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Author Topic: Optimising some opposition for my Monday night group  (Read 879 times)
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Stormcrow
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« on: January 26, 2011, 01:16:43 AM »


Ok I am working on a sit down game and the last few encounters I think they survived they wiped out what i sent at them quicker then expected and i am think they may do it agene but I was hoping I could get some ideas on something extra that should challenge them , I was thinking a crew of Bounty Hunters and they are the mark

The group Players

Human  swift hunter Ranger 7  (3 scout /7 ranger) with wolf
Human  warblade 10
Human  wizard 10 (glass cannon)
Human  Psion 10 (rather balanced power choices )
Human  Artificer 10
Pixy trixie build 10(5 race/2 swordsage / Rogue(Feat Variant) 2 / Marshal 1
Human Swordsage 10

Ok i was thinking of going with the pained engagement of  am ambushed a using  a mix of drow (rangers 7 with a cleric a wizard and a warlock  and two barb Minotaur  (note the drow start of and then 7 turns later send in  the Minotaur )and if i think they take care of it to easily  I was thinking of a group of bounty hunters with no warning and idea what type of squad to send at them ? (with no warning another ambush)
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The_Mad_Linguist
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« Reply #1 on: January 26, 2011, 01:28:06 AM »

7 rounds later is probably too late; as is, if you only have a few opponents odds are that combat will be over in four rounds or so; instead, I'd have the minotaurs called in either when the drow have lost their first member or a couple of them are at half HP.  As is, they're pretty badly outnumbered (unless you were saying that there were seven rangers, not a level 7 ranger, in which case that's actually pretty cool, but you'll need to colorcode them to tell which one is which.)
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Maat_Mons
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« Reply #2 on: January 26, 2011, 01:42:31 AM »

What encounter level are you aiming for?  With seven players 10th level players, encounter level 12 should be around average difficulty.  If they've been having an easy time with that, how about 14? 
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X-Codes
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« Reply #3 on: January 26, 2011, 03:10:10 AM »

Actually, if you have enough drow then you could really fuck with the party for an extended period of time using hit-and-run tactics.  Consider using these guys for fodder:

Drow Ranger 9 (CC Feat Variant for bookkeeping)
S 13, D 19, C 10, I 10, W 8, Ch 12
Masterwork or +1 equipment
Feats: Magic in the Blood, Deceptive Illumination, Gift of the Spider Queen, Fade Into Darkness, Rapid Shot, Point Blank Shot, Manyshot, Precise Shot

Shtick: Set up blinds using Silent Images, fire a volley of arrows, and run away as soon as the party gets wise.  Gift of the Spider Queen and Fade Into Darkness are used to escape if the party gets wise a little too quickly.  When the party gets worn down, bring out some bigger guns, like this...

Drider Cleric 1/Warlock 1/Eldritch Theurge 5 (CR 14)
S 12, D 14, C 19, I 16, W 22, Ch 20
Wisdom +2 item (not included above), Lesser Extend Rod
Relevant Bits:
Chosen Gifts: Fearful Glare, Corrupting Blast
Some Feats: Magic in the Blood (obviously), Gift of the Spider Queen, anything else caster-appropraite.
Invocations: Frightful Blast, Entropic Warding, Devil's Sight, Sudden Swarm (if you see a badly-wounded drow, then feel free to pick it off with an EB to trigger this)
Spells: Long-duration buffs to use on the fodder, especially Chained Greater Magic Weapon if possible, as well as Protection from Good to stave off nasty telepathy powers.  Also anything you can get in terms of BC, but at 11th-level Cleric casting those are relatively slim-pickings.

As well as one or two customized Fire Giants for the heavy melee work.  Give them Brutal Throw, Power Throw, and Combat Brute instead of Great Cleave, Improved Overrun and Iron Will.  Let them throw a few boulders as the party approaches the final showdown before charging.
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Dictum Mortuum
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« Reply #4 on: January 26, 2011, 05:30:07 AM »

Actually, a couple of drow hexblades in that party (gift of the spider queen + magic in the blood + deceptive illumination, as x-codes suggested) can really mess it up. I'm talking about save-or-suck abilities or even that blinding flash from gift of the spider queen.
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Stormcrow
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« Reply #5 on: January 26, 2011, 01:01:20 PM »

7 rounds later is probably too late; as is, if you only have a few opponents odds are that combat will be over in four rounds or so; instead, I'd have the minotaurs called in either when the drow have lost their first member or a couple of them are at half HP.  As is, they're pretty badly outnumbered (unless you were saying that there were seven rangers, not a level 7 ranger, in which case that's actually pretty cool, but you'll need to colorcode them to tell which one is which.)

well you might be right about the time being to late but as to you qustion about the rangers it was 7 level 10 drow rangers.
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bearsarebrown
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« Reply #6 on: January 26, 2011, 01:05:49 PM »

X-Codes suggestion to use Hit and Run tactics will probably be too much. You'll be able to kill multiple players before they even touch the Drow.
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Sunic_Flames
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« Reply #7 on: January 26, 2011, 01:16:25 PM »

Do they have to be Drow and Minotaurs? Because those are both really bad races to use for credible threats.
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Absolon
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« Reply #8 on: January 26, 2011, 03:11:01 PM »

Who exactly did the party piss off?  If your choice of foe here is flexible, then consider using a Mind Flayer Sorcerer.  It can disguise itself (disguise/polymorph/whatever) and act as though he needs help or something (bluffing like mad), PCs come in and there's an ambush opportunity.  Another option is to go invisible with it and a strike team that is closing in on the PCs position.  Use a scroll of Mass Invis or something, open up with a mean Mind Blast during the surprise round, cast Dominate or some mass Save or Suck, and have the backup come in to attack or form up to protect the Sorcerer.  The Illithid has a good amount of SR for that level and with some choice spells can test the group.

The most important thing is to have more than one target but don't let there be an obvious priority target (besides perhaps my sorc idea).  Enemies can buff too, so if they have time to do so, throw some up.
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Amadi
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« Reply #9 on: January 26, 2011, 03:21:41 PM »

   GIBBERING MOUTHER
Large Aberration
Hit Dice: 12d8+72 (126)
Initiative: +1
Speed: 10ft, swim 20ft
Armor Class: 20 (+1 Dex, -1 Size, +10 Natural.)
Base Attack/Grapple: +9/+18
Attack: Bite +13 mĂȘlee (1d2+5.). Spittle +3 ranged touch (1d4 acid + Blindness.)
Full Attack: 6 bites +13 mĂȘlee (1d2+5.).
Space/Reach: 10/10
Special Attacks: Gibbering, Spittle, Improved Grab, Blood Drain, Engulf, Ground Manipulation.
Special Qualities: Amorphous, DR 5/Bludgeoning, Darkvision 60ft.
Saves: Fort +10, Ref +5, Will +9
Abilities: Str 20, Dex 12, Con 22, Int 2, Wis 12, Cha 18
Skills: Intimidate +13, Spot +8, Swim +8
Feats: Ability Focus: Spittle, Ability Focus: Gibbering, Martial Study: Shadow Jaunt, Frightful Presence, Reverbation.
Challenge Rating: 8
Alignment: True Neutral

Gibbering (Su): Free action, each round. Everyone within 60ft spread, DC 24 Will Save or confused for 1d2 rounds. (Sonic, Mind-affecting, compulsion.) Creature that saves is immune for 24h.
 Spittle (Ex): Free action, each round. Ranged touch to someone within 30ft. 1D4 damage, and target must succeed on DC 24 Fort save or be blinded for 1d4 rounds.
 Improved Grab (Ex): Start grapple as free action after hitting with a bite attack.
 Blood Drain (Ex): On successful grapple, mouth attaches to opponent. Automatically deals bite damage and drains blood, dealing 1d2+5 damage and 1 constitution damage each round. A mouth can be ripped off (Dealing 1 point of damage.) or severed with a successful sunder attempt. (2 hp.). A severed mouth continues to bite and drain blood for 1d4 rounds after such attack.
 Engulf (Ex): Can try to engulf a medium or smaller opponent grabbed by three or more mouths. Target must succeed on a DC 23 Reflex save or be engulfed. Next round, twelve bite attacks. Engulfed creature cannot attack the mouther from within. The previous mouths are now free to attack others.
 Ground Manipulation (Su): At will, standard action. Cause stone and earth in adjacent squares to become quicksand. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired. (Treat as being pinned.)
 Amorphous (Ex): Is not subject to critical hits/sneak attacks. Cannot be flanked.
 Frightful Presence (Ex): Free action, each round. Everyone within 10ft must take DC 20 Will save or become shaken, taking -2 penalty to attack rolls, saves, and skill checks for 1d6+4 rounds. On successful save, immunity for 24h.

----------

That is an advanced Gibbering Mouther I sometime whipped up to annoy my players. It is pretty dangerous. When I say that, I mean that they're probably fucked if you send a few. Then again, your party has ridiculously many players, so just send something that can actually deal damage, too. Like...

---------

   Bearded Devil Warblade (Enraged)
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful.)
Hit Dice: 8d8+1d12+63 (105 hp)
Initiative: +9
Speed: 40ft
Armor Class: 18 (+5 Dex, +7 Natural, -4 Untyped.)
Base Attack/Grapple: +8
Attack: MW Glaive +18 melee (1d10+1d6+10 and Infernal Wound.) or claw +16 melee (1d6+1d6+7.)
Full Attack:  MW Glaive +18/+13 melee (1d10+1d6+10 and Infernal Wound.) or 2 claws +16 melee (1d6+1d6+7.)
Space/Reach: 5ft/5ft (10ft with Glaive.)
Special Attacks: Infernal Wound, Beard, Battle Frenzy
Special Qualities: DR 5/silver or good, Darkvision 60ft, Immunity to Fire and Poison, Resist Cold and Acid 10, See in Darkness, SR 20, Telepathy 100ft, Battle Clarity, Weapon Aptitude, Combat Reflexes
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 24, Dex 20, Con 24, Int 6, Wis 12, Cha 8
Skills:
Feats: Improved Initiative, Power Attack, Weapon Focus (glaive), Rapid Assault, Sudden Recovery
Challenge Rating: 7
Alignment: Lawful Evil

SLA's: At will-greater teleport (Self and 50 pounds only.) CL 12
Infernal Wound (Su): Any subject wounded takes 2 additional damage each round. Does not heal naturally, resists healing spells. DC 18 heal check or cure spell stops, but cure spells and heal spells on subject must succeed on a DC 18 caster level check, or the spell has no effect.
Beard (Ex): Hits with both claws, hit with beard. 1D8+1d6+7 damage, and a DC 19 Fort save or get infected by Devil Chills. (Inc Period 1d4 days, damage 1d4 str.) Three consecutive fort saves stop it.
Battle Frenzy (Ex): 2/day, Barbarian Rage, lasts 8 rounds. Not fatiqued after. +4 Str, +4 Con, +2 Morale on Will, -2 AC. Stats above given for enraged creature.

Maneuvers (Ex):
White Raven Tactics
Leading the Attack
Steely Strike
Stances (Ex):
Punishing Stance

Rapid Assault: +1d6 damage on the first round of combat.
Sudden Recovery: Recover expended maneuver as a swift action 1/day.

----------

Yeah, two of the mouthers and four of these and you probably got yourself covered. Let them have fun with White Raven Tactics and the mouthers so they can mire everything, and then let them recover that ability and use it again. Then once your party has gone crazy for the gibbering, run in and hit them.

These both are, as far as I know, completely RAW creatures for their CR. The devil has the extra feats using the "remove summon, give feats" method from Fiendish Codex II.

Should we have a "Fuck your players over"-handbook for DMs? I have a bunch of encounters like these on my computer. I tend to make new ones when I'm bored, too. Laugh
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X-Codes
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« Reply #10 on: January 26, 2011, 04:27:05 PM »

X-Codes suggestion to use Hit and Run tactics will probably be too much. You'll be able to kill multiple players before they even touch the Drow.
Not necessarily, the damage on those drow archers is pretty crappy (+15ish to hit for 1d8+3ish damage).  Even at 3-4 shots a round, it's going to be about 20 damage per archer per volley, so if you have something like 3-4 archers then they probably shouldn't drop a character (but likely scare the crap out of them).  Also, at least one of them will have to concentrate on the silent image that sets up the blind, so that's less damage as well, and at if they're within one range increment then they're very vulnerable to a lucky Fireball shot off by the Wizard.
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Mushroom
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« Reply #11 on: January 26, 2011, 04:28:32 PM »



Should we have a "Fuck your players over"-handbook for DMs? I have a bunch of encounters like these on my computer. I tend to make new ones when I'm bored, too. Laugh
Do it
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Stormcrow
Bi-Curious George
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« Reply #12 on: January 26, 2011, 07:25:05 PM »

I would have no arguments in it, and it is something that can always evolve as it goes (first and best example The Tomb Horrors the best example on how to screw a party over)
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Barbarossa
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« Reply #13 on: January 26, 2011, 08:13:26 PM »

I've got some bosses' character sheets lying around from when I ran a game for a bunch of 11th level characters. Your party seems a bit more optimized (and experienced) than mine, so they could work out pretty well. Send me a PM if you want a link to them.
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Bauglir
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« Reply #14 on: January 26, 2011, 09:34:00 PM »

When they get to higher levels, remember, demons love traps that emanate a Maw of Chaos in their lairs. And Demonflesh Golems, if they want meatshields (they'll probably not be significant threats to the party on their own, but they're just a nice little touch to include I think).
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Sunic_Flames
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« Reply #15 on: January 27, 2011, 08:41:47 AM »



Should we have a "Fuck your players over"-handbook for DMs? I have a bunch of encounters like these on my computer. I tend to make new ones when I'm bored, too. Laugh
Do it

Link?
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Smiting Imbeciles since 1985.

If you hear this music, run.

And don't forget:


There is no greater contribution than Hi Welcome.

Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle.

IP proofing and avoiding being CAPed OR - how to make characters relevant in the long term.

Friends don't let friends be Short Bus Hobos.

Sunic may be more abrasive than sandpaper coated in chainsaws (not that its a bad thing, he really does know what he's talking about), but just posting in this thread without warning and telling him he's an asshole which, if you knew his past experiences on WotC and Paizo is flat-out uncalled for. Never mind the insults (which are clearly 4Chan-level childish). You say people like Sunic are the bane of the internet? Try looking at your own post and telling me you are better than him.

Here's a fun fact: You aren't. By a few leagues.
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