Dajur
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My group is currently doing book 6 of Hell's Rebels. We are currently all at level 13-14. Our party is made up of a Skald Spell Warrior, a Cleric, a Vigilante/Shadow Dancer and my character is a Barbarian/Rogue.
The problem is, we are absolutely DESTROYING all enemies we come across within 2-3 rounds. My Barb/Rogue specializes in non-lethal damage and after the buffs I average something like 90 HP's Non-lethal per attack or 60 lethal damage per attack. The Vigilante does about 60 damage per attack. Since I currently get about 5-6 (3 base attacks, Haste, Hurtful and Opportunist) attacks per round and the Vigilante gets 4-5 attacks, BBEG's can't survive more than 1 round against us. If I hit with all my attacks while full attacking and flanked, I average about 350 damage and the Vigilante averages 240. I am an intimidate monster as well. Every time I kill an opponent, I can spend a free action to Intimidate all enemies within 30 feet and cause them to be Feared or Panicked. The fear effects limit any kind of coordinating that the GM can do and pretty much lets us easily pick off the enemies. No enemies have been able to resist me, unless they are undead or immune to fear effects.
As powerful as my character is, the Skald is arguably more powerful and causes our GM even much more grief. With the great buffs, awesome spells, extremely powerful social and knowledge skills he gives our GM lots of headaches. He has also come into peak counterspelling proficiency. Our last session, we explored an area, killed all the minions and then the big bad. The BBEG was a CR 14, but only had 10 levels in sorcerer. He had excellent spells, but our Skald just counterspelled all of them, which is really good for us, but puts a damper on the GM's fun. We killed the whole dungeon in 4 rounds.
We consoled the GM after the game ended, but he was somewhat upset at the lack of a challenge being presented to us. We gave some suggestions for him. We recommended doing one, or more, of the following: upping the CR of the enemies, coordinate minions a bit better(for the most part the adventure path isn't very good at enemy tactics) and adding more class levels to the BBEG's(a 14th level Sorcerer wouldn't worry about counterspells for his more powerful spells).
What other things can our poor GM do to make things more challenging?
