
[[File:Ravengard Tadpole Quest.jpg|thumb|Duke Ravengard is infected by the Chosen Three.]]
In [[Moonrise Towers Prison]], the party can ask the [[The Warden|Warden]] if she's seen the Duke. However, she simply responds that he sounds important and that she only deals with the dregs down in the prison. The party can also interrogate the corpse of a dead goblin scout, [[Sharp-Eye Lora]], who reveals that she took prisoners to the Towers including a duke.
 
The Duke can only be found near the end of Act Two, during [[Defeat Ketheric Thorm]]. In the [[Mind Flayer Colony]], as the party chases after [[Ketheric Thorm]], they encounter the Chosen Three - Thorm, [[Orin the Red]], and [[Enver Gortash]]. In addition, they have an unexpected guest - Ulder Ravengard. The party watches in the shadows as the trio infect Ravengard with a mind flayer tadpole and then whisk him away to Baldur's Gate.
{{clear}}
 
{{ConditionPage
| effects =
*Target gains +2 to {{ArmourClass}} and {{Advantage}} on [[Dexterity]] {{SavingThrow}}s.
*Target's [[Movement Speed]] is doubled.
*Target gains an additional {{action}}.
*When the condition ends, target becomes {{Cond|Lethargic}} and is unable to move or take [[Action|Actions]] for 1 turn.
}}
}}


{{Infobox statistics
== Notes ==
| mode = Ascended differences
* The similar condition {{cond|Haste Spores}} is granted by {{MdItemIcon|Haste Spore Grenade}}
| image = Raphael Ascended Fiend Model.png
**The similar condition {{cond|Celestial Haste}} is granted by {{RarityItem|Gontr Mael}}'s spell [[Celestial Haste]].
| level = 12
:{{RarityItem|Darkfire Shortbow}} is an indirect source of this condition
| str = 20
 
| dex = 16
==Gallery==
| con = 17
<gallery heights="200px" mode="packed">
| int = 14
File:Astarion_Default.webp|Appearance in the character creator.
| wis = 16
File:Edward-vanderghote-astarion-portrait.png|Portrait by Edward Vanderghote.
| cha = 19
File:Astarion Model.webp|Base model.
| str_save_proficiency = y
Astarion Model Ascended.png|Ascended Model.
| con_save_proficiency = y
Astarion Model EA.png|Early Access model.
| int_save_proficiency = y
File:Astarion-beta.png|Appearance pre-release.
| cha_save_proficiency = y
</gallery>
| initiative = +7
 
=== [[Forest]] ===
{| class="wikitable" style="width:100%;text-align: left;"
! width =|Item name
! width =|Item effect
! width =|Item source
! width =|Location
|-
! scope="row"| {{MdRarityItem|Fleetfingers}}
|
*On {{sai|Dash}} or similar action, use {{sai|Jump (Bonus Action)|Jump}} for free once per turn
| Wooden chest buried in the ground under the tree
|style="text-align: center;"| {{Coords|77|347}}
|-
! scope="row"| {{MdRarityItem|Moondrop Pendant}}
|
*When at 50% or less [[hit points]], you don't trigger enemy {{sai|Opportunity Attack|Opportunity Attacks}}
| Magically locked{{ref|name=note5}} gilded chest near the statue of Selûne inside the cave
|style="text-align: center;"| [[Owlbear Nest]] {{Coords|-321|-135}}
|-
! scope="row"| {{MdRarityItem|Vision of the Absolute}}
|
*On a hit with this spear, the target must succeed [[DC]] 11 [[Dexterity]] [[saving throw|save]] or get {{cond|Blinded}} for 2 turns
*Deal additional {{DamageColor|Physical|2d6 Piercing}} damage with this weapon against creatures with 4+ eyes
| Crafted by combining [[Shaft of a Broken Spear]] and [[Head of a Broken Spear]]
|style="text-align: center;"| [[Owlbear Nest]] {{Coords|-351|-116}}
|-
! scope="row"| {{MdRarityItem|The Oak Father's Embrace}}
|
*When you are hit by [[Undead]], they receive {{DamageColor|Radiant|1d6 Radiant}} damage. When you are hit by [[Beast|Beasts]], you suffer {{DamageColor|Radiant|1d6 Radiant}} damage
| On a skeleton near the owlbear's nest with the egg
|style="text-align: center;"| [[Owlbear Nest]] {{Coords|-354|-111}}
|-
|}
<references>
{{ref|A [[Selûnite Prayer Sheet|note]] hidden behind the statue should be read next to the chest to unlock it. Selûne-devoted [[Cleric|clerics]] can open the chest without the note.|name=note5}}
</references>
 
== [[Wyrm's Crossing]] ==
[[File:Wyrm's Crossing Side.jpg|400px|right]]
[[File:Wyrm's Crossing Side Alt.jpg|400px|right]]
{{Relative location
|region = Baldur's Gate
|location = {{PAGENAME}}
|south    = Rivington
|north    = Wyrm's Rock Fortress
|west    =
|east    =
|float = right
}}
}}
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 Cambion]]s. His arena also has four [[Pillar of Souls|Soul Pilllars]], which Raphael uses to regain health and cast powerful spells.
'''Wyrm's Crossing''' is a [[location]] within the city of [[Baldur's Gate]] in [[Act Three]] of [[Baldur's Gate 3]]. It sits between [[Rivington]] and the [[Wyrm's Rock Fortress]], and must be crossed to enter the [[Lower City]].
 
== Overview ==
===Waypoints===
This location contains the following {{SmIconLink|Waypoint Map Icon.png|Waypoint}}:
* South Span of Wyrm's Crossing {{Coords| 15 | 74}}
 
===Adjacent locations===
* [[South Span Checkpoint]] and [[Rivington]]
* [[Wyrm's Rock Fortress]] and [[Wyrm's Rock Prison]]
 
===Locations===
====[[Carm's Garm]]====
A [[Camp Clothing|camp clothing]] and [[dye]] store owned by [[Carmen Pennygood]], in the north eastern corner of the crossing.
 
====[[Danthelon's Dancing Axe]]====
A weapons and armour store owned by [[Entharl Danthelon]], also serving as a [[Harper]] safehouse. In the north western corner of the crossing.


== Encounter ==
==== [[Fraygo's Flophouse]]====
{{CharacterInfo2
A boarding house found in the south western corner of the crossing. This location is involved in [[Astarion]]'s personal quest, [[The Pale Elf]], as well as the quests [[Find the 'Stern Librarian' Ffion]] and [[Solve the Open Hand Temple Murders]].
|name = Pillar of Souls
|file = Pillar of Souls .png
|file-px = 200
|HP = 99
|piercing = double
|bludgeoning = Vulnerable
|necrotic = immune
|fire = immune
|psychic = immune
|poison = immune
|force = Vulnerable
}}
Raphael can be fought in the [[House of Hope]]s foyer. He is joined by [[Yurgir]], [[Korilla]] and six [[Vengeful Cambion]]s.


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 {{Ability check|Persuasion|30}}.
==== [[Sharess' Caress]]====
A pleasure house run by [[Mamzell Amira]], found in the south eastern corner of the crossing.


=== Phase one ===
[[Raphael]] and [[Kith'rak Voss]] may also be found arguing in the [[Devil's Den]] located upstars.
This room has four soul pillars which Raphael will use during combat. {{em|Each}} soul pillar gives Raphael:
* An additional {{DamageText|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]]'')
* {{DamageText|3d6|Healing}} when he uses his {{SAI|Consume Souls}} ability.


====[[The Velveteen Elixir]]====
An alchemy and potions shop run by [[Stylin' Horst]], located above [[Danthelon's Dancing Axe]] in the north western corner of the crossing.


Raphael's [[# Fiendish Ascension|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.  
==== Bridge to Wyrm's Rock Fortress ====
The bridge to [[Wyrm's Rock Fortress]] is guarded by Flaming Fist and Steel Watchers. Successfully bluffing your way past grants the [[Inspiration|Inspirational Event]] '''Rock-Solid Alibi''' ([[Charlatan]] background).


==Related quests==
* [[Aid the Underduke]]
* [[Deal with the Devil]]
* [[Deal with the Gnomes]]
* [[Find the 'Stern Librarian' Ffion]]
* [[Free Orpheus]]
* [[Get Orin's Netherstone]]
* [[Help Kith'rak Voss]]
* [[Investigate Cazador's Palace]]
* [[Solve the Open Hand Temple Murders]]
* [[The Githyanki Warrior]]
* [[The High Harper]]
* [[The Pale Elf]]


Raphael also has the ability to sever souls. If a character reaches 0 HP while in battle, they will receive the condition [[Severed Soul (Condition)|Severed Soul]], having disadvantage on attack rolls and all ability checks. This debuff will be removed after Raphael is defeated.
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:


=== Phase two ===
[[Entharl Danthelon]] sells:
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|Ravaging Inferno]], costing 2 soul charges and dealing 20d6 Hellfire damage in a {{AOE|radius|m=4|ft=}}.
* {{RarityItem|Gauntlets of the Warmaster}}
* {{RarityItem|Horns of the Berserker}}
* {{RarityItem|Blightbringer}}
* {{RarityItem|Snow-Dusted Monastery Gloves}}
* {{RarityItem|Cloak of Displacement}}
* {{RarityItem|Garb of the Land and Sky}}
* {{RarityItem|Harmonic Dueller}}


He will also now be able to use his [[# Multiattack|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.
== Racial features ==
* {{SmallIcon|Creature Speed Icon.png}} Base Racial Speed: You can move {{InfoBlob|9 m / 30 ft}} per turn.
* {{SAI|Elven Weapon Training|w=40}}: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in the following:
** [[Proficiency#Weapon Proficiency|Weapon Proficiency]]: {{WeaponType|Longswords}}, {{WeaponType|Shortswords}}, {{WeaponType|Longbows}}, {{WeaponType|Shortbows}}
* {{SAI|Darkvision_(Passive_Feature)|Darkvision|w=40}}
* {{SAI|Fey Ancestry|w=40}}: You have {{Advantage}} on {{SavingThrow}}s against being [[Charmed (Condition)|Charmed]], and magic can't put you to [[Sleeping (Condition)|Sleep]].
* [[Keen Senses]]: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in the [[Perception]] skill.


== Tactics ==
=== High elf ===
=== Pre-combat ===
[[File:High Elf Default Portrait.png|350px|thumb|right|Default High Elf appearances]]
* 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 {{SAI|Heroes' Feast}} or {{SAI|Freedom of Movement}} (they are not considered a true [[long rest]], so conditions that are removed upon a long rest will remain).
{{Q|Heirs of the mystical [https://forgottenrealms.fandom.com/wiki/Feywild Feywild], high elves value magic in all its forms, and even those who do not study spellcraft can manipulate the [https://forgottenrealms.fandom.com/wiki/Weave Weave].|High Elves' description.}}
* Placing [[Smokepowder Barrel]]s or [[Runepowder Barrel]]s around each pillar before beginning the fight can help you easily remove Soul Pillars and deal damage during combat.
 
==== Subrace features ====
* Cantrip: Choose 1 [[Spells#Cantrips|Cantrip]] from the [[Wizard]] spell list. Note that this means these cantrips use [[Intelligence]] as a casting stat.
{{div col | style = column-width: 15em; list-style-type: none;}}
* {{SAI|Acid Splash}}
* {{SAI|Blade Ward}}
* {{SAI|Bone Chill}}
* {{SAI|Dancing Lights}}
* {{SAI|Fire Bolt}}
* {{SAI|Friends}}
* {{SAI|Light}}
* {{SAI|Mage Hand}}
* {{SAI|Minor Illusion}}
* {{SAI|Poison Spray}}
* {{SAI|Ray of Frost}}
* {{SAI|Shocking Grasp}}
* {{SAI|True Strike}}
{{div col end}}


=== 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 {{DamageType|Bludgeoning}} and {{DamageType|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 {{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.
* 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.
*{{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 Critial Hits.
{{clear}}
{{clear}}


== Attacks and abilities ==
=== Wood elf ===
{{Infobox statistics
[[File:Wood Elf Default Portrait.png|350px|thumb|right|Default Wood Elf appearances]]
|bodyclass = nowrap
{{Q|Wood elves spend their reclusive lives in [[Faerûn|Faerûn's]] forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness.|Wood Elves' description.}}
|bodystyle = float: none;
 
| mode = Fiend form
==== Subrace features ====
| initiative =
* {{SmallIcon|Creature Speed Icon.png}} [[Fleet of Foot]]: Your [[Movement Speed]] is increased by {{InfoBlob|1.5 m / 5 ft}}.
| condition1_name = Soul Pillar Proximity
* [[Mask of the Wild]]: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in [[Stealth]].
| condition1_description = For every remaining Soul Pillar, Raphael gains additional fire damage and bonus to Dexterity.
{{clear}}
| feature1_name = Darkvision
 
| feature1_description = Can attack creatures in the dark without disadvantage, up to a range of 12 m (40 ft).
== External links ==
| feature2_name = Devil's Sight
* {{FRWiki|Elf|long}}
| feature2_description = Can see normally in magical and natural darkness.
* {{FRWiki|Feywild|long}}
| feature3_name = Fiendish Blessing
* {{FRWiki|Weave|long}}
| feature3_description = Grants +2 to armour class.
 
| feature4_name = Inevitable Resolve
{{NavGameplay}}
| feature4_description = Cannot be controlled or incapacitated.
 
| feature5_name = Infernal Retribution
== Overview ==
| feature5_description = Burns an opponent who tries to make a saving throw against Raphael.
The six abilities each represent an aspect of a creature's capabilities:
| feature6_name = Magic Resistance
* [[Strength]] (STR), physical power and might
| feature6_description = Gives advantage on saving throws against magical effects.
* [[Dexterity]] (DEX), agility, coordination and balance
| feature7_name = Opportunity Attack
* [[Constitution]] (CON), health and endurance
| feature7_description = React by attacking a creature moving out of range.
* [[Intelligence]] (INT), rational reasoning and memory
| feature8_name = Soul Pillar Proximity
* [[Wisdom]] (WIS), awareness and insight
| feature8_description = Gives Raphael bonuses for remaining pillars.
* [[Charisma]] (CHA), influence and force of character
| feature9_name = Soul Reaper
 
| feature9_description = Sever the soul of a creature who is downed by Raphael.
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
| feature10_name = Legendary Action: Beguiling Rebuke
 
| feature10_description = Use a legendary action to Beguile an attacker.
=== Ability score modifiers ===
| feature10_mode = Honour
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.
| action1_name = Igniting Spark
 
| action1 = {{ublist|
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.
* '''Ranged attack''': +8 to hit, 18 m range, 1 target
 
* '''Hit''': {{damage color|Fire|4d6 Fire}} damage
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}
* '''Target''': Creates [[Hellfire Surface]], 1 turn
 
* '''Cost''': 1 Action or 1 Bonus Action & 1 Soul Charge}}
{{AbilityScoreModifierTable}}
| action1_class =  
 
| action2_name = Incinerate
==Ability checks==
| action2 = {{ublist|
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SAI, InfoBlob, note, cond}}
* '''Spell''': AoE
 
* '''Hit''': {{damage color|Fire|8d8 Fire}} damage
== Footnotes ==
* '''Save''': Dexterity (DC 15) halves damage
{{notelist}}
* '''Cost''': 1 Action & 2 Soul Charges}}
 
| action2_class =  
== Penalty to saving throws ==
| action3_name = Diabolic Chains
=== Class features ===
| action3 = {{ublist|
*{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves
* '''Ranged spell attack''': range 18 m, 3 rays
*{{sai|Wolf Companion}} - Target of {{sai|Infectious Bite (Wolf Companion)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
* '''Hit''': {{damage color|Fire|6d6 Fire}} damage per ray
=== Spells ===
* '''Target''': creates [[Hellfire Surface]], 1 turn
*{{sai|Find Familiar: Rat}} - Target of {{sai|Infectious Bite (Rat)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
* '''Cost''': 1 Action & 2 Soul Charges}}
=== Items ===
| action3_class =  
*{{MdRarityItem|Seemingly Gleaming Ring}} - Wisdom saves -1
| action4_name = Consume Souls
*{{MdRarityItem|Gloves of Baneful Striking}} - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns
| action4 = {{ublist|
*{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Shriek]] incurs a 1d4 penalty to Charisma, Wisdom, and Intelligence saves of all enemies within 6 m / 20 ft radius, for 5 turns ({{recharge|short rest}})
* '''Action''': range 30 m
=== Conditions ===
* '''Effect''': {{damage text|3d6|Healing}} 3d6 hp per soul pillar
*{{cond|Bloodless}} - Saves -1
* '''Effect''': restore {{cond|Punish Divinity|w=20px}}
*{{cond|Bane}} - Target suffers a 1d4 penalty to saves
* '''Cost''': Bonus Action }}
*{{cond|Slowed}} - Target suffers a -2 penalty to Dexterity saves
| action4_class =  
*{{cond|Reverberation}} - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
| action5_effect = {{cond|Roiling Hellfire}}
*{{cond|Mental Fatigue}} - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition
| action5 = {{ublist|
 
* '''Hellfire surface''': AoE 1m
== Proficiency in saving throws ==
* '''Effect''': {{damage color|Fire|6d6 Fire}} damage per turn}}
=== Class features ===
| action5_class =
*{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves
| action6_name = Beguiling Rebuke
<!--===Spells===-->
| action6 = {{ublist|
=== Items ===
* '''Action''': range 18 m, AoE attacker
*{{MdRarityItem|Helmet of Autonomy}} - Proficiency in Wisdom saves
* '''Effect''': inflict [[Beguiled]], 2 turns
*{{MdRarityItem|Elixir of Dwarven Resilience}} - Proficiency in saves until making three successful saves or until a [[long rest]], upon consumption
* '''Beguile''': target cannot target Raphael
<!--===Conditions===-->
* '''Save''': Wisdom to avoid
== d20 rolls ==
* '''Cost''': Legendary Action}}
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.
| action6_class =
 
| action6_mode = Honour
These attempts are categorised either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:
 
<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center>
 
; Attack rolls : When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a warlock's [[Eldritch Blast]] – require the caster to make spell attacks.
; Saving throws : Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
 
A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.
 
The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.
 
=== Natural 1s and 20s ===
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.
 
Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.
 
=== Advantage and disadvantage ===
[[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]]
[[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]]
A [[List of sources of advantage|number of situations and conditions]] give creatures advantage or disadvantage on d20 rolls. A creatur that makes a roll with advantage rolls two d20 dice separately, and use the higher of the two results. If they instead have disadvantage, they choose the lower of the two.
 
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.
== List of all feats ==
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Ability Improvement
| description =
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
}}
{{table feat
| name = Actor
| feature1 = Actor
| description1 =
* Your {{Ability|Charisma}} increases by 1, to a maximum of 20, and you gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
| rows = 2
}}
}}
{{Infobox statistics
{{table feat
|bodyclass = nowrap
| name = Alert
|bodystyle = float: none;
| feature1 = Alert
|mode= Ascended form
| description1 =
| initiative =
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}
| condition1_name = Ascended Fiend
| rows = 2
| condition1_description = Raphael has ascended, granting him an even deadlier array of spells and abilities.
}}
| feature1_name = Multiattack: Last Resort
{{table feat
| feature1_description = Raphael can multiattack while in his ascended form and with no remaining pillars.
| name = Athlete
| feature2_name = Legendary Action: Soul Ascension
| feature1 = Athlete: Standing Up
| feature2_description = Use a legendary action to use Soul Ascension after Raphael or an ally is attacked. Replaces Beguiling Rebuke.
| description1 =
| feature2_mode = Honour
* Your {{Ability|Strength}} or {{Ability|Dexterity}} score increases by 1, to a maximum of 20.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* Your {{SAI|Jump}} distance also increases by 50%.
| rows = 2
}}
}}
{{table end}}
{{SpoilerWarning}}
{{Party interactions|image=Astarion Approval.png}}
{{CompanionTab|Astarion|nodesktop=yes}}
{{clear}}
{| class="wikitable sortable" style="text-align: center;"
|+ [[File:Ammunition Icon.png|32px|link=]] ''' List of Arrows
! style="width: 24%;" class="unsortable" |Name
! data-sort-type="number" | Rarity
! Value
! Type
! class="unsortable" |Effect
|-
| style="text-align:left;" | {{LgItemIcon|Arrow of Piercing}}
| data-sort-value="1" | Common
| 10
| Damage
| Deals weapon damage + half of that to creatures directly behind the target.
|-
| style="text-align:left;" | {{LgItemIcon|Barbed Arrow}}
| data-sort-value="1" | Common
| 10
| Damage
| Deals Weapon Damage + {{DamageText|1d4|Piercing}} when moving for 5 turns.
|-
|}
== Transcript ==
{{Dialogue start}}
'''Kith'rak Voss:''' Explain yourself, ''vin'iisk.''


== Footnotes ==
*{{dopt|''(If using {{SAI|Disguise Self}})'' '''Player:''' Honestly? I'm not really a gith.}}
{{notelist}}
**{{dact|seeabove|disguise}}
*{{dopt|'''Player:''' {{Ability check|Deception|15}} ''Play along as a gith. Say you're indeed from the creche.''}}
**{{dcond|If you pass the check}}
***'''Kith'rak Voss:''' Curious. Most coming from the creche would come across this bridge behind me. You did not...
***'''Kith'rak Voss:''' ...but I suppose you are young and untested. This world can be confounding to navigate.
***{{dact|seeabove|weapon2}}
**{{dcond|If you fail the check}}
***'''Kith'rak Voss:''' ''Lies.'' You speak like the vermin from this wretched world. What are you, a deserter?
***{{anchor|liar2}}'''Kith'rak Voss:''' No matter. Baretha! This one is no kin to us. Kill him/her/them. I will continue searching for the weapon.
***{{dact|seeabove|latefail}}
*{{dopt|'''Player:''' {{Ability check|Performance| }} ''Impersonate a fierce gith and refuse him any explanation.''}}
**{{dcond|If you pass the check}}
***'''Kith'rak Voss:''' Ha! Your tongue is sharp - good. The creche's hatchlings have not been compromised by this meek, ''wretched'' world.
***{{dact|seeabove|weapon2}}
**{{dcond|If you fail the check}}
***'''Kith'rak Voss:''' There is no conviction in your voice. What are you? A deserter? A traitor?
***{{dact|seeabove|liar2}}
*{{dopt|'''Player:''' ''Attack''.}}
**{{dact|You chose violence.|failcase}}
{{Dialogue end}}

Navigation menu