| Valdast |
I'm a new DM, trying to craft a new boss-type character that will provide a challenge to my group of seven PCs...
The main trouble is trying to determine how tough to actually make the boss tough without making him a party-destroyer.
My main concept was more or less a boss that focused on parries and using some spell-like abilities to improve that. I'm still interested in how the NPC rules work for boss enemies, and that would be what I'm wanting to make.
| MacGurcules |
A single creature that's anywhere close to CR-appropriate with regard to BAB/AC/saves/etc will just get completely crushed by a group of PCs by virtue of action economy alone.
If you're set on using just one guy in the encounter, you're going to need to be creative. Lots of environmental hazards, traps, some contrivance that requires the party to engage him one at a time, a magic puzzle that gives him at least a few rounds of invulnerability... something like that.
| Naedre |
More info would be helpful in your request, namely:
What level are your PCs?
What classes are in the party?
How does their wealth compare to average (aka How many magic items do they have)?
How experienced are the player?
Just in general, however, 7 players vs 1 NPC means the action economy is heavily in the PCs favor. Your boss is going to have to be very very strong in order to challenge them. Err on the side of making him too strong, and then you can make tactical "mistakes" in battle if you realize you made him too good.
In terms of "parry," the Duelist prestige class has it as a class feature. A substitued that is somewhat close is Crane Wing for unarmed melee. You could adapt the mechanics to include weapons too.
| Kithal |
I would perhaps add a henchman, or some other type of powerful character to battle against the PC's. The last campaign I ran came down to the wire, but was a TPK. I left it up to dice and I really try not to pull punches as a DM, unless it is early in the campaign. What is nice is that all the players are now starting a new campaign with me where their previous characters relatives are drawn together by fate to fight a common threat.
My advice to you is, based on the characters levels, to make the villian 4-5 levels higher than they are. It may seem like alot at first, but if he is a brute fighter or sprell caster, the party should be challenged, but not overly so. It is a fine line you have to walk as a DM and can be difficult. I wish you the best of luck.
| Valdast |
It'll vary a lot. I plan on having this be a capstone encounter, with the PCs probably at level 17. (Antipaladin(Damage Focus|Two-Handed), Gunslinger(Pistol, Rogue(Halfing, Dagger), Ranger(Two-Handed Fighter), Cleric(Evil), Sorcerer(Oni, Katana))
I'm planning this fairly far in advance though, so I'm not sure how powerful they will be at that point, though I'm probably giving them the average amount of money.
As for experience, this is their first actual campaign.
I was planning on this current build for him...
Race: Tiefling (+2 Dex | +2 Int | -2 Wisdom)
Level 1: Weapon Finesse (Snake Style[gain at 3]) (Improved Unarmed Strike)
Level 2: (Crane Style [Delay until 3])
Level 3: Dodge (Two-Weapon Fighting))
Level 4: (Improved Initiative) +1 Dex
Level 5: Mobility (Armor Training)
Level 6: (Snake Sidewind[Fighter])
Level 7: Crane Wing (Weapon Training)
Level 8: (Canny Defense | Precise Strike) +1 Dex
Level 9: Snake Fang (Improved Reaction +2 | Parry)
Level 10: (Enhanced Mobility)
Level 11: Crane Riposte (Combat Reflexes | Grace)
Level 12: (Riposte) +1 Dex
Level 13: Critical Focus (Scimitar) (Acrobatic Charge)
Level 14: (Elaborate Defense)
Level 15: Weapon Focus (Scimitar) (Improved Reaction +4)
Level 16: (Deflect Arrows | No Retreat) +1 Dex
Level 17: Combat Expertise (Crippling Critical)
Level 18: (Improved Trip)
Level 19: Fury's Fall (Armor Training)
Level 20: (Greater Trip)
Equipment:
Belt (Belt of Dexterity +6) (36,000 gp)
Hands (Gloves of Dueling) (15,000 gp)
Headband (Headband of Intelligence +6) 18,000 gp
Neck (Amulet of Natural Armor +5) 50,000 gp
Shoulders (Cloak of Resistance +5) 25,000 gp
Wrists (Bracers of Armor +8) 64,000 gp
I'm focusing more on him using a combination of Thorn Bracer and Scimitar, using Dervish Dance to give him sufficient damage output potential while still being able to parry and riposte.
One concern would be a potential to have a very high AC... Base 18 Dex, +10 Dex, +5 Natural, +8 Bracers. | 35 AC with 10 Intelligence.
So: Scimitar +18/+13/+8/+3 | Thorn Bracer +17/+12/+7/+2 (Two-Handed)
Scimitar: 1d6+10(+20 with Precise Strike) | TB 1d6?
196 HP before Constitution modifier.
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He'll probably try to ensure that he doesn't get gang-attacked via ensuring that he can't be flanked that easily and using his parries to ensure that he doesn't get overwhelmed. His initiative is also very high, (+17), meaning that he'll be able to probably set the tone of the battle.
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EDIT: He will also be taking place after a couple other fights, meaning that he'll be a decent challenge due to resources being a bit strained.
| Deyvantius |
Clerics with improved invisibility cast on them as henchman make for excellent boss fights. also give the "boss" full hps not the Monster Manual standard
Have the invisible cleric remove all negative effects and heal the bad guy every round but not engage the PCs. This is always a good battle. Add additional henchmen/archers to target their spell-casters.
no offense but unless the players suck that duelist you posted will get murdered by a party of 5 level-17 pcs without them breaking a sweat
| BrutaleBent |
Minions/allies, summons, "boss template", mythic levels, enviromental hazards.
Usually minions, summons or enviromental hazards is they way to go to make nice battles - like the invisible cleric (great idea). However, following normal rules, for single powerful enemies that should be able to put up an epic fight vs 7 PCs, is usually gonna rofl stomp players because he's too deadly, or other way around.
Mythic levels can give some good survivability, if focused on defense, thus giving the BBEG the much needed staying power, without having to gain tonnes of firepower. Lastly, the possibility of an extra standard action via Amazing Initiative tips the scales a little bit more into the BBEGs favor.
Also, purely subjective, selfmade "boss templates"/tweaks is a really good way to make solid single NPC encounters. As evilnerf said, max hitpoints is a good idea. Hell, double it even, if need be. Extra standard action at -10 ini and something in the line of mythic saves - just only vs save or suck spells/abilities (these last two will be hard for some to swallow, so ask players if they're good with it). But nothing sucks more, as a GM (subjectively), than having a nice fight, and character, planned out to have it ruined with a fumbled save feeblemind or hold person. :p I call it artistic freedom! ;)
Dark Immortal
|
If you refuse to abandon the 'singleton' bad guy theme, then you're on the right track by giving him such a high initiative. You don't want this guy going 5th, after taking a beating from 4 other PC's, acting once, then taking a beating from 3 more PC's...only for the round to start over, and receive another beating from the first 4 PC's all over again. 200-300-400 hp won't do anything when they are all getting first, one attack, then full attacks all to his single (and very likely) standard attack.
So, to keep him alive long enough to do anything:
1.) The battle needs to take place in a location of his choosing.
2.) The area needs to have an effect he can capitalize on (think desecrated for undead).
3.) Give him several expendable, preferably free action use, items that can have an impact on the party of make him harder to deal with.
4.) Give him an item that he can use at range to test and strain their defenses (necklace of fireball works on a full attack with enough beads?).
5.) If you had been willing to take levels in Rogue, you could have increased his lifespan substantially via talents such as Another Day, Redirect Attack, Hide in Plain Sight, Slippery Mind, Defensive Roll, Improved Evasion, Resiliency. You also have access to extremely useful things like Knockout Blow, Rumormonger, Unwitting Ally and Weapon Snatcher. Rumormonger alone (and a way to protect the guy from scrying) could very much swing the fight far more in his favor by adjusting how the PC's prepare for him (which should be -completely wrong-).
6.)Caltrops, high ground, anything to boost his saves, starting the battle off pre-buffed with long duration buffs and perhaps a means that they are reinstated on him every X rounds, an intelligent item and an escape plan all can make this guy *so* much harder to deal with-.
7.) High AC and high saves help but the gunslinger won't care about either. He'll one-shot this guy, crit, and end the fight. You'll need specific answers for *just* him. Displacement and blur type effects that provide miss chances are good (against most everyone). Darkness (if he uses an intelligent item that can see in the dark, even better), and hazardous terrain that he comes equipped for handling (lake of acid but he's got acid immune boots and waterwalk, or you made him a ninja so he can run across and attack without the need of magic or items....). Throw this in a cavern where the rocks keep falling but have a wind wall type effect up that protects him from but not the party and you're probably about as set as you're going to get.
8.)Damage reduction is a full attack actions worst enemy. He'll need some.
Hope these ideas help. I know how players can be and I've had experience running singleton enemies versus a group. It is hard by default, made more difficult by the personal experience and number of options from in game experience available to each character/player. If you aren't going to be cheating, then you'll have to make your bad guy extremely prepared. Probably moreso than his intelligence score could ever allow (and therefor you're still cheating). ^_^
| Lochmonster |
I like the idea of a Invisible Cleric. I am going to have to plauge my players with that in the near future.
Invisible Cleric PLUS Anti-Life Shell would be a huge pain in the butt.
In fact Anti-Life Shell is great for any BBEG who needs to keep the melee away.
Anti-Life shell plus Dread Wraith with Spring Attack? Forget about it...
| Valdast |
Hmm... I think I'll have him take the ambush route. Enter the room, and then have him ambush the weakest character and immediately begin the buffing in order to ensure that he survives for a good amount of time. Not sure how to legitimately give him DR...
The room itself can be enchanted to aid him, perhaps through some very fun means like a shifting floor that doesn't affect him and always gives him the high-ground and helps prevent multiple people from coming after him.
As well he gets Darkvision for free, and Darkness as a spell-like ability, which means the ranged people will have a tough time seeing him.
Starting out the battle with them on the defensive will probably help his lifespan, which is helped by his high Initiative and the fact that he'll get a surprise round to knock down at least one person.
Overall, I just have to ensure that he provides enough of a challenge without completely crushing them. Magic on the ground to give him battlefield control, perhaps give him Dimension Door or some teleport ability to get out of trouble just in case.
| Valdast |
So that means I can basically give him Spell-like abilities as well?
Sheesh, that makes some things easier. And I actually forgot that we have a Barbarian in the group, so I think adding spell-like abilities to hit them where it really hurts will be acceptable. Although, I do want to ensure that this doesn't end up being a TPK, so I'll run the PCs through myself a couple times to see how balanced it ends up being.
Dimension Door, increase his Darkness ability, perhaps also give him the ability to cast some blasting spells in order to improve his capability at range and close.
| WPharolin |
A BBEG is a problem the players have to solve. Like any other problems, sometimes there is only one solution, and sometimes there is many. One way to make your players feel that your setting is more dynamic is to make sure your villains aren't so one dimensional that the only way to ever deal with any of them is to kill them. For example...
The socializer may or may not be a threat to the party, but he is usually an immediate threat to something they care about. You talk to them until you can invoke a change of behavior. Encounters with a socializer usually follow one of two types.
The first type is the non-violent encounter. There is a threat but words alone are enough to solve the problem. In most cases, this is not the BBEG, but rather just an NPC.
The second type is one that will include combat as part of the "discussion". An example of this type of BBEG would be Saren Arterius from Mass Effect, Magus from Chrono Trigger, or Darth Vader from Star Wars.
Take the time to get to know the motivations and personality of a BBEG who is going to talk to the party reasonably because this conversation needs to be an interesting one. It is a pivotal moment and you need to be prepared. Give the BBEG strong motivations for doing what he is doing, but make him conflicted in some way. Give the players some clues as to what sort of conflicts he may be experience are prior to the final encounter. This could be done be finding journals, having previous meetings, talking to people who were close to the BBEG in the past, etc. Once the encounter has begun, give additional clues as to how the BBEG is feeling. He should start off confident.
As the players make progress in the conversation, let the BBEG continue to say words that match his original position, but show him hesitate, take time to ponder, or lose his cool. Anything to give the players a sign that they are making progress and getting through. When combat starts, don't let the conversation die. In fact, although it can be difficult, try to time the beginning of combat at the most pivotal moment in the conversation, so that the most progress seems to be taking place during combat. This gives the players a feeling of escalation and heightened drama.
This BBEG is going to put himself in a position where it will be very difficult to stop him without hearing what he has to say. He wants to speak. He'll do whatever it takes to force you to listen. That means he is going to use whatever tools he has to create advantages for himself. Don't make it impossible though. You aren't trying to railroad your players. But let the BBEG make use of the items and abilities he has available and make sure he uses the terrain to his advantage whenever possible.