I would create 3 large metal statues and then animate them with Animate Object spells once the party got close. Cannon fodder being slaughtered is a reliable early warning system. The party will have to contend with three non demon threats they likely aren't prepared for. Animated Metal Statue CR 5
Init -1; Senses darkvision 60 ft., low-light vision; Perception –5 DEFENSE AC 15, touch 9, flat-footed 12 (+6 natural) hp 50 (4d10+30) Fort +1, Ref +0, Will –4 Defensive Abilities hardness 10; Immune construct traits OFFENSE Speed 30 ft. 2 Melee slams +8 (2d6+6) STATISTICS Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1 Base Atk +3; CMB +10; CMD 19 SQ construction points
Its super late so my math is probably off in a couple places, but you get the general idea. The trio will make a nice addition to any last ditch defense your succubus might plan.
Hanzo watched as the giant figure raise its mighty weapon high into the air. He knew that he wasn't agile enough to evade the attack completely so he braced himself against the incoming impact. The maul came down with a grunt of effort from its wielder. Hanzo put his thick shoulder plate into its path trusting in his sturdy armor to protect him from the worst of it. A thunderous clang rang out as weapon and armor collided in a contest as old as war itself. Hanzo grunted as his knees flexed absorbing the momentum from the maul. The fact that he wasn't a bloody mess on the ground meant his armor had saved him yet again. He opened his mouth to mock his opponent when with a loud CRACK! multiple fissures radiated out from the maul's impact point. Hanzo could only watch horrified as the fissures created a tapestry of destruction across his full plate. The armor that had protected him for so long fell apart in a clatter of metal rain at his feet. The only other sound was the laughter of his opponent as he raised his weapon for another blow. It kind of become its own mini story, but you get the general idea. :)
If you were dead set on destroying the armor, but having absolutely no effect on the wearer you could just use the good old magic out. The weapon smashed into Hanzo's armor with a bright blue explosion engulfing him in its radiance. As the light dimmed Hanzo stood unharmed, but his armor lay in pieces upon the ground.
1. Find a cave with a single entrance barely big enough for a single Wyvern to fit through. A couple of Wall of Stone Spells could create a man made fighting area if a cave can't be found. 2. Lure Wyverns to location. 3. Fire at Wyverns at long range with ranger and bow fighter. 4. Ranger and bow fighter retreat towards rear of cave when the Wyverns get close. Polearm fighter delays the single Wyvern in close combat while buffed and healed by wizard and cleric. Ranger and fighter continue making pin cushions from back of cave. Abundant Ammunition and Greater Magic Weapon on the quivers of your archers to ensure you don't run out of enhanced arrows in the middle of the fight. Also things like Antitoxin vials to help protect against the Wyvern poison would be a good idea for everyone as well. You didn't give much info about why you're fighting 100 Wyverns, but assuming they're dedicated to killing you this strategy will make mincemeat out of them.
I would advise against using just one enemy when faced with this type of problem. If you use just one target it either has to counter the monk outright or be a cakewalk to the party when it gets grappled by the monk. You can still have one tougher than average "boss", but make sure he has some minions to provide some backup. If the monk ends up grappling the boss his minions are still free to act. They can aid the boss in handling the monk or simply prevent the rest of the party from ganging up on their hindered boss. The monk gets to still feel awesome with his grappling ability, but doesn't create an auto win by doing so.
Target his CMD. He has an above average AC, but his CMD is likely mediocre. Shopping list for opponents:
One of the downsides to his flying defense is that most of his party won't be able to help him if he gets into trouble way up in the air. The bane of casters and archers are foes that can get into melee range and force the character to stay there. A couple of rounds of grappling will do wonders in limiting this magus.
He could add some variety to the range of attackers. It sounds like your fighter is built to be a melee powerhouse so the easiest way to limit how much damage he can dish out is to have enemies that can engage him outside of his comfort zone. Ranged attackers will still have trouble hitting him with regular attacks, but if they have some items like Alchemist Fire they'll be targeting your touch AC which bypasses a lot of your defenses. I would advise him to avoid the single big threat approach and go with a group of average threats with one or two more dangerous foes mixed in. Your group will still be able to contribute to the fights by not requiring above average rolls just to hit something and your fighter won't hog the spotlight by being the only worthwhile threat to the enemy. Fighters tend to be weak vs the following:
Grapple claw hand prosthetic. Standard action to fire and retract the line pulling the wielder to its target point (say 20 or 30 feet of range). Also could snag items within a certain size limit. The Ninja Claw Grapple would of course be near silent in operation. A fun bit of utility but not game breaking.
Fighter is my favorite. Always good to great in combat and with the class abundance of feats can easily grab some non combat feats to increase his low base skill set. I have yet to have a fighter character that I regretted making. It is also one of those classes that you can take a single level dip into and get a lot for a low investment. One level lets me use all the martial weapons, all the armor, lets me pack around a tower shield if so inclined, and gives me an extra feat!? Yes please.
The fighter's abundance of combat feats means you can make him fairly well rounded by using your regular odd level feats to pick up non combat feats.
The hardest part for me when playing fighter characters is not focusing purely on combat. Pathfinder has such a wide range of combat feats with all their books that its hard to not just keep piling them on a character when you get the chance. If you can resist the lure of pure combat you can have a well rounded character with the fighter. |