| VikingRS |
Hey all! I'm looking for some advice. (duh)
So let's just dive into it.
Currently, my group is at level 5. Their Classes/AC's are as follows:
Barbarian - AC 22 (20 when Raging)
Inquisitor - AC 22
Warrior/Witch - AC 25 (Mithral Full Plate and spells)
So the advice I need on this has to do with encounters. When I write them up, I have to make them harder or the adversaries from the Beastiary and the GM Guide can't hit them.
It sucks when your Mobs have +4 to hit and either can't hit or can't hit without a nat 20.
This also means I end up having the main baddie focus on the Witch/Warrior while the rest take pot shots at the Inquisitor or overly focus on the Barbarian.
What can I do? Do I alter the baddies stats to increase their to hit? Do I add spellcasters to avoid having to hit has much? Do I focus on destroying their armor (which would get old fast)?
Also, I am looking on advice to add more fluff beyond constant encounters.
Preliminary thanks to all!
| Breakfast |
Are you trying to make encounters only out of large numbers of small monsters?
I glanced at the list of monsters by cr 5 and everything had a much higher than +4 to hit and multiple attacks. Most of the things with less than 50% chance to hit your party had other good special abilities.
Would you mind giving an example of an encounter in your game that was too easy?
| st00ji |
at APL 5 your monsters should be doing much better than +4 to hit. most CR 5 or 6 melee type stuff has +10 ish.
if you find your party cruising through your encounters, up the CR.
none of those ACs sound too outlandish to me at that level - some of the threads on this forum makes me cringe with the numbers people can come up with.
there was a good thread recently about ways to combat high AC characters. the trick is not to totally negate something that the player probably sees as one of their characters strong points. but things that require only touch AC to hit, or grapplers / nets, or will saves etc can remind them that they are not immune to damage.
if they are all wearing heavy armor, enforce the movement penalties more strictly and throw some mobile foes at them.
as for adventure advice, it really depends on your players. i ask mine to provide me with some background info on their PC, as well as some of his or her motivations or desires. you could also ask them what kind of game they like. some people might like a never ending string of encounters, while others want an epic save the world type quest.
i tell my players if they want to do something in the next session to email or text me about it, so i have some time to prepare. this can help them feel like they are driving the story, rather than being shuffled from one scene to the next by the DM.
Steven T. Helt
RPG Superstar 2013
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Use NPC encounters. You can build a band of rangers with favored enemy (your party) and hide in the bushes.
Give them a bard or cleric with buffs for everyone. An orc bard with a group of orc barbarians will challenge a level 5 party just fine.
Use invisibility.
The touch spells suggestion is strong, low level casters have plenty to choose from. I dig blur or mirror image or mage armor & shield combined with touch spells.
Spells of any kind are strong if the trouble is party AC. Focus on spells that allow no save or against their weakest saves. Cast charm person on the barbarian before he starts raging, so he can rage on the party. Your whole party sucks for the Reflex saves, so give them fireballs with amped caster levels. Even a big bad barbarian respects 6d6 at 5th level.
| Lightbulb |
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How are you calculating your CR?
Looking at the rules its:
APL = Average level (5)
Reduce by 1 for less than 4 players.
Normal encounter CR = APL
So that's 1 CR4 monster:
Barhast (3 +10 attacks)
Grizzly Bear 3+7 attacks (but the grapple is better)
If you find they chew through things fast you can up the CR by 1 or 2 (or even more).
Also remember those rules assume several encounters per day. If the spell casters stop every encounter to rest throw an ambush or a quest with a severe time limit in...
However an Epic encounter is APL +3 so.... CR7
Picking a random monster:
I have thought this kind of thing would be a MAJOR challenge:
Chimera CR 7
XP 3,200
CE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defense
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 85 (9d10+36)
Fort +9, Ref +7, Will +6
Offense
Speed 30 ft., fly 50 ft. (poor)
Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 claws +12 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (usable every 1d4 rounds)
| VikingRS |
Wow. Well, lemme try and sort through this.
@clawoftiamat - He primarily uses his Hexes, bow or sword, but I'm going to have to remember the spell failure more often (it's actually 35% because of his shield) :I
@Breakfast - For this plot it is primarily Humans and Undead they have to deal with. More larger numbers of NPC's (trying not to get out actioned)
@Everyone else (and the aforementioned) - Thanks for the advice. You've given me a lot to think about. (though as I said before, the problem with single monsters is that they all get ganged up on by the party.)
One more thing, the Barbarian, when raging her average hit is around 25 AC. :O
| Tinalles |
Touch AC attacks are good.
Opponents who use combat maneuvers can also be good -- things like disarm, steal and trip for example.
Absolutely remember that arcane spell failure chance. That's a major balancing thing right there.
You might also try something like a quickling. Or three of them. These suckers are extremely annoying. They have a +10 to hit (at CR 3). They have DR 5/cold iron. They use poison which renders you unconscious for two hours if you fail your fort save, and if you're asleep, you're out of the fight. Unconscious characters are subject to coup-de-grace regardless of how awesome their AC is.
They run up and hit you, and then they run away again so fast that you can't see where they go. In an environment with plenty of niches to hide in and corners to go around, they can zip around so fast that you can go rounds and rounds and rounds before the PCs even manage to SEE one clearly.
Add a few class levels and they can go from a dangerous nuisance to downright evil.
| Buri |
Wow. Well, lemme try and sort through this.
@clawoftiamat - He primarily uses his Hexes, bow or sword, but I'm going to have to remember the spell failure more often (it's actually 35% because of his shield) :I
@Breakfast - For this plot it is primarily Humans and Undead they have to deal with. More larger numbers of NPC's (trying not to get out actioned)
@Everyone else (and the aforementioned) - Thanks for the advice. You've given me a lot to think about. (though as I said before, the problem with single monsters is that they all get ganged up on by the party.)
One more thing, the Barbarian, when raging her average hit is around 25 AC. :O
For CR 5, you have several options. You can do 5 CR 1's, 10 CR1/2's, 2 CR 2 and 1 CR 1, etc. You can divide it up however you want. Just keep in mind that the CR of everything you're throwing at the party so you don't overwhelm them. :D
| VikingRS |
Well my current problem seems to break down to this:
If I have 5 CR1's, they can't swing hard enough.
If I have 2 CR2's and 1 CR1, they can't swing hard enough.
Etc....
Etc....
(Mind you that I don't have my book in front of my to see what the actual to hit of a monster's specific CR equals and I don't have the little multiplication chart for adding multiple creatures of the same CR to find out what their total CR is.)
Secane
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What are their saves like?
Cos if they are so-so, use Spells and other powers on them.
My most recent adventure have the whole party pretty tough in the AC department and were doing pretty well until one fireball-like spell KILLED our Sorceress. We got her back, but only cos we are lv 10 and got emergency spells prepared.
So if you can't hit them in terms of AC, why not go after their other defenses like their saves? Remember, not all abilities/powers are spells or spell-like. Even a anti-magic Barbarian can't do much if the attack is not a "spell".
| Kolokotroni |
Well my current problem seems to break down to this:
If I have 5 CR1's, they can't swing hard enough.
If I have 2 CR2's and 1 CR1, they can't swing hard enough.
Etc....
Etc....
(Mind you that I don't have my book in front of my to see what the actual to hit of a monster's specific CR equals and I don't have the little multiplication chart for adding multiple creatures of the same CR to find out what their total CR is.)
In my experience for 3 or 4 pcs, the sweet spot is 2-5 enemies in a combat, but even with 5, one of htem is the 'big' monster with a bunch of minions to help them out.
Also keep in mind you are allowed to use CRs higher then your average party level if you feel you arent challenging them enough. CR is not an exact science, as every party is different. Most of your encounters though for this party should be CR 5 or 6.
You also dont need a multiplication chart for adding multiple creatures together. You just pick the CR of the necounter (say 6) and that xp total (2400) is your 'budget' for the encounter. Pick enemies who's xp total adds up to 2400 and you have a CR 6 encounter. For instance 2 CR 4 enemies would work well for this kind of party. A barghest should be able to get hits in with 3 +10 attacks on your witch, or Centipede Swarm bypasses the need for attack rolls of any kind. Dont forget about things like an Owl bear[url] that can use combat manuevers instead of straight attacking to go after high AC foes.
Remember if you have an undead heavy campaign you can add the skeleton template to things like the owlbear to them to bring them into them. Or an advanced template and skeleton template applied to a constrictor snake which could grapple high ac foes.
A CR 3 [url=http://paizo.com/pathfinderRPG/prd/monsters/owlbear.html#_owlbear]shadow would also be helpful in challenging a party with a high ac because it makes touch attacks.
| VikingRS |
One other question.
I was looking through the Bestiary and my questtion is about the listing under melee.
For this question we will use this example:
Melee: 2 claws +7 (2d6+4)
Does that mean:
A) This monster gets two claw attacks, both at +7
B) This monster gets one claw attack at +7 and another but you have to add the off-hand penalty
C) It gets one +7 attack, and it's using it's two claws to do so
What's the answer?
BTW thanks to all for all the help. It has been immensely useful!
Taesla
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The answer is "A" assuming it gets a full attack, though it would still get +7 when making a single attack.
In beastiary the hit bonuses is always calculated for a full attack, but when the monster is making a single attack you should be aware whether or not it uses natural attacks because they act a little differently.
| VikingRS |
Hey all!
Has part of the ongoing plot I am running, I wanted to add a side story for a player of an Inquisitor of Calistria.
They are headed to Riddleport next, and I figure it would be good for him to hear about "corruption" at the Temple there.
Any ideas of what would be a good "corruption" against Calistria he could find out about?
Black Powder Chocobo
RPG Superstar 2015 Top 16
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Someone celibate?
Joking aside, possibly the influence of another faith is making its way into the church (perhaps a cleric of Norgorber is working inside to promote violence against those who were wronged).
As an alternative to corruption, perhaps make an encounter with some blasphemers who are against the faith of Calistria? Some good RP opportunities can be had between the inquisitior and a LG cleric of Iomedae against some of Calistria's teachings.
| VikingRS |
Hello all, I am back again!
Took a break from GM'ing and now I picked up Ultimate Equipment and I am starting the game back up.
So, I have a question regarding something I read in Ultimate Equipment.
On page 134, in the first section, it says:
"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10."
I am wondering what the "character abilities and spells" exactly means.
Does it mean that if a character has a +2 from an ability that they can't add stuff up to +10 on their weapon?
Or does it mean that the best attack bonus they will ever get is +10 total?
That's where I am confused.
Any help is appreciated.
| Mapleswitch |
Hello all, I am back again!
Took a break from GM'ing and now I picked up Ultimate Equipment and I am starting the game back up.
So, I have a question regarding something I read in Ultimate Equipment.
On page 134, in the first section, it says:
"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10."
I am wondering what the "character abilities and spells" exactly means.
Does it mean that if a character has a +2 from an ability that they can't add stuff up to +10 on their weapon?
Or does it mean that the best attack bonus they will ever get is +10 total?
That's where I am confused.
Any help is appreciated.
Okay. I got this one.
Before this line was added, there was an absurd way of breaking the game. For 48,000g - you could add the spell "Litany of Defense" continuously to a piece of armor: granting an effective +15 bonus to the armor (10 to AC and 5 to special abilities). This line was added to prevent this perversion of the game.