How to deal with powerful PCs - particularly invisibility


Advice


My PCs are near 11th level in Kingmaker, have collected a fair amout of loot and are starting to overmatch alot of the encounters.

One particular tactic they employ is to have 2 of the characters become invisible. In addition, the sorcerer is also flying around. When he casts spells he stays invisible. So he can never be targeted.

The PCs are not way over powered or anything, I am just not sure how to deal with the levitating invisible sorcerer. I need to counter this invisible death machine.

I also have a Dragon Disciple who has six attacks when he uses his claws and teeth. He is 130 something HPs and 34 AC with stone skin.

How do I deal with that?

I want to challenge the PCs but not be too evil. How do I ramp up my game to match these super heroes?


A simple solution is applying templates to upgrade the enemy mobs. You would not need to rework all encounters, just make them harder. Also, if the enemy knows there's someone invisible: ready action and shoot/ charge the field when he starts casting (50% miss though) or otherwise noticeable (scent, perception roll etc.).


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Scent. Blind Sense. Blind Sight. Tremorsense. See Invisibility. True Seeing.

Those abilities are the touchstone powers to counter invisibility.

Devils with a scroll of Deeper Darkness will seriously mess them up.

I do just want to check: the sorcerer is using Greater Invisibility, yes? Because if he's not, he won't stay invisible very long if he's acting as an "invisible death machine".

Other ways to deal include playing smart bad guys: if the PCs use spells as a significant source of defence, don't send in the troops all at once. Send in a few weaker enemies (not too weak, mind, just enough to make the heroes nervous and bring out the serious combat spells). Wait five, ten, twenty minutes, then do the same again. And again. And again. Then you hit them with the actual attack. If you allow the players to control the pace of encounters, they will never be challenged. (This problem is also known as the 15 minute adventuring day.) If you wave-challenge them a couple of times, you can then throw a single big fight at them early in the day. They might choose to conserve resources instead of going all-out. Mix it up. Don't be afraid to really push the envelope on encounters - just don't throw 15 CR-appropriate encounters at them in a single day. Put numerous weaker ones in there, the kind they can clear in 2 rounds, a few at the right CR, and maybe a single big one.

And by far the best advice possible: single creature CR-appropriate encounters are no more than a speed-bump. Use multiple foes (preferably with different abilities) to keep the action economy at approximate parity when the fight starts.

Scarab Sages

A readied action with Glitterdust would negate a characters invisibility.


Dispel, glitterdust, lantern of revealing.

Also, as noted, once the sorcerer begins casting offensive spells while invisible he will become visible unless he uses greater invisibility.

I also agree with the suggestion of deeper darkness as well. If the PCs can't see them (and deeper darkness is total concealment) they can't target them to hurt them.

Scarab Sages

Invisibility Purge

Glitterdust

Dust of Appearance


Chemlak wrote:

Scent. Blind Sense. Blind Sight. Tremorsense. See Invisibility. True Seeing.

Those abilities are the touchstone powers to counter invisibility.

Devils with a scroll of Deeper Darkness will seriously mess them up.

I do just want to check: the sorcerer is using Greater Invisibility, yes? Because if he's not, he won't stay invisible very long if he's acting as an "invisible death machine".

Other ways to deal include playing smart bad guys: if the PCs use spells as a significant source of defence, don't send in the troops all at once. Send in a few weaker enemies (not too weak, mind, just enough to make the heroes nervous and bring out the serious combat spells). Wait five, ten, twenty minutes, then do the same again. And again. And again. Then you hit them with the actual attack. If you allow the players to control the pace of encounters, they will never be challenged. (This problem is also known as the 15 minute adventuring day.) If you wave-challenge them a couple of times, you can then throw a single big fight at them early in the day. They might choose to conserve resources instead of going all-out. Mix it up. Don't be afraid to really push the envelope on encounters - just don't throw 15 CR-appropriate encounters at them in a single day. Put numerous weaker ones in there, the kind they can clear in 2 rounds, a few at the right CR, and maybe a single big one.

And by far the best advice possible: single creature CR-appropriate encounters are no more than a speed-bump. Use multiple foes (preferably with different abilities) to keep the action economy at approximate parity when the fight starts.

Super good advice. Thanks.

As a GM, how do you justify or determine when to 'give' a creature blind sight for example so the encounters are more challenging? Do you make it story related? I think the PCs might start feeling cheated if all of a sudden everything they start running into has some ability to see invisible creatures.

Also, I need to start giving the bad guys magical weapons so that can even come close to the 34 AC. But again, the PCs worked to get this powerful only to have the enemies counter. I know the encounters need to be challenging, but I want it to seem fair and fun.

How do you GMs handle this?


Pay attention to the environment too. Detail the ceilings - is it regular or irregular? High or low? Are there hangings or other potential obstacles/cover? Are there windows/skylights (for flying monsters to come through...)?

The downside of a flying pc is that if they are detected then they could prove isolated (especially if the other pcs can't fly). Worse case scenario would be a dispel hitting them when they would be tactically exposed on the floor.


Double check your rules. If the sorcerer attacks someone with a spell, even with an AoE like fireball, they become visible. Even with grater invis that only lasts a certain number of rounds instead of minutes like regular invisibility. You can only use a natural attack on a limb if you don't use another attack with that limb such as a weapon attack held in that hand. Stuff like that.

Unless you've put in a lot of extra encounters to let them exceed where the AP expects them to be level-wise it should be having things to challenge them. If you did do this, it's completely warranted to modify those encounters with the tie-in being ramifications from their earlier actions.


If they're starting to overpower the encounters, then whine at being "cheated" when you ramp up the monsters, then have the munchkin talk with them.

Monsters are wary, paranoid creatures. If they hear stories from their monster friends that there's a group of invisible stalkers laying waste to the hordes, don't you think they're going to figure out ways to see or somehow detect invisibility?

A one-trick pony tactic will only last so long...


Simple: have more encounters per day. If the PCs are running into an area, having 3 encounters, then retreating to camp and recover spells, then hit them with wandering monsters and "random" encounters to deplete their resources.

There is no reason for a sorcerer to be using Greater Invis and a dragon disciple to be using Stoneskin in every battle; if they are, then the GM is not giving them enough fights each day to force them to conserve resources.

Sovereign Court

Don't forget Stoneskin has an expensive component. 250GP a pop can add up over time even at 12th level in Kingmaker.

Remember that while something is invisible it isn't inaudible, especially when it comes to spell casting. A lot of monsters have large AOE attacks that won't really care if the sorcerer is invisible if he's making a bunch of noise casting spells.

Plus you can also simply talk to them and let them know they are getting a bit out of hand. Your supposed to be having fun too after all. If the party is just constantly spamming the same tactics it would be nice of them to consider that might get boring for you. They're your friends, talk to them about it.

The Game Mastery Guide has a lot of dialog about problems like this.


I'm not familiar with Kingmaker past the third book, but keep in mind that as you encounter enemies that know who the players are it's not unreasonable for them to research their frequent tactics and take steps to counter them.

For instance if the paladin always starts his round by declaring Smite Evil on the biggest target in the encounter, I'd start that encounter with an illusion of an appropriately 'big nasty'.

If the rogue and the sorcerer always go invisible, starting your action with a readied Glitterdust isn't unreasonable. Nor is casting Detect Invisibility pre-combat if the opposition is aware of the PCs.


DM_Blake wrote:

Simple: have more encounters per day. If the PCs are running into an area, having 3 encounters, then retreating to camp and recover spells, then hit them with wandering monsters and "random" encounters to deplete their resources.

There is no reason for a sorcerer to be using Greater Invis and a dragon disciple to be using Stoneskin in every battle; if they are, then the GM is not giving them enough fights each day to force them to conserve resources.

Yep, just add another low level encounter or two per day.

Now, I am not saying some BBEG can't have a Potion of See Invis or soemthing, once in while. But dont overuse it. That's cheezy.

Adding an occ spellcaster who has glitterdust works.


To add another more mundane suggestion: Even Greater Invisibility gives a chance to locate the target if it acts. Throw in some NPCs who have exceptionally high or augmented Perception scores and give them some thrown splash weapons or AoE spells.

That said, I have to agree with DM_Blake's suggestion about throwing in some extra encounters so that they have to learn some resource management. The difficulty there is making the encounters challenging enough to matter (so that they have to choose to burn some of their spells or face a tougher fight) but not so challenging as to accelerate XP gain even further.


Visibility, especially from inclement weather, is one way to reduce the effectiveness of flying, invisible spell casters.

You may also want to use terrain which gives cover and/ or concealment from flying attackers.

-TimD


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
noblejohn wrote:

Super good advice. Thanks.

As a GM, how do you justify or determine when to 'give' a creature blind sight for example so the encounters are more challenging? Do you make it story related? I think the PCs might start feeling cheated if all of a sudden everything they start running into has some ability to see invisible creatures.

Also, I need...

This is where GMing becomes more of an art than a science.

Firstly, never turn the game into an arms race. The GM can't lose that battle, and the players will resent it. It's perfectly fine to have some encounters where the enemies are able to counter PC tactics, but don't make it the norm. Let them have their fun, wiping out hordes of insignificant encounters with ease. Save the counter-tactics for when it's important - battles leading up to, and including, BBEGs.

Secondly, monsters aren't stupid (well, some are, but most aren't). Even an average Intelligence enemy will understand the necessity of reconnaissance. Spy on them a few times while they're fighting. Make the spies roll Stealth, and let the PCs roll Perception to spot them. Sooner or later, one spy will escape with news of the party's tactics. That's all it takes to justify their enemies taking precautions.


Pathfinder Adventure Path Subscriber

Totally agree with resource management lessons, throwing a couple waves of weaker minions before a main wave. If the minions are low enough chaff, the party won't even receive xp for dealing with them, but will spend resources just the same.

However to argue the other side. It's a long path towards becoming powerful. And now that they are arguably in the very heroic levels nothing wrong with having PCs feel like powerful heroes.

The PCs don't have to be overshadowed by every opponent.

But if you still want to make life more difficult...

You could start pulling midnight ambushes to disrupt spell recovery and rest (start day fatigued), poisoning the food they order...pull a few Game of Thrones-like encounters. Then again, while GoT may be a fun show to watch...I'd hate being a player in it.

PCs can make monster lore checks.
I have monsters make PC lore checks. :)

A favorite strategy of mine was the "target dummy". The party kept defeating the same boss over and over...not realizing he was using doubles. After several fights that were monitored by observers (neutral aligned, no magic so very difficult to detect in a crowd of onlookers) he had a very clear idea on the party's makeup and tactics. Then he hired some assassins and equipped them (consumeables of course) appropriately.

As for problematic PC builds...maybe a judicious application of Dominate is in order.

Scarab Sages

IF the Big bad is a diviner wizard, then things will go badly for the PCs. After he scrys a battle, and sees the invisible /stoneskined party destroying his minions, then I would expect devious planning on his part. Have him start crafting dust of appearance to give to trusted lieutenants. Hire a master thief to steal the supply of granite and diamond dust that stoneskin needs. Have him hire a couple of ogres/ettins/giants with huge CMB bonuses to grapple and pin the DD to neutralize him instead of attacking him. Use mobile foes with spring attack to hit and run vs the DD to deny him full attacks with all natural weapons.


The other posters have provided a great list of specific counters to your PCs' abilities, but I'd like to provide a different sort of advice on how to deal with your PCs that's more to do with GM style and preparation.

I find that adding in specific counters to PC abilities can really take away the PCs' fun if not used sparingly. Yes, definitely they should come across the dragon with blindsense every so often, etc. But use these counters often and the PCs will begin to feel like they shouldn't have bothered gaining invisibility in the first place, etc.

One way that I have found to make encounters more challenging is to plan out, ahead of time, how intelligent enemies would react to the PCs' abilities, upon encountering them.

What would the evil cleric do, upon realizing that his enemies can fly and that at least one of them is invisible? Well if he has Invisibility Purge prepared he may try that. If not, would he stay and fight? Or would he withdraw and plan a later encounter against them where he *does* have invisibility purge ready?

What does the wizard do? If he has a fireball or two prepared he may just try and bomb the area and blast the flying caster out of the sky. (Even if you've got improved invisibility your location at the time of your action can often be determined. That gives aoe a chance to tag you even if they don't know exactly where you are.)

The fighter? Does he mindlessly engage in a pointless battle, or does he withdraw into a 5' hallway, forcing the flying mage to land to get line-of-sight?

It can be tough, as a DM, to think up counters on the spot. But preparation is a DM's best friend. You know your PCs' abilities. And you can plan for how your bad guys would react upon learning of them.

Just be careful you don't always give your NPCs the *perfect* counter-strategy. Their responses should make sense given the NPC's intelligence, temperament, etc.

That said, having the foes react accordingly rather than mindlessly throw themselves into the meat grinder can add a lot to your encounters. it lets your PCs continue to use their nifty abilities,. but they'll have to start thinking about how to use them intelligently when their foes start reacting to them.

The Exchange

One notion I'm surprised not to have seen yet is the possibility that the enemy will also use invisibility. Although if neither side has see invisiblity or another work-around, it can end up feeling more like a game of Battleship than Pathfinder.

If your enemies are never using Stealth and never going for quick immobilizations (grapples, tanglefoot bags, dazing/nauseating effects) or trying to impose other penalties on spellcasters (such as inflicting deafness/blindness or using concealment to their advantage) you should definitely re-think their equipment and strategies.

Running away deserves special mention. The flier is almost certain to be able to keep up with ground-bound foes... but in so doing, he's splitting the party and allowing them to concentrate all their fire on him. Or he can choose not to chase, in which case the enemies can wait for the spell duration to expire, then circle back and strike again... at least attempting Stealth this time.

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