Build an anti-pc NPC


Advice


I was designing an NPC for an adventure when it occurred to me that the NPC I was designing was pretty much designed around the usual strengths of a party of (low level) PC's.

So I figured here's a challenge, design an NPC capable of taking on a party of PC's (with preparation).

Simples?


Taking on the whole party by himself? The action economy is against him on that one. The best class suited for that is probably a master summoner. Does the NPC need to be the same level as the party? If so he will be a pretty easy encounter for all of them.

I have had success in the past fighting the whole party at mid level with a druid built around wildshaping and given about 6 rounds to buff.


How much preparation? Only with enough preparation, I'm almost sure some of the more absurdly knowledgeable posters (which is by no means a bad thing) would be able to present an argument as to how a Kobold can down a level 20 PC.
But more seriously, with preparation, I'd have turned to thoughts of the very-rarely used trap to deal with PCs. Especially if you can have them occur in a room where they'll already be engaged in combat - Good old pitfall or two.

EDIT: Though I suppose that's no longer onus on the NPC to solo it all alone.


Physically Unfeasible wrote:
Though I suppose that's no longer onus on the NPC to solo it all alone.

Well that depends. If the NPC has the ability to craft or even buy traps and is given prep time then I say it is fair game.


pipedreamsam wrote:
Physically Unfeasible wrote:
Though I suppose that's no longer onus on the NPC to solo it all alone.
Well that depends. If the NPC has the ability to craft or even buy traps and is given prep time then I say it is fair game.

So would I, a small part of me just complains "that's silly". Although, attempting to contribute again, the general principle I'm finding is simply to shut down party members by running away from melee or some whip+dexbuild+combatreflexes abuse; or silence casters quickly. I suppose preparation might be choosing place very carefully - an anti-magic zone will make it a martials-only battle.


The thug archetype [rogue]+ Weapon focus, dazzling display, and imtimidating prowess + net, Makes for a pretty nasty NPC.

And if he's human he only has to be about 2 or 3 lvl. The net hampers any spell caster, dazzling display is 30' and the thug increases the duration by 1 rd plus if he get 4 or more rds he can upgrade to frightened.

Mr. Fishy used a similar write up [all rogue levels] with minions with nets and long spears. The party won the fight but it was a difficult fight with the shaken and entangled penalties.

Add a couple of 1 lvl warriors with nets. Or a swarm in a jar, spiders work well. The swarm attacks the closest living thing.


It's a loose concept - I tend to play low level but whatever.

A single NPC who could be a few levels higher than the party but who could viably challenge the lot of them with some preparation (context yours).


BTW my concept was an enchanter who also could target fort saves, had the ability to tactically reposition and dispel.


A 7th level wizard can pretty much anything it damn well pleases all over a party that doesn't have dispel magic. Fly + Greater Invisibility + Protection from Arrow (if they party doesn't have a magical bow) or Wind Wall if they do + energy resistance (PC's main blasting spells). Wizards raining fireballs from 400 feet in the air are always fun. For the GM, not the PC's.

If you looking for something more creative than a wizard, use terrain to your advantage. Archers firing from a nearby cliff side, make the PC's fight uphill giving them -2 to hit against the enemies, use traps like pitfalls or trip wires to hamper movement. You don't have to "counter", you just have to make things difficult.

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