Ketheric Thorm/Combat: Difference between revisions

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→‎Stage 2: a few more details
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(→‎Stage 2: a few more details)
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===Stage 2===
===Stage 2===
====Phase 1====
====Phase 1====
The second stage of the fight begins shortly after catching up to Ketheric in the [[Mind Flayer Colony]]. A Restoration Pod that grants the benefits of a [[Long Rest]] can be found to the right of the elevator that brings you to him. This is also an excellent opportunity to prepare for the coming fight by summoning additional help. If available, a set of [[Conjure Elemental|Elementals]] can be particularly helpful in keeping the necromites and skeletal involucres under control; likewise [[Conjure Minor Elemental|Azers]]. The area also offers unlimited fodder for [[Animate Dead]].  
The next stage of the fight begins shortly after catching up to Ketheric in the [[Mind Flayer Colony]]. A Restoration Pod that grants the benefits of a [[Long Rest]] can be found to the right of the elevator that brings you to him. This is also an excellent opportunity to prepare for the coming fight by summoning additional help. If available, a set of [[Conjure Elemental|Elementals]] can be particularly helpful in keeping the necromites and skeletal involucres under control; likewise [[Conjure Minor Elemental|Azers]]. The area also offers unlimited fodder for [[Animate Dead]].  


After the cutscene regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a {{Ability Check|Persuasion|18}}. On a success, Ketheric will kill himself and the battle will skip directly to [[#Phase 2|phase two]]. Otherwise, a fight will ensue.
After the cutscene regarding Ketheric and his allies, players will enter a short conversation with Ketheric. During this dialogue, he can be talked down from fighting with a {{Ability Check|Persuasion|18}}. On a success, Ketheric will kill himself and the battle will skip directly to [[#Phase 2|phase two]]. Otherwise, a fight will ensue.
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====Phase 2====
====Phase 2====
The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the [[Apostle of Myrkul]]. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.
The last phase of the fight begins as soon as Ketheric is killed, and this time the party faces the [[Apostle of Myrkul]]. Twisted by necrotic magic, the Apostle takes up the entire space in the center of the room, summoning necromites as the fight begins.
 
During this phase, up to four additional [[Skeletal Involucre]]s will be created at random points at the edges of the battle space at the end of every turn. Since the involucres are resistant to piercing damage but vulnerable to bludgeoning damage, party members with access to highly mobile summons that have powerful melee attacks, such as [[Category:Elementals|elementals]], will find themselves in good shape on this front.


The Apostle hits hard, hits often, and has a large health pool. However, the battle is manageable provided you take care of the necromites and keep the Apostle occupied. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the {{SAI|Finger of Death}} spell. Should the necromites be dealt with (or the Apostle itself prevented from consuming them), then this spell won't be an issue.  
The Apostle hits hard, hits often, and has a large health pool. However, the battle is manageable provided you take care of the necromites and keep the Apostle occupied. The main gimmick of the fight is that the Apostle will sacrifice a necromite in order to gain the {{SAI|Finger of Death}} spell. Should the necromites be dealt with (or the Apostle itself prevented from consuming them), then this spell won't be an issue.  
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Party members having trouble hitting the Apostle can turn to area-of-effect attacks, such as spells or smokepowder bombs.  
Party members having trouble hitting the Apostle can turn to area-of-effect attacks, such as spells or smokepowder bombs.  


Despite the large size of the Apostle, it's still susceptible to most regular conditions, such as weakened or blinded, and can be made [[Wet (Condition)|wet]] using [[Create Water]]. The effect from Arrows of Ilmater that prevents healing and similar effects that prevent healing are extremely effective. Likewise, although it has a difficult-to-overcome saving throw versus many more severe conditions, casting [[Darkness]] on it will blind the Apostle thereby helping any melee fighters prevent some of the damage and combos, in particular removing its ability to opportunity strike.  
Despite the large size of the Apostle, it's still susceptible to most regular conditions, such as weakened or blinded, and can be made [[Wet (Condition)|wet]] using [[Create Water]]. The effect from Arrows of Ilmater that prevents healing and similar effects that prevent healing are extremely effective. Likewise, although it has a difficult-to-overcome saving throw versus many more severe conditions, casting {{SAI|Darkness}} on it will blind the Apostle thereby helping any melee fighters prevent some of the damage and combos, in particular removing its ability to opportunity strike.  


The Apostle's [[Reaper's Scythe]] does respectable damage and also knocks foes back, potentially off of the platform itself. Positioning all melee units with the spikes of the arena at their back will prevent them from being knocked off the platform this way. Alternatively, the Apostle can be disarmed of its scythe, removing the threat entirely.
The Apostle's [[Reaper's Scythe]] does respectable damage and also knocks foes back, potentially off of the platform itself. Positioning all melee units with the spikes of the arena at their back will prevent them from being knocked off the platform this way. Alternatively, the Apostle can be disarmed of its scythe, removing the threat entirely.

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