Help With defensive Feats


Advice


I have created an encounter for my players that is meant to be very hard to kill. He is a druid shapeshifted into a snorlax looking creature (technically a huge water elemental for the bonus to Con). I have taken toughness, endurance, and diehard so far. What other feats provide good protection if you know you are going to be hit (ac 13). Thank You for your help. I just finished making 4 other baddies and my brain is fried.


The bonus to saving throw feats are what you're looking for--iron will and the like.


Shizzle69 wrote:
I have created an encounter for my players that is meant to be very hard to kill. He is a druid shapeshifted into a snorlax looking creature (technically a huge water elemental for the bonus to Con). I have taken toughness, endurance, and diehard so far. What other feats provide good protection if you know you are going to be hit (ac 13). Thank You for your help. I just finished making 4 other baddies and my brain is fried.

You always have the three feats that improves the three saves, if they got casters.

I wouln't say that endurance/diehard is worth it to be able to do a few more hits after you fall below 0 hp, it will most likely just stand another round, and not even with a full round. You could always stack dodge/improved natural armors to increase the ac to more suitable levels to be able to avoid a few more hits, remember that +1 ac is still 5% more chance to avoid the hit.(If the players has below +13 to hit) also if you are going the ac route, combat expertise could also be worth it. or a level of monk to get your wis to ac while shapeshifted.

Another way to go is awesome blow to hinder melee characters from taking fullrounds on you.

Otherwise as it is a druid, augmented summoning and natural spell are always good to have, summoning a few meatshields will make the druid harder to kill.

Also improved natural attacks slam should greatly increase his damage output.

*edit* Ninjaed with the saves =/, but it would greatly help if you could tell us the amount of feats, and around what levels you are playing with.


Yeh sorry. Like I said fried brain. The charachter is 12th level. His con is currently a 32 giving him an extra 32 hitpoints on his already great 240 (with diehard). I have given him a homebrew Slow radius out to 15 ft as he is meant to be a sloth sinspawn. Awesome blow would be great but his strength is only 12. I also like improved natural attack. Perhaps I'll just take that. He only has a +13 to hit so it will make his few hits really count.

His morale is intertesting as he had been convinced dying is a good idea (since life had bored him so) but will not go out without a fight. I had planned on making the entire encounter getting to him super tedious (lots of mooks, plus pigwampis) to make the player feel like they just want to give up. I was going to start the battle with scirocco to fatuigue everyone as well. then follow up with stuff like stone call and transmute rock to mud to make terrain crazy difficult. Thanks for the ideas so far. Keep them coming if you want.

Just in case stats in elemental body with bears endurance up are

Str:12
Dex:5
Con:32
Wis:20
Int:7
Cha:20

Feats
1:Toughness
3:Natural Spell
5:Endurance
7:Leadership
9:Diehard
11:

My players are caster light. One half-fiend rouge/antipalidan, one bard/evangelist(3.5 conversion) and an alchemist. they are level 10,11 and 9 respectively. The evangelist character had yet to use convert the unfaithful despite me designing encounters around it. Im not tied to diehard/endurance, but the rest are set in stone.


With that charisma you could play around with the eldritch heritage feat line to increase your defenses.

The problem with this approach, is that it is quite feat heavy, three feats, and some dececnt bloodlines might not fit the team.

The fey bloodline would give you access to greater invisibility.
The protean bloodline would give you surronding fog and some concelment.
The bedrock bloodline would be able to give you dr10/adamantine which would be lovely as you will have no ac, to not mention a ranged trip.
And finally the Pit Touched bloodline would be able to increase your con further.

Also all of these have a minor ability that I do not think would be used that often, apart from the Pit Touched one, or maybe the fey one if he has mooks with him in the battle.

There is also a lot of bloodlines that can provide ac, or different energy resistances if needed.

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