Wei Ji the Learner |
Pathfinder Lost Omens Subscriber
Megistone wrote:
My favourite solution is giving the 'boss' hero points (or call them villain points, see my thread here with some details).
It's a very swift solution, and it helps giving it survivability without adding straight immunities that only hurt some players by making their favourite abilities useless.
Save or suck spell? Either the enemy gets a big bonus to its save roll, or it gets free on his next turn. Anyway, it burned one or two of its precious points so that spell was definitely a step towards the party's victory: those points could had been used for other nasty things!
Favourite experience was RotRL's epic final battle, GM was using a similar rule (because we'd punk't several mages with Feeblemind in the past). And she let us know that she was doing this in the future because she didn't want the fights trivialized, so it wasn't like we were blindsided.
Our 'Death' Oracle got in, and dropped a Harm on the Big Bad. Big Bad fails saving throw, but 'just barely'. Spends a point to reroll. 'Nat 1'...
Kobold Catgirl |
Garbage-Tier Waifu wrote:
Be really careful how you use this sort of advice. While having a wizard opponent who would have justifiably divined the party and the grappler's tactics to prepare Freedom of Movement ahead of time
Not to nitpick, but wizards generally cannot cast this spell, barring limited wish.