The Unkillable.


Advice

Dark Archive

Working on a custom encounter for my gaming group and as DM, I'm tired of my PCs saying that everything is too easy (running mummy's mask). To help fix this I'm going to be changing up the boss at the end of book 4.

What I want to do:

The forgotten Pharrow ba is an actual artifact. When wielded it can cast and personal or touch spell on the weilder using his/her spell list and spell slot.if no spell was to be cast, it instead gives 1d8+5 HP back to the wearer. I also am thinkinging about making her a blade adept/ eldritch knight with the sentient blade being the artifact.(which helps with the whole I am being controled by this weapon)

Her guards I want to change to half orc merciful healer, fighter, barbarian combo focusing on contingent channel and tenacious survivor.

What I want to do is make it seem like the gods are on the enemy's side, since they are super tough to kill. While the blade adept can handle 1-1s.

The blade adept:
http://www.myth-weavers.com/sheet.html#id=177967
Haven't built the guards yet.

Have I gone too far? The guards are gonna be LG. Party is life oracle, inquisimonk, swashBard, paladin/hellknight and gunslinger.


Send some dedicated grapplers at them, and pin them to death?

Have them pin 2 or 3 of them, so you don´t overkill. Or do some bleeding attacks on them, the bleeds are not there to kill them, but to screw their action economy. 2d6 bleeds will force them to start casting cure and thus reduce their offense. Or you could make the fighting area annoying. Falling bricks, difficult terrain and so on. I haven't actually played mummy mask, so i don't know the layout.

If you have high enough levels on the guards, id advice you to make the barbarian a vital strike grappler with body bludgeon... just so that you can pick the caster up and beat the melee with him.


For those unfamiliar with your party/the AP... their APL?

The fight seems kinda boring; stats are right for a boss fight against an APL 13 ish party, HP on your boss/dps type is low... pretty easy to otk even with some contingent heals.

I agree with Zodiak; make the battle more dynamic - tie his power to an alter or something so they have to split their focus -- this is especially effective if you can make the boss area a large 3 dimensional arena (platforming is hard or requires additional buff rounds); one group to remove his divine protection, the other to deal with the boss +adds. When the alter goes down add some nice flavor AoEs; falling bricks, landslides, falling walls, sudden chasm etc. Maybe add a random buffs/debuffs burst (make a random generation table and have them roll %dice -- all divine spells based on whatever the alter is attuned to) right when the alter goes down. And then to top things off do a Jesus res; right when they're in the middle of looting things and their guard is down the boss comes back as an incorporeal spirit entity - have it do possession/bleed attacks/negative energy bursts; flyby attacks/breath attack strafing runs can be very powerful, and incorporeal creatures can easily gain cover by hiding behind all the ridges and chasms you set up during part 1. If you want to give them an opt out of round 2 for playing exceptionally well then add in some lore on the boss, tie the spirit form to a powerful artifact (the blade, a phylactery, something in a hidden compartment in the alter, etc) and give them a way to disable it (I usually throw a few bones here to make rogue-types more viable).

If you tie enemy power to loot then the party benefits; they beat baddie, get loot, gain power levels. Your all powerful weapons then destroy your next all powerful weapon weilding NPC. If they're finding things too easy then you need to break up your rhythm, ease up on the loot add to the setting.

Oh, and your party is set up to DPS one enemy target while healing one allied target; have the room spawn infinite adds (x first round, x+1 second, etc) until they kill off the alter. It'll mess with them. I'd recommend a mix of things; maybe some generic undead for the x component, and then alternate the rest; sometimes ghouls, sometimes shadows, if it goes on long enough ghosts/vampires/banshees. This could be flavored a number of ways; the alter is set above a pit strewn with old bones, or to make the party work harder it 'summons' reinforcements to different platforms around the rooms from 'hidden doors.'

Another reason the party might be finding things easy is they have a butt load of healing; maybe play up the divine aspect and interdict their ability to cast/use divine abilities below a certain level. That will REALLY mess with them. You could do this a number of ways; either a ritual that the party is meant to interrupt (but fails), something about being too close to the alter, or just be a really annoying spell that the baddie has access to (a heavily reflavored feeblemind effect for example).

And add some magical traps to the dungeon on the way to the boss chambers.

Oh, and feel free to make the gunslinger angry; walls of wind/force for layered defenses, areas of deeper darkness for total concealment, non-Euclidean Geometry, illusions etc.

Dark Archive

Party level is 11… bleed won't work since all the life oracle does is heal heal heal. (Aasimar alternate favored with channel)

I forgot to add more HP to him when I increased his level (should be 142)


He can only heal on his turn. Bleed will negate his "free" healing so enemy damage will stick. Also he has finite channels. If you think they're healing too much apply a festering effect (cursed item/poison/disease/spells) roll or half chance of healing :P.

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