| Ellington |
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A problem a lot of people have within the Pathfinder ruleset is making a suitable combat encounter with only one enemy facing the party, a boss or a miniboss if you will. Since combat is very fast in this game, either the creature or the party are quickly killed which often leads to an anti-climax after a long buildup. This can most often be remedied by adding in a few henchmen, but that isn't always appropriate. Below you can find my attempt at a simple solution to give monsters more options and longetivity without overpowering them.
Boss (Monster Template)
Special:
- The creature's hit points are equal to its full HD + Constitution modifier instead of the average + Constitution modifier.
- The creature gains another standard action per round. This standard action cannot be used as a move action.
- Treat all of the creature's saving throws as good.
The biggest boost is the additional standard action per round. This allows the creature to make more actions per round to keep up with the action economy of the party. Being able to drink a potion without having to give up one of your attacks or being able to cast two spells in one round is a godsend. Despite that, the creature's spells or attacks don't get any more powerful. It also allows the creature to use actions it normally wouldn't have time for, such as bull rushes and overruns. If that wasn't enough, the creature also gains additional hit points and better saving throws, giving it more longetivity.
As an example, you could slap the template onto a basic Minotaur who's usually CR 4. His HP would rise from 45 to 72, his fortitude save would increase by +3 and he'd gain another standard action. His CR would rise to an appropriate 6. All of this without adding to his attack bonus or damage.
And that's that. I'd love to get some feedback on this since it's still WIP but this is the general gist of what I'd like to accomplish. I still have some worries about spellcasters at higher levels and would love to hear suggestions on how to treat them differently. Perhaps give them an additional +1 CR?
| Michael Worthy |
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In the World of Warcraft RPG Monster guide, they have template designed to simulate an 'Elite' creature. These creatures, if you play WoW, are stronger than there regular counterparts, and have a metric sh!t ton of hp. The template goes something like this.
Hit Dice: No adjustment, multiply creature hit points x4.
Ability Scores: Str +4, Dex +4
Feats: Elites receive Great Fortitude, Lightning Reflexes, & Iron Will as bonus feats.
CR: 1 - 3HD +2, 4HD or higher +3
If you combine that with maxing a creatures hp, as well as giving them an extra standard action per round, you wind up with a nasty that can take a full attack from the party Fighter and still come back for seconds. This, for the most part, solves the issue with creature longevity, as increasing hp and saves, allows for a longer, more intense fight.
Food for thought. Sorry if this has nothing to do with what your looking for.
DM_aka_Dudemeister
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As for treating spell-casters differently, I wouldn't worry too much about it. That extra action a round means they can cast an extra spell in a round. Which means they can debuff and deal damage in a round. Or debuff and save or die in the same round.
Just let players know ahead of time you'll be using this rule occasionally, so they don't become surprised by the bad guy acting multiple times in a round. I think it's fair for a GM to use different rules to players, but only if the players are aware of it ahead of time.
| Spes Magna Mark |
Great Minds Think Alike
Ha! I was just fixing to link this as my contribution to the thread. Great minds indeed think much alike. :)
| Blueluck |
I think you've got a great idea there, good execution too.
As a quick version of this, I like to give bosses a small cache of disposable magic items. A few potions, a couple bomb-like items for those who don't sport ranged attacks, maybe a charged item, and you can buff up an encounter quite nicely.
| Archmage_Atrus |
I did a boss template once. It ultimately felt a little too video gamey for me. That being said, I still think it's a good idea if that's the type of game you want to run. I'd throw something in there about immunity or resistance to certain spells/abilities, like hold spells, dominate spells, and similar save-or-die(ish) effects.
| Ellington |
Great Minds Think Alike
Ha! I was just fixing to link this as my contribution to the thread. Great minds indeed think much alike. :)
I'm a great mind, yay! It was nice looking reading through that article, seems the general idea pretty much the same with a similar outcome.
I did a boss template once. It ultimately felt a little too video gamey for me. That being said, I still think it's a good idea if that's the type of game you want to run. I'd throw something in there about immunity or resistance to certain spells/abilities, like hold spells, dominate spells, and similar save-or-die(ish) effects.
Good idea. That might indeed make it a bit too video gamey, and players might get annoyed when there's no real indicator to say exactly what's a boss and what isn't, but it would probably help to make the fights more dramatic. At the very least I'll give bosses a bonus to saving throws against those effects.
| +2 DRaino |
| 1 person marked this as a favorite. |
I like the Max HP/level plus all good saves idea a lot! The speed that a round goes by makes the game flow smoother, but there is no reason that an epic battle should be over in 30 seconds, which is what this covers.
I personally prefer to use terrain and environment to make up for the action gulf between the party and monster. Terrain hits every person on the battlefield the same, so it hits 4 PCs four times harder than the Solo Big Bad, who should exist in environments which he is immune/resistant to, and that give him an edge. If the PC's have to spend half their time just keeping above the water so to speak, you've effectively given the bad guy twice as many actions. Not only does it keep the game from feeling like reality has to bend for the big bad, but it keeps the fight from ending too fast.
A scene where four high level PCs battle a great wyrm is awesome. A scene where four PCs struggle through a hurricane on top of a mountain to battle the same great wyrm (who created the hurricane, mind you) is legendary.