The_Hanged_Man
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What do you all think about using an evil version of The Old Man (from the Tide of Honor Bestiary) as a boss encounter for a group of five level 11 characters? I'm actually thinking of substituting him for a certain stone giant wizard in another AP (who is too similar to the previous module's boss imo), but thought this would be the best place to ask.
The group consists of a Paladin, Barbarian, Cleric, Wizard, and Sorcerer/Dragon Disciple. All of them are 20 pts builds that are soft optimized with reasonable gear for the level except for the Dragon Disciple who is relatively weaker. I can pretty much assume that the entire group will be hasted and be granted the Paladin's smite from Aura of Justice in addition to numerous other buffs.
The Old Man's are defenses are pretty darn good, but my group has been chewing through APL+1 and APL+2 encounters without breaking a sweat and I want this fight to be tough. Tough enough so that there is an actual possibility of a defeat if they don't play well or are unlucky. I'll have both outcomes planned out ahead of time so things would flow whether they win or lose.
| Kaushal Avan Spellfire |
I'm actually thinking of substituting him for a certain stone giant wizard in another AP (who is too similar to the previous module's boss imo), but thought this would be the best place to ask.
Are you referring to this?
He looks pretty tough, even for a group of level 11 characters. That Regeneration 15 (chaotic) is going to be a toughie, as unless your barbarian has a chaotic weapon (or your cleric worships a chaotic deity) your party is gonna have some trouble keeping his hit points down. Moreover, although his damage is low, he hits a lot and he has very high AC. Hitting that is going to be a real problem, even for a paladin (who I imagine is the most accurate of your group). And his stunning fist is very likely to deprive someone of an action- DC 28 is pretty hard to make, even for level 11 groups. The Aura of Justice bonuses will help, and a smiting paladin will have better chances than the rest of the group, but it's still a 50/50 chance, at best (which is ideal, I suppose).
That being said, he'll certainly be a memorable fight, especially if he pushes the party's resources to their limits. As a matter of fact, it seems likely that he will push their resources to the limit, given his offensive capabilities. I'd replace the heal spell-like ability with something else though, as that has the potential to turn the fight into a real slough for your players (you spent all that time cutting through 150 hit points? Well guess what you have to do again)! It would probably also be wise to change cure light wounds with another spell, as I get the feeling that power is supposed be used to aid others.
One final comment: I'd be careful in using his Quivering Palm ability. Save or die effects are really powerful, and have been mostly phased out in Pathfinder RPG in favor of huge damage rolls instead. Maybe play with the Quivering Palm effects a little bit, replacing death with something equally crippling but more survivable. Nobody likes dying immediately, especially when there's no way to defend against it. I'd also caution against making it a long-term incapacitation effect (like a coma), as that also tends to frustrate players, and deprive them of a good time. Something that's debilitating, but curable if the players spend a large enough portion of their resources (restoration, heal or the like).
The_Hanged_Man
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Thanks for replying!
The_Hanged_Man wrote:I'm actually thinking of substituting him for a certain stone giant wizard in another AP (who is too similar to the previous module's boss imo), but thought this would be the best place to ask.Are you referring to this?
** spoiler omitted **
You are correct.
That Regeneration 15 (chaotic) is going to be a toughie, as unless your barbarian has a chaotic weapon (or your cleric worships a chaotic deity) your party is gonna have some trouble keeping his hit points down.
The barbarian is indeed packing a Chaotic artifact weapon. Approximately equivalent to a +5 enhancement bonus with a few extra abilities tossed in. The rest of the group has pretty standard gear.
I agree that the heal and quivering palm are bit strong. I'll probably drop them and play around with the spell-like abilities a bit and give him more earth related powers (Transmute Rock to Mud and vice versa, Stoneskin, Reverse gravity maybe).
I can see him being a combat maneuver and stunning fist (or blinding, deafing, etc) whirlwind of pain. Thus far there hasn't been a fight like this in the campaign so I'm hoping I can work it in.