
rooty |

For context, I'm running the Mummmy's Mask AP. The party is currently in the Sightless Sphinx, the final dungeon in the fourth book, and the party is currently half-intentionally underleveled at lvl 10.
While the party is not out to build the most out and out broken combos that are possible, a lot of them are veteran Pathfinder players that manage to get the best out of their builds, and they managed to put together a group that works together incredibly well.
Consisting of a monk, paladin, bard, synthesist summoner, sorcerer and ecclesitheurge cleric.
The monk has insane damage output with flurry of blows, the Stunning Strikes that target Fortitude, and incredibly high AC (currently 31 with buffs) and mobility. Obviously the frontline, and one that manages to take out any enemy frontline before they can even make a dent in the monk.
The Paladin is similarly tanky, with built-in sustain with the lay on hands. Not as mobile and as many attacks as the monk, but high single target damage with smite.
The Summmoner (Synthesist) is built for grappling, with about a +30 bonus to any grapple attempt, and a CMD to match. Unless the enemy is specifically built for being able to escape that (particularly demons with their at-will teleport, or a Freedom of Movement buff), no enemy has a realistic chance of escaping that grapple. At best, they can squirm out of the pinned condition back into grapple and at least keep the Summoner busy for half the fight.
And the summoner has an insane HP pool and AC.
This is an absolutely lethal combo with the bard's favorite spell: Cacophonous Call. No standard action to free one-self from the grapple. No escaping when you only have one move action and the monk's base speed is already twice your own. And that for 10 turns? That enemy is basically gone from combat. Oh, also, it's a dirge bard, so not even undead are safe.
Followed up by Blindness, especially on the enemy casters.
Bard and Cleric are also great at undoing any CC put onto their party or getting them out of sticky situations with Saving Finale and Dispel Magic and Ethereal Jaunt. (And if the Cleric has nothing to heal, that's just a free +2 AC buff to whoever needs it the most right now.)
The sorcerer is fine enough damage output from the backlines.
Inbetween the monk, paladin and cleric, the party also generally has great wisdom saves, and overall solid saves.
The bard-ecclesitheurge-sorcerer backline is very squishy, but it's often hard to reach those, especially with melee enemies, because the three frontliners (especially the large-to-huge Synthesist) can block hallways and grapple-pull enemies away from the squishies with a ridiculous range.
I am more and more struggling to have encounters feel challenging and meaningful.
I basically run no encounter by the book. Every enemy by now - at least the standard minions - already get an advanced template and their HP set to 100% by default.
(Boss encounters may get some more fine tuning. Hell, I'm about to add Legendary Resistances and Legendary Actions to some of them.)
I also tend to just adding in two or three more minions at least.
And sure, as mentioned above, some encounters naturally come with buffs against certain effects of the party, like the teleport out of a grapple.
Obviously I don't want to blanket negate any of the player builds. But I also don't think that slaughtering their way through 30 nameless minions just to use up some of their resources is particularly thrilling gameplay, especially in the long run. Especially with the time combat tends to take...
The flipside would be to overtune an encounter so much that they basically just assassinate the squishy backline in some way. (See problem above - encounters of primarily/solely melee creatures rarely manage to even get into the ballpark of the backline).
I have a hard time justifying any intelligent creature facing the party to not try to run away after they mowed down the first two enemies, while the enemies in turn barely got to touch the party.
Now I'm looking at the next upcoming encounter: Rathos, a Broken Soul. The abilities and stats are well suited to actually leave some dents in the front line, especially with that Torturous Touch, and the Baleful Gaze can majorly debuff the entire party, depending on their rolls.
I look over to his will save and..... +1. You gotta be kidding me.
One Cacophonous Call and that combat is over.
Sure, Rathos is just a mini boss, but that would be so anti-climactic, especially after I build him up as the 'once second-in command' over the last couple of sessions.
I will be buffing that will save for sure. He's also not fighting alone, as survivors of previous skirmishes have gathered around him. Will add two or so spellcasters to his side with dispel magic at the ready. Maybe Haste too? That base speed of 20 feet is underwhelming.
Even so, I worry about whether the combat will feel dramatic enough. And after that? How would I stop the party from just retreating to rest up again so they're rejuvinated for taking on the big boss? Or should the boss just leave at that point? Because obviously, fleeing from the party seems like a reasonable action at this point, unless the enemies outnumber the party by 1:3.
Mind you, it's never my goal to kill the party, but I want them to feel like they could, in fact, die. And I want to get there without constantly having to target the squishy backline as an opening move. That doesn't seem feasible for every combat scenario, especially ones where the party barges into a room of enemies and manages to engage first.
I'd love to keep this campaign filled with tension, without having to just throw out and completely redo every encounter and dungeon planned in the remaining two books.