How to deal with an Invincible Player Character. (Way of the Wicked)


Advice

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First I'm going to make it clear that this is entirely my fault.

I've been GMing pathfinder and 3.5 off and on for more than a decade. But in all that time I have never dealt with characters over 10th level and usually with players that are intense with role-playing and hard casuals with character building. I was not prepared.

First my players all have god like stats. This is partly because of the system that WotW proposes called 'Focus and Foible' where you pick an 18 an 8 and roll 1d10+7 for the others. They rolled like little gods and I didn't have the balls to tell them no. So that's on me but for three of them it isn't a big deal I just kick up the power level a little.

The problem is that this Adventure Path also has an optional system for players to become vampires by investing five feats getting the abilities over time. That's a pretty huge investment and I kinda just blindly trusted that was a balanced trade. Since the actual full template didn't kick in until 9th in snuck up on me. Stats got crazy better and you got a few new tricks. What I failed to consider (was working 80+ hour weeks at the time and was pressed for time) was the defensive implications. I simply cannot threaten this dude.

Unchained Rogue 9/Anti-Paladin 2
Str 21 (15 Base, +6 vampire)
Dex 28 (18 Base, +4 Vampire, +2 Belt, +2 Leveling, +2 Human)
Con - (Undead, This is where his 8 went during ability assignment)
Int 18 (16 Base, +2 Vampire)
Wis 17 (15 Base, +2 Vampire)
Cha 24 (16 Base, +4 Vampire, +4 Headband)

AC Base 38 (10 + 3 Bracers, +3 Shield, +9 Dex, +6 Natural (Vampire), +1 Natural (Amulet) +2 Deflection, +1 Dodge, +3 Combat Expertise)

He further uses feint and a rogue trick called offensive defense (Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.)

Couple with the Unchained Rogue ability Debilitating Injury he debuff the Attack bonus of those he sneak attacks by -4 (and he has feint remember)

This gives him an effective AC of 47. With Uncanny Dodge so no flanking.
Once per day he can use Smite Good (And everything scary in this campaign is good) for and additional +5 deflecting.
So on bosses that is an AC of 52.

I should further note that our longest standing house rule is that a 20 is actually a 30 and not an automatic success. Which means most things can't hit him on a 20. Why do we have this rule? No idea, it predates my DMing.

His saves are:
Fort +14 (6 Base, +7 Undead use Cha, +1 Resistance)
Reflex 26 (7 Base, +9 Dex, +7 Cha, (Anit-Paladin) +1 Resistance With Evasion)
Will +19 (6 Base, 3 Wis, +7 Cha, +2 Iron Will, +1 Resistance)

Further as a vampire he has 5 DR/Magic Silver AND Fast Heal 5.
So he is effectively immune to attrition.

As for classic vampire weaknesses the Adventure Path introduces a new feat called Blood of the Deep that removes the running water vulnerability as well as a Magic (Slotless Even) cloak that makes them able to walk in the sun. Which I gave him in place of an early treasure haul because only doing things at night was leading to constant party splitting which was driving me crazy.

Again all of this is my fault. I should have realized where this was going and nipped it in the bud at character creation.

What the hell do I do about it now though?

My players are still super exited. We have been playing this campaign for almost a year now (our longest to date) and it looks fair to continue for at least another several months. Maybe even another full year. This AP is awesome and I don't want it ruined because the encounters are trivialized. I've kicked the CR of the encounters up by about 3 in all places, increased the number of enemies dramatically and I'm using full hp pools for the monsters.

Does not remotely solve the problem, just slows things down a little.

Any advice welcome. Sorry for the text wall.


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So a really dodgy system for generating Godlike stats has gotten out of hand, and there's some additional magic houserule that stops 20'a hitting? You have further compounded this by removing their vulnerabilities and giving them extra stuff to help them be more Uber?

OK

Mate you are hosed and this is now well past the point of being able to correct.

May as well just finish the campaign, they are happy, they are having fun, so give yourself a big tick as they are happy and contended and having a good time.


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If everyone is having fun, I wouldn't worry about it too much.

Sounds like the players are having fun, are you?

If you are, then I wouldn't change anything. If you aren't, well, what are you not enjoying about it?

The lack of a challenge to the players? If that is it, I think Shifty has the right idea. Just finish the campaign and mark it down as a learning experience.

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Does the vampire have normal darkvision, or the super version of 'see in darkness' ? If not, plunge the party into a deeper darkness with a bunch of flying archers (who have some way to see in it) delayed to full attack the party, especially Mr. Invincible. With no dex to his AC, it will drop it down to something feasible.

Off the top of my head, only devils get see in darkness, but, hey, you're the GM, fiat some stuff. Special magic item as loot, maybe- a devil's skull made into a helmet?

Take a bralani azata and add a bunch of levels in ranger with favored enemy undead and undead bane bow. Flyers are going to be harder to get sneak attack off on, etc, and what the party/rogue can't see are a lot harder to, well, do anything against.

I'm assuming a party of this level has ways to counter deeper darkness, sure, but in the round it takes for them to do that, your bralani undead-hunter-- who of course is springing an ambush on this group, having heard of this abomination unto the gods that is this anti-paladin vampire-- and his servants are tearing into the party, and definitely into the roguevamp, vs his flatfooted AC.


I do very much want to finish the campaign. And boy have I learned a few things by this point. What I had hoped to find by consulting the knowledge pool of these forums was some spells or creatures, feats even that could actually effect this dude.

If not that than any tips to create even the illusion of threat would be more than welcome.

They are having fun ATM but a good deal of that is the fact that I have been trying really hard to make sure they don't understand just how out of hand this has gotten.

Frankly I think that the inherent invincibility of this character has the serious potential to remove all suspense from combat and if I can't come up with ANYTHING that has even a chance of killing this dude then I think I have to suck it up and ask him to re-roll. And the enthusiasm killer that is a request like that may doom the campaign just the same.

If this was a short campaign, a month or too to go I wouldn't worry. But I sill have 3 1/2 books of really great campaign that I want to get through and I don't think this is manageable long term absent challenge.


Thank you for those ideas Dien. Sadly I think Uncanny Dodge prevents the loss of Dex to AC from invisible opponents and being flat footed. But the Bralani Ranger just might be able to hit him anyway with enough buffs. That could work perfectly right now as they are in the middle of an epic battle to sack a holy site and it even mentions celestial archers.

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Just at a first glance, his Deflection bonus from Smite Good doesn't stack with the +2 deflection he has normally. So good news: he caps out at 49.

Personally, I wouldn't even bother attacking his AC. He's got other weaknesses, and sure, even his saves are pretty high, but not auto-success high. And a 1 always fails, unless you've done away with that rule as well. But to avoid attacking his AC, look at spells and effects that target an area, obstacles that simply lock him in place, and other kinds of things. There might be some hazards that might pose a threat to him.

Of course, you could just let him stomp all over everything. That's fun, too, if that's the game he wants to play. It's not the GM's job to beat the party down, it's just your job to give them stuff to react to. They still have to complete the story, and if they're having fun steamrolling fights as they go from plot point to plot point, you're still running a good game.


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I think you can still use feint to deny him Dex to AC (assuming he doesn't also have a crazy good sense motive). Also, if you make the enemy have at least 4 more levels of rogue, you can still sneak attack him from flanking.

Another thing that my Mummy's Mask DM did (not sure if it's normally in the adventure or not) is have some kind of capsule thing that duplicated all the member of the party one by one. So you could do something similar where they have to fight a clone of the vampire.

Another possibility not focused on damage is that you can make a kensai magus neutral (to avoid the smite good) mercenary with really high AC, so they have an enemy that just as hard to hit. Then you have to find ways to buff Sense Motive, so the rogue is less likely to success on the feint attempt. Plus you can get shocking grasp damage up a fair bit and it's a touch attack. Also, spell perfection.


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I struggled with PC power in this campaign too and i learnt a lot of lessons. The Paladin(anti) being particularly good in a themed campaign with lots of outsiders and clerics for instance. It ended up with me upping the power level of things just to stand a chance of hitting that the campaign became very dangerous indeed. We finished after book 5 and level 18 and accepted that they had won at that point it sounds like you're still a ways off that.

I personally don't have much fun DMing games when enemies only hit on a 20 and PCs hit on 1+. In those situations you might as well handwave combat and just roleplay the story to my mind.

That said, I would tell the players how you feel. Ask them if they are enjoying the story and what they have done so far? Then discuss the potential for either ending or severely downgrading the PCs - allow them to keep their characters and equipment but redesign feats/stats etc but give them a lower points buy and take away the uber templates.

Run it as either the...

Spoiler:
...curse of Mitra or of Cardinal Thorn as a last ditch attempt by the forces arrayed against them...
...depending on where you are in the series and how the party have acted.

Ultimately your players will either want you to carry on as a spectator in your own campaign or will try and accommodate your needs as well. I thought book 5 was the best I played after the 1st so i highly recommend trying to fix things.


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Way of the Wicked suffers from being very poorly designed, encounter-wise. This isn't your fault. It's not even the fault of the extra stats and vampire template. It's because even without those things the encounters in that AP are piss easy. Kinda like Wrath of the Righteous that way.

You basically need to completely re-write the AP's encounters. But, some tips besides that:

1.) Remember that +3 and higher weapons overcome DR/Silver. His DR is useless at the level you're at now.

2.) Offensive Defense is not available as a Talent to Unchained Rogues, it's not on the allowed list of unmodified Rogue Talents nor the new list of Unchained Rogue Talents.

Moreover, it is an Advanced Talent anyway. Even if he were a normal Rogue and not Unchained, as a 9th leve Rogue he does not qualify to take it.

3.) Having played a Nosferatu in WotW, needing to be invited into homes is a huge pain in the ass. Particularly in book 4 or 5 when you need to enter the royal palace.

4.) Use Sunbeam. Mitra has the Sun Domain. It gives Reflex for half but "Save vs instant death" is still spooky.

5.) Keep in mind that Feint normally uses a Standard action. He spent 5 Feats on becoming a vampire. That means he has precisely one Feat left to allocate. 2 Feats if he was a Human. He used one more on Blood of the Deep. That means unless there's some other kind of shenanigans going on, he has a max of two Feats left he can use (one normally, one from Combat Trick). Combat Expertise and Improved Feint are locked.

If he's using his Move action to Feint every turn...have the enemies just ignore him. A single attack with no Power Attack/Piranha Strike is a pinprick, even with the piddling +2 damage from Smite he gets. He's invincible, but zero threat to the enemy.

Give me his full sheet and I can pick it apart even more, probably.


Oh god spell perfection is EXACTLY the sort of thing I was looking for Anon A Mouse, thank you. Should work wonderfully with Consecrate Spell. Not sure how to buff Sense Motive high enough Vampires get +10 to bluff, really didn't read that template well enough, so he is rocking a +30 Bluff.

I like the clone idea but the problem is I am one hundred percent confident that the vampire character could wipe the rest of the party easy peasy as long as they didn't just leave. Not sure that would be fun but I'll keep it in mind.

I also can't believe that I never considered that somebody with ridiculous bluff could feint him. That alone might make a solid fighter viable. Does Feint also strip dodge bonuses? Seems like it should.


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his ac vs bosses is 52 (as deflection bonuses dont stack a and the +7 smite deflection overrides the +2 ring of deflection) and his fort save is actually 21(6base ,7 undead use cha,7 antipaladin unholy resiliance(stacks with everything)1 resistance)

sujections get rid of that house rule either have a nat 20 allways hit and a nat one always miss or use something like my group nat 20=roll again +20 nat 1=roll again -20 this can result in rolls in the 50s and 60s if you get lucky enough but the auto hit on nat 20 would be alot better in your situation

ways to deal with this but all are kinda unfair:
they are level 10 so i assume they have already started needing to fight things that are evil in the champaign as well as those that are good so throw some more evil things in there like a grave knight(16th level antipaladin graveknight with an 18 in cha pre ability increases can as a standard action dc 29 will (you can get it higher with feats) control him. give it a ring of invisability and just have it folow them arround trying to dominate him untill he is successful(you only get one try per day tho so if you can manage to cuse him with a -6 wis and a roll 2 times take the lower curse you should be ok) and then the party will need to try and kill him or be killed. worst comes to worst have a party of paladins show up whose only conserns are killing undead and they coulnt care less about other evils have it be a party of 2 level 10 palies 1 level 10 cleric 1 level 10 wizard or have a deamon show up who has an at will desintegrate sla and the quickend sla feat 2 disintegreates a round for 3 rounds should fix things also give it the intrument of the gods teplate which grants it regen cr+20 and comes back no matter what. you could also just have all the enemies just ignore the rogue and go after every one else in the party as they cant really do anything to them but make them immune to crits and sneak attack and give them dr20/anything thats not a rogue that means the wizard can peirce past the dr if they need to but the rogue wont be able to(the players can optimize that doesnt mean that the npcs cant optimize as well by going into the fight and just countering the guy that they know is pretty much invinsable but if they cant do damage to you they are useless)


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SRD wrote:

Dodge Bonuses

Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.

SRD wrote:
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

Seems like yeah, feinting denies dodge bonus as well.

Also, glad you found some of my suggestions helpful! :-)


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Definitely with agree with Sundakan that the encounters are really easy. You could safely add 2 levels to every PC class and the advanced template to every monster without it being silly. That still probably wouldn't fix it. I think at one point I kept the PCs 2 levels behind the recommended XP in the book. Then I let them level up really quickly in book 5 to catch them back up to level 18 and threw all kinds of crazy stuff at them and went completely 'off piste'.

That said - this particular character is particularly powerful and I suspect a lot of the solutions presented to deal with him in game would wear thin after a few encounters. The books are relatively combat heavy as written and there are a lot of encounters without spell casting or opportunities for threats.

My gut feel is that this is a campaign structure problem (As Sundakan says) but I'd suggest therefore in game fixes aren't enough. It's honest conversation time.


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Well... you could... y'know...

*gestures meaningfully*


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During the day, a Dispel Magic or similar on that cloak would probably take him out of combat for a few rounds as he tries desperately not to burn to death, assuming its caster level isn't super high.

Wall of Fire does double damage to Undead and has no saving throw. It's not _much_ damage, but if they're stuck in a hallway or something it could add up.

Holy Word should start coming into play soon, at their level. That can be painful even if you make your save.

He's feinting against them, but what's his Sense Motive? Enemies could start feinting back to deny him that Dex bonus. You could also up the Sense Motive of people he's fighting to make feinting tougher to do. There are several spells that let you do this. Added bonus here is that you're not necessarily hurting the other players in order to level the playing field a bit against this one, and his abilities continue to be useful on most enemies.

Offensive Defense won't help much against enemies he can't hit. Up their AC, and add things like Mirror Image and Displacement, throw in Invisibility, Deeper Darkness, or other things that grant total concealment, which shuts down Sneak Attack regardless of Feint.


How are the other characters placed?


Take away his toys. Weapons can be sundered. Equipment can be broken. Money can be stolen.

Just do it to everyone so he doesn't feel targeted.


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Goddity wrote:

Take away his toys. Weapons can be sundered. Equipment can be broken. Money can be stolen.

Just do it to everyone so he doesn't feel targeted.

If you want to piss off your players, do this.

You'd make less enemies throwing endless save or dies at all of them. Getting resurrected costs a hell of a lot less than replacing gear.


Good points Sundaken.

Quick question does the +3 ignoring DR include bonuses equivalents? For example does a +1 Fire Burst weapon ignore his DR? or does it have to be a +3 Fire Burst Weapon. Further does a Paladin using divine boon to buff his sword to a +3 put it in that category?

Did not realize that Unchained rogues could not shop from the base list. I'll think about that. Still did just check and unless I am misreading things it is still a base rogue talent. So a bit confused on that point.

His Feat list is as Follows
Human (Blood of the Deep)
1,3,5,7,9 Vampire Feat Chain.
11 is Leadership (This part oddly enough isn't causing me any real issues as nobody wants to bring their henchmen to combat it's just for rp)

Rogue Talents are
Offensive Defense
Combat Trick (Combat Expertise)
Ninja Trick (Improved Feint)
Weapon Training (Weapon Focus Dagger)

He picked up Iron Will from a Meditation Challenege in the last book of the adventure path at the cost of being literally crazy (CE) for several sessions. In retrospect I wish that I had ignored that encounter.
Sigh... the vampire template also awards Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes and Toughness

Did I mention that Vampires also get a natural slam attack that gives 2 negative levels?

He has the River Rat Trait which gives him a +1 to damage with daggers. Dex to damage from unchained rogue. So even when he only gets one attack I think it reads +2 Dagger +20 1d4+12. +5d6 Sneak attack usually.


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Foeclan wrote:

During the day, a Dispel Magic or similar on that cloak would probably take him out of combat for a few rounds as he tries desperately not to burn to death, assuming its caster level isn't super high.

That plan sounds familiar. Effective, too.

I don't know Way of the Wicked well. Do the good guys know they're up against a vampire?


Chalk this up as a learning experience on how each decision you make as a DM can have wide ranging consequences.

Perhaps for your next campaign, try using no houserules at all, or as little as possible so that you can get a better appreciation on how standard rule dynamics work.

Master the system as it is BEFORE you tinker with it.

Sovereign Court

Looks like a CMD of 48 with everything up, or 39 if he cannot feint the target.

So what you need is something amorphous or without an int mod. You are giving penalties to feint for non-humanoids and animal int (1-2), right? Combined it's a -12. Also cannot feint 0 int. And something with awesome blow. I don't have the time to do much searching at the moment, but a storm giant CR 13 had a CMB of 30, and awesome blow.

Then put it somewhere thematic, like a long bridge over lava. And because it has control weather and constant freedom of movement, visibility for the rest of the party will be limited and they can possibly be blown off the bridge anyway.

Or oozes. Or purple worms.


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1.)It needs a proper +3 Enhancement. +1 Fire Burst does not work, a +1 Fire Burst boosted by Divine Bond to +3 (or the Bane special ability) would.

2.) Feats don't pan out. Ninja Tricks don't have an "Improved Feint" option. I'm guessing what he did was Ninja Trick --> Combat Trick (Ninja Trick version) --> Improved Feint. That doesn't work. From the text on the Ninja Trick Rogue Talent " A rogue cannot choose a ninja trick with the same name as a rogue talent."

3.) 1d4+12+5d6 is an average of 31 damage. The average HP for monsters at CR 10 (and remember, this guy is CR 13, CR 10 should be cannon fodder for him) is 120 HP (this includes Devas and Shield Archons). Taking 4 rounds to kill an enemy you should be able to force to lick your boots in under a round isn't that impressive.

A Paladin of similar level would have close to 100, and be able to heal on average 21 HP per round as a Swift. He can tank that and go try to kill the Wizard.

4.) Slam attack's not a huge threat. He doesn't have an AoMF so he's looking at +17 to-hit which leaves him needing to hit a target between 25 and 30 for the aforementioned "Base fodder" enemies. Unless he drops his dagger he still only gets one chance per round to do it, and can inflict no more than two negative levels per round.

The problem here is that the AP throws Movanic/Monadic Devas and Shield Archons at the party as freakin' END BOSSES at level 10 instead of the basic enemy type your facing, and Paladins and Clerics show up relatively sparsely.

If you change that the math suddenly becomes more fair. Your PC is still "invincible" (though significantly less so without that +5 AC from Offensive Defense), but he shouldn't be fighting enemies that 30 DPR is a threat to in the first place.


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Other characters are an Unchained Monk (again god stats but nothing like the vampire) Anti-Paladin (good stats) but he is perfect for the campaign and thus very powerful and a Gnoll Cleric who I love to death. Heart and soul of how I have built the campaign but also definitely the squishiest and least encounter breaking. (Can't Believe I am saying that about a level 11 primary caster)

As some have said WotW is way the hell to easy. Generally My pattern is to double the "bosses" in encounters, because Sundaken is right they are not bosses at all, and then make a better version of the boss (2 or character levels, usually paladin) as a leader of the other two.

Plus whenever encounters are going too easy I have this supper annoying ghost that has been haunting the monk ever since they got up to Serial Killer nonsense (it was awesome) in Farholde. She pops in with a couple of buddies.

Works pretty good for the rest of the party.

Not willing to sunder. Not only would it not harm the Vampire much but two of these players rage quit an old campaign that I was thankfully not DMing over it.

Thought of Mirror Image earlier. My players eventually just asked me to stop using Legion Archons because it was driving them crazy.

As far as not using house rules Drahliana...

Not really sure what you are referring to here. Been DMing for over a decade as I said and the only house rule we have is the 20 being a 30 thing whose original purpose I think had to do with having an actual number for the automatic success when both people role 20s. As I said it predates me by about 6 years. The Vampire Feats and rolling system were what was suggested in the Players guide for the campaign. Frankly I assumed the author of this very highly praised AP had carefully balanced around the considerations.


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Christopher Dudley wrote:
Just at a first glance, his Deflection bonus from Smite Good doesn't stack with the +2 deflection he has normally. So good news: he caps out at 49.

Actually, he already took the non-stacking into account, hence why Smite Good only raises his AC by +5, when his Cha modifier is +7.

Sundakan wrote:
1.) Remember that +3 and higher weapons overcome DR/Silver. His DR is useless at the level you're at now.

That... is educational. And rather easy to miss, given that it is only explained at the very back of the rule book. One would imaging it would be something that is mentioned in the magic item section when talking about weapon enhancement.

It also means that any DR/alignment and/or material is largely useless as soon as PCs get access to +5 enhancement bonus weapons (noting a magus can boost their actual enhancement bonus of their weapon with their arcane pool).

Sundakan wrote:

2.) Offensive Defense is not available as a Talent to Unchained Rogues, it's not on the allowed list of unmodified Rogue Talents nor the new list of Unchained Rogue Talents.

Moreover, it is an Advanced Talent anyway. Even if he were a normal Rogue and not Unchained, as a 9th leve Rogue he does not qualify to take it.

I'm seeing it as a regular rogue talent, not advanced. But you are correct, it isn't on the unchained rogue talent list.

Sundakan wrote:
4.) Use Sunbeam. Mitra has the Sun Domain. It gives Reflex for half but "Save vs instant death" is still spooky.

Unless the cloak also protects against all such spells? Even then, the rogue has evasion and a Reflex save of +26, so it's pretty much a 5% chance of instadeath, 95% chance of nothing =/

Sundakan wrote:
5.) Keep in mind that Feint normally uses a Standard action. He spent 5 Feats on becoming a vampire. That means he has precisely one Feat left to allocate. 2 Feats if he was a Human. He used one more on Blood of the Deep. That means unless there's some other kind of shenanigans going on, he has a max of two Feats left he can use (one normally, one from Combat Trick). Combat Expertise and Improved Feint are locked.

He is human (so 7 feats normally), though he can also burn a rogue talent to grab Combat Trick for an 8th feat. Not sure on what the 8 feats were to qualify for vampire, though I'm guessing one was the Iron Will mentioned in his writeup?

Sundakan wrote:
If he's using his Move action to Feint every turn...have the enemies just ignore him. A single attack with no Power Attack/Piranha Strike is a pinprick, even with the piddling +2 damage from Smite he gets. He's invincible, but zero threat to the enemy.

He won't be using Feint if there's someone to flank with.

With a +2 weapon and using feint, it's a single attack at +20 (+8 BAB, +9 Dex, +2 weapon) for around 1d6+11+5d6 (average 32), as a move and standard action. If he has to move he'll be plinking off things as there'll be no sneak attack.

If he can make a hasted full attack due to flanking, he's at +21/+21/+16 with a single weapon, for close to a hundred damage if it all hits. Apply Smite (+7 attack, +5 AC, +2 damage per hit, bypass DR) and he gets very nasty, very fast.

Of course, a Strength based pure antipaladin with a falchion would be way, way nastier... that's another matter.

My recommendation?

Avoid getting into an arms race with the PC, because (unless the rest of the group are just as disgusting) anything that can hit and threaten him will likely mutilate anyone else in the party, which (in my experience) is usually less fun for them than having a teammate be completely untouchable.

Also, combat maneuvers aren't likely to touch his CMD of 38 very easily (10 +8 BAB +9 Dex +5 Str +3 Combat Expertise +2 Deflection +1 Natural), and scaling things CMB up to hit those numbers runs the same issues as above.

If anything, I'd suggest adding (if it makes sense) undead bane. NPC inquisitors are a good way to pull this off without adding to the loot, and given their ability to pile on some buffs to have a modicum of attack bonus. At the very least it gives the PC something to worry about that the rest of the party doesn't.

Excessively long example:
E.g. Inquisitor 6 and Bard 6 characters are all of CR5. An APL+0 encounter could theoretically have eight of them. An APL+2 could have sixteen. They're squishy, but numerous, and if they get the chance to prepare, vicious:

Bunch of inquisitors with masterwork composite longbows +19/+19 (+4 BAB, +5 Dex w/cat's grace +2 heroism +2 Judgement +2 divine favour +1 masterwork +1 Weapon Focus -2 Rapid Shot +2 undead bane +2 Inspire Courage), 1d8+10, +2d6 [average 21] (+4 Strength/w bull's strength, +2 divine favor, +2 Inspire Courage, +2 Bane)

Noting that he can only use Combat Expertise if he makes an attack roll, his AC would be 35. So our inquisitor firing squad would need 16's to hit, but with 6-12 of them firing 2 shots each, it would get vicious.

Alternatively, inquisitors get true strike. Even sans bard buffs you're looking at +33 (+4 BAB, +3 Dex, +2 divine favor, +2 Judgement, +1 masterwork, +1 weapon focus, +2 undead bane, -2 Deadly Aim, +20 true strike), for 1d8+12, +2d6 [average 23] (+4 Strength/w bull's strength, +2 divine favor, +2 undead bane, +4 Deadly Aim)... from 110 feet away (and it gets sillier if they have Far Shot).

Point being: The right tools and synergy can present a threat. true strike & undead bane snipers are one such option, though I'd suggest using it only once, and only when you feel he needs taking down a peg if he's getting blase'.


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Given how much the players have invested I'd go another direction.

Stop modifying the AP and run it as is, essentially allow those combats to finish quick and easy.

Spend some time developing a parallel side narrative, depending on your group let them know this is a 'Bonus narrative'

Have it involve being contacted by an appropriate evil, demon lord, archdevil, powerful abberation etc, who noticed their talents and offers to put it to good use.

Basically setup some extra tasks in each AP and use those to throw the book at them. Throw in APL +5,+8 encounters at them, have it involve other forces of evil, or whatever else, have fun with it.


actually it only needs to be a +2 weapon or a +1 silver weapon as +2 is silver while +3 is cold iron

Sovereign Court

Lady-J wrote:
actually it only needs to be a +2 weapon or a +1 silver weapon as +2 is silver while +3 is cold iron

If this was 3.5 you would be correct. Pathfinder has both Silver and Cold Iron at +3 enhancement equivalent.


Firebug wrote:
Lady-J wrote:
actually it only needs to be a +2 weapon or a +1 silver weapon as +2 is silver while +3 is cold iron
If this was 3.5 you would be correct. Pathfinder has both Silver and Cold Iron at +3 enhancement equivalent.

so a +2 weapon is just a waste of money then good to know ill skip my +2 enchantments from now on and save for just going streat for the +3 and save days worth of crafting


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YO.


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Lady-J wrote:
Firebug wrote:
Lady-J wrote:
actually it only needs to be a +2 weapon or a +1 silver weapon as +2 is silver while +3 is cold iron
If this was 3.5 you would be correct. Pathfinder has both Silver and Cold Iron at +3 enhancement equivalent.
so a +2 weapon is just a waste of money then good to know ill skip my +2 enchantments from now on and save for just going streat for the +3 and save days worth of crafting

Except for missing out on that +1 hit/damage for quite a few levels.


Sundakan wrote:
Lady-J wrote:
Firebug wrote:
Lady-J wrote:
actually it only needs to be a +2 weapon or a +1 silver weapon as +2 is silver while +3 is cold iron
If this was 3.5 you would be correct. Pathfinder has both Silver and Cold Iron at +3 enhancement equivalent.
so a +2 weapon is just a waste of money then good to know ill skip my +2 enchantments from now on and save for just going streat for the +3 and save days worth of crafting
Except for missing out on that +1 hit/damage for quite a few levels.

that can be solved with a belt/headband item and it will be even more useful


sword from +1 to +2 is 6,000gp
it's one of the cheapest ways to get the bonuses.
headband from +2 to +4 is 12,000.
... and nothing else boosts damage, okay that was a fun list.
Attack bonuses you have a few items, but once again, there's not really any good reason to not upgrade your sword while you're working on getting a +3.


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All excellent advice, thank you. I'm feeling a little better about this.

Again I can't believe I didn't consider Feint. I'm used to its action economy just flat out eliminating it as a viable option for my PC that I completely disregarded it. I can throw in a few duelist/bodyguard types that use feint builds and that should solve A LOT of my problems as that can potentially strip 15 of his AC.

I'm usually too impatient to use true strike, but Raynulf is totally right. Nobody beats the true strike and just identifying people casting it will raise his tension. There are also a lot of inquisitors in their future, usually as bosses but perhaps I will make some mid-level enemy types.

Trimalchio - your bonus "challenge narrative" is freaking excellent. I already have a few ideas.

Firebug - Thank you for pointing out the penalties for feinting non-humanoids and low intelligence things. Don't think it will usually matter with his +30 bluff but it gives them a chance. Also I love awesome blow. Actually used that one earlier to great hilarity when a Fiendish Ogre ally of theirs led a rebellion against them. Probably too soon for more. Good times :)

Looking at the Rogue Talent rules Sundakan and Raynulf are quite clearly correct about using the Ninja Trick to take an additional Combat trick being illegal. That is easily enough fixed. The player is understanding about such things.

Spell Perfection may actually allow the occasional spell to get through/hurt and I think I'm just going to them largely fighting in consecrated environments from now on. (Makes sense in a militant theocracy)

I also found a few 3.5 spells that I think I will port over. Holy Storm most notably. Also I feel I have been under-utilizing good old magic missile + metamagic.

This is exactly the stuff I wanted guys. Thanks.


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And don't ever forget sunder.

I'm willing to bet a mounted barbarian on a dire bat with a lance could smasher-sunder-strength surge some of his items, and with greater sunder it'll go right through to his HP as well.

But uh. Don't do that more than once or twice. Trust me.

Dark Archive

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I'm with Firebug: Oozes. Don't take precision damage, which means debilitating strike won't do anything. Can't be flanked. Plus, a lot of them do bad stuff to people that hit 'em in melee. Oozes.

For a more oddly specific example: Arcane Trickster. Going off the assumption (which may be wrong) that his sense motive isn't as godly as his bluff. You can get ranged feint to knock off his dex and dodge bonuses and scorching ray being touch and all knocks his AC v.s. that spell all the way down to a whopping 12. 10 + 2 deflection.

Heck, for fun get a group of inquisitors and/or clerics with a few cool teamwork feats. Plus, have them grab the feats conviction and potent holy symbol. DC 27 will saves against presented holy symbols isn't great, but with a few of them it should be enough. Plus, any spells or channels that use the holy symbol as a focus count as "presenting for the purpose of keeping vampires at bay". They might even want to grab turn-undead, improved channel, and throw in a bard with "faith singer".
It's not even particularly weird for a group of undead-hatin' NPCs to hunt down a vampire with specifically prepared for methods.
That's the time for the rest of the party to shine, since they don't have to fear the undead-specific threats.


offensive defense was specifically excluded from the unchained rogue list because they rolled reduction to attack into one of the options for debilitating injury

I don't see anything in undead type or anti-paladin that allows them to get CHA to fort twice.


So after several Ooze encounters the PCs discover that all of them have been "controlled" by:

https://docs.google.com/documentd/1Q9ndnKFdR8WWrgkP6fVbCtFvjE8zhMHStexwZ4-x s4Q/edit

At maybe lvl. 15. With Rage, Bulls Strength and the Wild shape Bonus she's only +22 to hit with her 24d8 Slam (202 damage w/Furious Finish) before any enhancement via Items. That's a 25% chance of hitting already. Add a potion of Magic Fang +5 (or Gloves of Mighty Fist if you really want to make your Monk Happy) and she's 50/50. Immunity to Sneak, Crits and Fatigue (Rage Cycling) plus DR3 if you go with Invulnerable Barbarian. Go ahead and give her the Oozes Natural Armor for AC31 and giggle a lot.

Dark Archive

I'm getting an error trying to follow that link.


The full discussion about it is here:

http://paizo.com/threads/rzs2pz40?The-Conquerer-Ooze#1

And the writeup I was trying to link to is on this site:

http://paizo.com/threads/paizo.com/threads/rzs2p6ts&page=3?Guide-to-the -Builds

If those don't work, just search for Conquerer Ooze on the advice page. That's the linked discussion and the link to a nice Build is on page 2.


plaidwandering wrote:

offensive defense was specifically excluded from the unchained rogue list because they rolled reduction to attack into one of the options for debilitating injury

I don't see anything in undead type or anti-paladin that allows them to get CHA to fort twice.

paizo has stated that the paladin and anti paladin cha to saves is an untypes bonus that stacks with everything so undead get cha to fort as a stat bonus and as a untyped bonus they even gave an example of some other class giving them a cha to a save (instead of the normal stat)and saying it stacked with the paladin ability


Perhaps if you spent time working out a secondary plot, perhaps some other ascendant evil forces who are bent on making life difficult for you. Ones who help mobilize extra threats, cut demonic deals with certain antagonists, destabilize certain villages/countrysides/cities/whatnot, and poke mini-worldwounds and spew negative energy pockets into your campaign world. By having them cut deals, you could migrate certain enemies from Good to some sort of "tempted neutral" alignment, give them various Evil templates, such as the Fiendish template, and toss in some Damnation feats or such. Perhaps they are allying with evil or unconventional neutral forces out of necessity, which gives you a bit more leeway to add more or different enemies to encounters. Succeeding against more enemies will feel more rewarding to players, although it would also increase the burden on you. Politically destabilizing certain geographical areas would allow you to toss in an extra encounter or two, and broaden your base of possible enemies. Having some ongoing phenomenon of mini-worldwounds or negative energy pockets could give certain encounters a second wind by suddenly tossing in a bunch of demons or transforming all corpses into vengeful undead.

Dark Archive

That's not what the FAQ says.

FAQ wrote:
For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

However comma, it still works as you are asserting. The vampire uses it CHA in place of con for fort saves, while the antipaladin gives a BONUS equal to CHA on all saves. Totally legit.

Sovereign Court

I don't think that FAQ says what you think it says.

It starts off with saying that untyped bonuses don't stack, ie they are from the same source, ability bonus.
It then talks about typed bonuses (like deflection bonus = charisma modifier) stacking with other bonuses (such as using cha in place of dex for AC, sidestep secret).
Undead Cha instead of Con is an untyped bonus, aka an ability bonus.
Antipaladin's Unholy Resilience Cha to all saves is also an untyped bonus, aka an ability bonus.

These don't stack per the FAQ. The OP and players are already doing it correctly.


Firebug wrote:

I don't think that FAQ says what you think it says.

It starts off with saying that untyped bonuses don't stack, ie they are from the same source, ability bonus.
It then talks about typed bonuses (like deflection bonus = charisma modifier) stacking with other bonuses (such as using cha in place of dex for AC, sidestep secret).
Undead Cha instead of Con is an untyped bonus, aka an ability bonus.
Antipaladin's Unholy Resilience Cha to all saves is also an untyped bonus, aka an ability bonus.

These don't stack per the FAQ. The OP and players are already doing it correctly.

ability bonus=/=untyped bonus ability bonus=ability bonus so they do stack because one is an ability bonus (written in the ability score part of the saves) and the other is untyped bonus equal to what your charisma modifyer is (writen in the misilanious modifyer area of the saves)


The whole point of the FAQ is that any untyped attribute bonus to whatever counts as the attribute being the source.

If you have one ability that gives you an untyped bonus to Reflex saves equal to your Cha, and another ability that lets you add you your Cha bonus to your Reflex saves, they do not stack.

If it was instead a typed bonus equal to your Cha bonus (insight, dodge, etc.) then they WOULD stack.

"Untyped" and "no type specified" are equivalent here.


Firebug wrote:

I don't think that FAQ says what you think it says.

It starts off with saying that untyped bonuses don't stack, ie they are from the same source, ability bonus.
It then talks about typed bonuses (like deflection bonus = charisma modifier) stacking with other bonuses (such as using cha in place of dex for AC, sidestep secret).
Undead Cha instead of Con is an untyped bonus, aka an ability bonus.
Antipaladin's Unholy Resilience Cha to all saves is also an untyped bonus, aka an ability bonus.

These don't stack per the FAQ. The OP and players are already doing it correctly.

"My name is OP McAntipaladinrogue. You killed my build. Prepare to die."


The only way you can stop him now is by sundering his junk, finding ways to drop his charisma and make him suffer from vampire related weaknesses, sunlight can be achieved by the aforementioned sundering. You can even come up with (My personal favourite to fling on all these vampire groupies who seem to want to get infected) is a supernatural disease that afflicts vampires specifically from drinking a bad batch of zee blud, probably from an angel or other divine creature, heck even a cleric of serenrae could have literal sunshine in their blood.

I call it 'nosphyria' which is a mix of porphyria (Do not google unless you have a high fort save) and nosferatu, causing the skin to stretch against the bones and otherwise cause regression into a lesser undead form like a ghoul. It deals 1d4 charisma damage bringing the player to a maximum of 1 charisma, DC 19 fort save for half, every hour the sun is in the sky where they are regardless of it being exposed to it, the damage is halved (or negated with save) if they remain buried underground in a tomb or other such location during the day (This opens up cool opportunities to bring in a wooden steak for my favourite monster to coup de grace). This disease is a double whammy to vampires as most of their abilities DCs are based on charisma and undead's HP are calaculated via it. Suck it vampires. I mean, don't suck it. Suck less. Sucks.

Giving enemies bonus tiers and mythic powers will also tilt the table in favour of their enemies.

Other than all that, if you feel as a GM you are exhausted of your ability to challenge the player and deal with the math involved (Very difficult when something like this happens, especially with stinkin' Mathfinder) then giving up is totally fair, have them face the BBG or BGG or whatever and win, then epilogue them with tales of how hard they 'won' and all the sorts of winning that they had.

And then start a new AP with this knowlege firmly tucked under your belt, give the player a an inch and they will take a 10f pole.


look a lot of this seems to be the setups fault

the rules of the AP make rigged chars, but the encounters apparently are rather lacking

talk to your players and say this, that it's not well balanced and discuss with them how everyone would like to see it play out

options such as:
tone down the characters
beef up encounters without handing out extra xp or items
just let them have fun roflstomping til its over

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