Need help making a melee-oriented boss


Advice

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Lantern Lodge

Also, you mentioned the ability to counteract magical ability: target his concentration.

He's multiclassed, so his concentration checks will not be level appropriate. A bit of ongoing damage would work well, disruptive/spellbreaker would work, and even environmental conditions can slow him down.

The rime-spell Magus build I posted up would shut down his spells, too. Being entangled requires a 15+spell level concentration check. Add the Lingering Pain arcana for a bit of extra fun.


Pathfinder Roleplaying Game Superscriber

I love that this post is turning into a real discussion.

The other PC's are pretty decent. We have some good optimization going on. The main thing is just that it's impossible for most other people to do anything since he always seems to have something to handle every situation.

Like I said before, I'd rather do this subtly in game without having to make a big fight out of it IRL. If I can knock his character down in a setting his character feels he excels at, the rest of the party are the kinds of people who will immediately step up to fill the gap. They just don't have the room to stretch as-is. He sees himself as the hero, and he needs to fall.

This is honestly for character development as much as it is for mechanical necessity.

I do like the water dancer idea... but do you think that would work? If he takes one hit from this guy he'll be almost dead. Swashbucklers can't match somebody who pops out that kind of damage.

Also, I'm not sure why he chose Skald. He had bard originally and retrained to better fit flavor I think. The main thing is from Chevalier, with his weapon enchant AND the Bard/skald bonuses, he gets a huge increase on his morale bonuses, so he gets these MASSIVE hits.


Mr. Fishy needs make sure you have properly identified a "munchkin".

1. Is the character powerful?
2. Is he powerful because he is well played and crafted?
3. Is the character seem to be created to disrupt the game or is it a side effect?

A munchkin makes and plays a character that is intended to disrupt the game. Munchkins are selfish and inconsiderate of the table. Is these player a "Munchkin" or an over zealous power gamer?

Power gamers can disrupt a game and do need to be checked but "Munchkins" should be punished for their crimes against the table.

You're looking to take him down without getting caught at it. So, he seems the power gamer over the line.

For the Power gamer: Greater Shadow, shadows, rust monster...Destroy his gear and lower his stats temporally.

For the Munchkin you have to present GM superiority. Use the rules better than him. Construct an NPC that negates his abilities and turns his strengths against him, the rules. Use touch attacks, damage his stats not his HP, and remove his armor without rolls, make it his choice. Offer him a berserking weapon.

At 12th level debuffs help, but mostly just washout his advantages.

Mr. Fishy has had players make super beaters, it's fine as long as they, understand that their playing in a group.

Mr. Fishy doesn't sit at your table, so proceed with caution.


If you're talking about the Courageous weapon property, he's probably using it wrong. Though that's a particularly contentious issue.


A character sheet would help.


Pathfinder Roleplaying Game Superscriber

If i had it on me, I would surely post it.

And what do you mean about the Courageous weapon being used wrong? Enlighten me if you would.


TriOmegaZero wrote:
Jodokai wrote:
Rogar Stonebow wrote:

EDITED to add:

It is already stated that his AC is only 32. That is not a big deal.
You're still not understanding me: You say a 32 AC isn't a big deal, what are you basing that off?
The fact that they are level 12-13. Without such clarifications from the OP, there is no reason to assume Dark Sun is the setting.

Stop trying to attack the example because you can't hit the logic behind it.

looking at 1 number in a vacuum tells you absolutely nothing. The GM has already stated a 32 AC is high to him in his game, regardless of the setting.In the OP's game at 12th level a 32 AC is high. To say the one person who isn't fitting in with the game parameters is the only one doing it right, is beyond presumptuous.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Jodokai wrote:
Stop trying to attack the example because you can't hit the logic behind it.

Sorry, I was speaking directly to your question of what we were basing that off. Don't blame me for not engaging an argument I'm not a part of.


Pathfinder Roleplaying Game Superscriber

I wasn't intending that 32 is arbitrarily high, but that when you take into account that the rest of the party is lightly armored or dex-based the 32 seems much bigger in comparison, also considering that our other melee type is a dex-magus with a decent to-hit, I'd prefer someone who can hit the 32 without trying, know what I mean?


The relevant text is this: "In addition, any morale bonus the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1)."

There's been no official clarification, but when the developers at Hero Lab were asked to 'fix' the Courageous property in their software to achieve the effect listed above, they shared communication with a Paizo developer indicating that the bonus is only meant to apply to Saves. (link)

Since you're the GM, you're fully within your rights to enforce the RAI. Although you'd probably want to grant him a change to the weapon property. But he's probably also completely built his character around this one particular grey area.

Here's my guess:
Barbarian for morale bonuses to Str/Con/Will saves
Cavalier for a morale bonus to attack rolls and one of the orders that adds a morale bonus to damage
Skald (Spell Warrior archetype) to grant a stacking enhancement bonus to weapons

Probably a +1 Furious Courageous weapon.

So he starts up Weapon Song, makes his weapon +2. Rages, so it goes to +4 because of Furious. Now he's adding +2 to any morale bonus he gets. So +6 Str/Con, +4 Will, +3 attacks and damage.

Or something like that.

The problem with building around a single thing like a weapon enchantment is that it all comes falling down with a FAQ. Or a destroyed or disarmed weapon.


I'll note again, though, that while you can defeat the character, you're not doing anything to change the player's mindset.

Disarm him? He'll get a weapon cord or locking gauntlets
Sunder? Fortifying stone
Intensified Burning Disarm? Fire protection/resistance potions
Fix the Courageous loophole? He'll find something else to exploit

etc.

The way to solve this is to fight math with math. Record how many encounters he one-shots. Note how often the rest of the party doesn't get to act. Sit him down and show him--quantitatively--that he is turning a cooperative game into a competitive game of him vs. everyone else.

Unless the other players are happy to let him carry them around. If so, the only one not on the same page is you.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Thank you redward, I now know how to handle some of my local PFS players...


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Here is a barbarian:

Ragin Bob:

Raging Bob CR 12
XP 19,200
Human barbarian (invulnerable rager) 12/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init +1; Senses Perception +16
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 19 (+10 armor, +1 deflection, +1 Dex, -2 untyped penalty)
hp 180 (13 HD; 1d10+12d12+91)
Fort +19, Ref +7, Will +9; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 18/lethal, 9/—; Resist fire 3, extreme endurance
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 furious glaive +20/+15/+10 (1d10+15/×3)
Ranged mwk composite longbow +15/+10/+5 (1d8+3/×3)
Special Attacks greater rage (29 rounds/day), rage powers (increase damage reduction +3, reckless abandon, spell sunder, strength surge +12, superstition +9, witch hunter)
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 24, Int 13, Wis 10, Cha 8
Base Atk +13; CMB +17; CMD 35
Feats Combat Expertise, Combat Reflexes, Diehard, Endurance, Extra Rage Power[APG], Extra Rage Power[APG], Improved Stalwart[UC], Power Attack, Raging Vitality[APG], Stalwart[UC]
Skills Acrobatics +12 (+8 to jump), Climb +7, Intimidate +11, Knowledge (engineering) +17, Knowledge (nature) +17, Perception +16, Survival +16, Swim +7
Languages Common
Other Gear +1 full plate, +3 furious glaive, mwk composite longbow (+3 Str), belt of giant strength +2, cloak of resistance +2, ring of protection +1
--------------------
Special Abilities
--------------------
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Improved Stalwart Double DR gained from Stalwart
Increase Damage Reduction +3 (Ex) While raging, your DR increases by 1.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Stalwart Forgo dodge AC bonus for equivalent DR
Strength Surge +12 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter +4 (Ex) Bonus to damage spellcasters while raging.

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Things of note:
This is with combat expertise off, power attack off, reckless abandon on, and ragining

DR while raging: dr 9/-
DR with combat expertise on: dr 13/-
Fighting defensively: dr 16/-

He is not super hard to hit, gl doing damage though. Also if you trap him in a spell, he can strength surge to spell sunder out of it

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I don't think guarded stance and rolling dodge add into Stalwart, since the dodge bonuses from those abilities aren't coming from taking a penalty to your to-hit.

Still REALLY nice, may have to adjust my course on my own barbarian.


Oh yeah, OOPS, stalwart says only total defence, fighting defensively, and combat expertise. I will edit!

Sovereign Court

CWheezy wrote:

Here is a barbarian:

** spoiler omitted **...

I like it overall. (Will beat most opponents - lose horribly to others.) But your accuracy numbers seem off.

CWheezy wrote:
Melee +3 furious glaive +20/+15/+10 (1d10+15/×3)

He has a BAB of +13, a +8 strength, and a +3 glaive. That's a +24/+19/+14 right there, not to mention Reckless Abandon and anything else.

I must say - everyone talks about how worthless Combat Expertise is. I can tell you right now - against that guy I'd be turning it on ASAP. (The accuracy penalty doesn't matter much since he's easy to hit - and I would NOT want to be hit any more than I can help.)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

The real danger for that character is the riders that come with a successful hit. Grab attempts, negative levels, poisons (mitigated by monster Fort), and the occasional brute that still deals 20 damage after DR. But against common NPC enemies, he really is invulnerable.


TriOmegaZero wrote:
The real danger for that character is the riders that come with a successful hit. Grab attempts, negative levels, poisons (mitigated by monster Fort), and the occasional brute that still deals 20 damage after DR. But against common NPC enemies, he really is invulnerable.

According to Mark Seifter, the riders only apply if he takes damage. Don't have the link handy. Will try to dig up later.

Sovereign Court

TriOmegaZero wrote:
The real danger for that character is the riders that come with a successful hit. Grab attempts, negative levels, poisons (mitigated by monster Fort), and the occasional brute that still deals 20 damage after DR. But against common NPC enemies, he really is invulnerable.

Those - plus I was thinking of other class builds which would totally counter it. High AC monks/brawlers (perhaps brawlers moreso because most will have Combat Expertise) with pummeling style are the most obvious since they practically ignore the DR and their high ACs prolong the fight. There are others.

But against mooks - and more standard builds - he is practically invulnerable. (Though a high AC can nearly do the same except being hit on 20s. But then again - this build could be damaged by mooks on crits.)


Charon's Little Helper wrote:


I like it overall. (Will beat most opponents - lose horribly to others.) But your accuracy numbers seem off.

Combat expertise


Also as another note, that is Heroic npc stats and gear. With pc gear it is a very different story

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
redward wrote:
According to Mark Seifter, the riders only apply if he takes damage. Don't have the link handy. Will try to dig up later.

Oh, I'm well aware, but at those levels there are enemies that can deal the 20 points of damage to get those things to stick. And DR doesn't stop energy drain as I recall.

Sovereign Court

CWheezy wrote:
Charon's Little Helper wrote:


I like it overall. (Will beat most opponents - lose horribly to others.) But your accuracy numbers seem off.

Combat expertise

Okay - but

CWheezy wrote:

Things of note:

This is with combat expertise off, power attack off, reckless abandon on, and ragining

Also - with that level of accuracy though - you're going to have trouble hitting any tanky characters.

Sovereign Court

CWheezy wrote:
Also as another note, that is Heroic npc stats and gear. With pc gear it is a very different story

It's not PC gear level - but it's more than NPC standard. A heroic level 13 NPC should have 27k worth of gear. The glaive alone is worth more than 32k. Drop it to a +2 furious and it'd be about right.


Charon's Little Helper wrote:


This is with combat expertise off, power attack off, reckless abandon on, and ragining
Also - with that level of accuracy though - you're going to have trouble hitting any tanky characters.

Yeah it says that, but it is wrong, oops.

Well that is without reckless abandon, which is +4 to hit.

Actually because of improved stalwart, his things are off:

dr with nothing: 6/-
dr with combat expertise 14/-
dr raging and combat expertise 17/-
fighting defensively 19/-

His saves are very strong, and he can spell sunder stuff and get out of grapples with strength surge.


Charon's Little Helper wrote:
CWheezy wrote:
Also as another note, that is Heroic npc stats and gear. With pc gear it is a very different story
It's not PC gear level - but it's more than NPC standard. A heroic level 13 NPC should have 27k worth of gear. The glaive alone is worth more than 32k. Drop it to a +2 furious and it'd be about right.

Glaive is worth 8k. Furious adds +2 to the enhancement while raging

Sovereign Court

CWheezy wrote:
Charon's Little Helper wrote:
CWheezy wrote:
Also as another note, that is Heroic npc stats and gear. With pc gear it is a very different story
It's not PC gear level - but it's more than NPC standard. A heroic level 13 NPC should have 27k worth of gear. The glaive alone is worth more than 32k. Drop it to a +2 furious and it'd be about right.
Glaive is worth 8k. Furious adds +2 to the enhancement while raging

I gotcha. I read "+3 furious glaive" as a +3 enchantment with furious on top of it. Not a +3 bonus with furious on.


Pathfinder LO Special Edition Subscriber

Need a dot for later.


Melee sorcerer/dragon disciple and take flyby attack...never let him get close enough to hurt you while you punish him with high speed mid air attacks...enlarge before hand and pick up a reach weapon and just stay overhead. If 3.5 material is allowed take lost tradition to make him a STR or CON based caster


If 3.5 is permitted go Disciple of Dispater XD then Crit with a
15-20/x4 Schyte. I doubt that he can resist a Full Attack !


Just wanted to echo a few others--trying to beat a minmaxer at their game will just grant them justification for what it is they're doing: See, see?? This is the type of things we face! and so on.

There are a few approaches. Here's some of my favorites:
1. Talk with them, and explain the style of game you're running. Ask them to remake the character.
2. Shift the spotlight. Highlight and reward the type of play you'd like to see. If someone's roleplaying or contributing as a team member, reward this by having NPCs respond, or giving them facetime at the table. Declare roleplay/team/etc. XP rewards and then institute them.
3. If you need to, follow up number 2 by making negative behavior less rewarding. While this can be through numbers, the social aspect works just as well. That is, give it less attention. For example:

Tim the Sluggy wants to go beat up some guards just to show he can, and no one else in the party is in on it...Well, let a few rolls decide the outcome, then move on. Don't dwell on it and give the guy the spotlight.

(I realize some might disagree with my example, and there may be some times to beat up guards, but we're assuming the instance is an overall part of a greater behaviour problem.)

Minmaxers like to "win." Turn "winning" into the behavior you want to see makes them want it, too.

Silver Crusade

Try challenging a "combat" min/maxer with a "non-combat" scenario.


4. You could also institute "bennies" for positive behavior. Being a good team member* during a session is worth one bennie, for example. Getting into a shouting match with the DM/other players isn't.

Bennies could be used for adding a 1d6 to a roll at opportune times.

This is another play on--being a good player makes your character better.

* There's some good guidelines for play posted here and there on these boards. I'd gather some of those up perhaps, and base such a system on them.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Reach trip/disarm/dirty trick specialist cad fighter (possibly on top of a Large creature for more AoOs and a higher Str) with some minions to gang up on the barbarian after he's prone, without his weapon, and blinded...

Or a self-buffing mounted-combat druid, possibly on a flying mount, that uses the mount's superior speed (enhanced via spells) to make a lot of Flyby/Ride By Attacks, denying the PC a chance to full-attack.


Ruggs wrote:

4. You could also institute "bennies" for positive behavior. Being a good team member* during a session is worth one bennie, for example. Getting into a shouting match with the DM/other players isn't.

Bennies could be used for adding a 1d6 to a roll at opportune times.

This is another play on--being a good player makes your character better.

* There's some good guidelines for play posted here and there on these boards. I'd gather some of those up perhaps, and base such a system on them.

I dislike this. Not that people shouldn't be nice to one another and play well, but that you have to reward that. You're not teaching them to be team players, you're encouraging them to get the prizes. The idea is that people should be nice and help each other out because doing otherwise is being a jerk. If being a jerk is not a harsh enough penalty, then tell them to find a new game.


Go Path of War. Make him fight a Warlord. He'll never see it coming.

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