Balancing a Huge encounter With a Huge Buff


Advice


I have a scenario in mind that I’d like to fine tune with you fine people before putting it in motion in an upcoming encounter I have planned. My group is 2nd level (Human Swashbuckler, Half-elf Summoner, Ratfolk Investigator, Tengu melee Cleric). They’re going up against a Fire Giant (CR 10). With a temporary buff: +10 to all ability scores (including the Eidolon), do they stand a chance? All characters were build using 20-pointt buy.


Each hit by the giant will kill one of them and it only misses on a 1. So, no, they will get squashed.


Cuup wrote:
I have a scenario in mind that I’d like to fine tune with you fine people before putting it in motion in an upcoming encounter I have planned. My group is 2nd level (Human Swashbuckler, Half-elf Summoner, Ratfolk Investigator, Tengu melee Cleric). They’re going up against a Fire Giant (CR 10). With a temporary buff: +10 to all ability scores (including the Eidolon), do they stand a chance? All characters were build using 20-pointt buy.

The addition of ten hit points to each of them is probably not going to do it against fire Giants.


Hmm good point. It looks like the AC and HP are still way too low...Maybe Ability scores increase by 10 as well as DR 10/-?


Seems like it would be easier to de-buff the Fire Giant. Reduce its stats significantly, make its equipment sub-optimal, add some conditions to it (maybe staggered, if that's the one that only gives a move or standard action), etc.

The Exchange

use this table to design the giant. monster stats by CR

unless your group is heavily optimized or have a lot of advantages you shouldn't really do anything over CR 6 on this table. 2nd level is still very weak, even with 20 point buy.

the action economy is in favor of your players but if he hits it is likely lethal. Dividing his attacks into two slams instead of one big hit is probably best. Picking on different targets if you feel the monster is at an advantage.

The creature should have about 5 feats, i suggest the saving throw feats, improved initiative, and power attack (always power attack).

I would flavor this giant as sick/drunk/injured


I agree it would be easier to bring the Fire Giant down to their level. However, this is supposed to be a significant, story-related encounter, where the group gets a moment of power in order to defeat a foe they'd normally have no chance of defeating. The balance has to come from the PCs' side for cinematic purposes.

The Exchange

add 5 mythic tiers for a day. it adds HP, options, damage (mythic feats), and neat abilities. It is also online if you don't have the books.


Instead of just adding simple, static bonuses, try something like this: ask your players for their character sheets. Then, use these to design level 9-10 versions of their character, and temporarily give your players control over these as a "power-up" of sorts. Give them some time and small battles to get used to their new abilities, then throw the giant at them. For additional Cleric Spells and such due to the +8 level, it's up to you whether you want to prep them or let the player do so.

That way, they'll have all the tools they need for this battle. Then, they get their original characters back after the battle ends and their supercharge goes out.

EDIT: When you build the level 9-10 versions of their characters, make sure to give them basic gear according to WBL, as well. Feel free to treat them as "spirit avatar gear" that is granted as a part of this buff and taken away afterwords.

Sovereign Court

Don't just rely upon stats/buffs to give the players the edge - have it be the situation. And frankly - if you buff them too much they won't feel like THEY actually did the encounter. (the point I assume)

Have the fire giant be unarmed, unarmored (maybe with chains hanging off of it to slow it to 30ft movement), and at the bottom of a steep ramp. (counts as difficult terrain going up) Have there be a series of pre-loaded ballistas up the ramp behind low walls, and make it clear that they shouldn't try to brawl with it. (And maybe make ballistas do a bit more damage in your world. 3d8 is stupidly low for what it is. 4d10 sounds about right.)

It sounds like at least 3 of your players have solid dex - so they should have decent aims - and the summoner can summon up crap to slow it down. Without armor, the fire giant's AC is only 16, so he can't just ignore Summon Monster 1's.

That and a Stoneskin for everyone in the party so that they don't die horribly should do it. (Maybe Mother Earth helping against the interloper. *shrug*) The fire giant's slams would then do only d8 damage. Nothing to sneeze at considering they're level 2 - but not horribly deadly.


I wouldn't bother with the weapons/gear. Entirely too many calculations for a single encounter. No need to micromanage all that.

Figure out saves/BAB/average hit points. Any casters, choose a spell or two of the highest levels that buff the party and maybe a damage dealing spell, and just have them go off as quickened spells on the player's turn one every round. Figure maybe +4 to AC for armor, another +4 to AC for shield users.

And give them Regeneration, so even if they get unlucky, they don't die. No need to stop in combat and try to save anyone.


Thanks for the suggestions, everyone! I think I can make it work now :)

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