Challenging my PCs (Iron Gods AP, very minor spoilers) [Bench-Pressing]


Iron Gods


Hey all!

I am little bit stumped and could use some help. My players have built some very strong fighter-type characters: An UC Roge with the Eldritch Scoundrel Archetype, two Kineticist (Fire and Water) and a Life Oracle. Going by an essay about Bench-Pressing (https://rpgwillikers.wordpress.com/2015/09/29/bench-pressing-character-cre ation-by-the-numbers/) I would say they are in the blue zone in almost every aspect, sometimes even above that.

They are now going up against a cabal of very intelligent and savy wizards (the Technic League, https://pathfinderwiki.com/wiki/Technic_League) and have already been spotted and described by citizens.

Now, what can those poor wizards do? As written, they are often underequipped to safely counter people who deal 150 points of (fire) damage per round.

I thougt about energy resistance/protection shenannigans and the very good displacement ability. And a lot of Will-Saving stuff in the offensive. Any further advice?


Sure. I've actually run that campaign all the way through with a kineticist in the party. He was an Earth/Metal kineticist, so mostly physical blast oriented (but did dip fire in the end). One thing that I typically don't understand is that most of the campaigns don't take into account the existence of kineticists, and those specialized in fighting against them. So, I tweaked the enemies.

Specifically, Smash from the Air was a feat that most fighters (ie, mercs hired by spellcasters to protect them as bodyguards) would invest in, both to protect themselves and their charges from ranged spell attacks (ie, spell-like abilities, blasts, etc). It does not always work, but it forces the kineticists to change up their game and use other tactics to take down enemies.

Also, the teamwork feat Stone Dodger can help with the larger physical blasts that can't be fully deflected, though you will need to use common sense to differentiate between the blasts that could meet the intended requirements of the feat.

The Technic League that I ran in the game knew of the adventurers through their reputation and had spied on the players a time or two, so were passably familiar with their tactics. Take advantage of that. Do not let wizards go around without bodyguards. I'd expect that a wizard of any worth wouldn't be caught without at least one specialized bodyguard. There is one particular witch the party will come across, give her the protective luck hex, make her hard to find and make her familiar dangerous.

Last bit of advice... Use kineticists AGAINST the party. Have them counter their abilities sometimes. When that kind of damage is potentially flying AT THE PARTY, they tend to react a bit differently. The campaign will not be able to anticipate everything the players will throw at it. Also, don't forget the flying, rocket wielding robots that get interested when the players make a huge scene. Rocket tag with actual rockets is kind of fun.


My first piece of advice is to audit their characters: look at their sheets, figure out what they can do best, what they are worst at, then outfit your evil wizards accordingly. Most characters with aggressive strengths also have aggressive weaknesses.


1 person marked this as a favorite.

3 massive damage dealing characters with bad will saves? Sounds like dominate person is called for.


Just going with generic wizard stuff, how good is your party at dealing with invisibility or something like obscuring cloud? If the wizards get a little prep time, mirror image is very nice against kineticists.


@Deathless Ones
Thanks, that is a great tip! I didn’t know this feat, now I will employ it.

@Dave
Yeah, I will probably do that, but the wizards have to be quick about it. :)

@Melkiador
The Oracle has Blindsense and is prone to cast Invisibility Purge. The Fire Kineticist can dispel magic with his blast, which has proven useful against mirror images. But yes, those are both tactics employed by me. Obscuring Mist is one tactic I didn’t think about, thanks!


Jeremias wrote:

@Melkiador

The Oracle has Blindsense and is prone to cast Invisibility Purge. The Fire Kineticist can dispel magic with his blast, which has proven useful against mirror images. But yes, those are both tactics employed by me. Obscuring Mist is one tactic I didn’t think about, thanks!

Invisibility Purge won't help you through Obscuring Mist. Dispel Magic works against Spells, not magic items, right? So, how about a Horn of Fog or an Eversmoking Bottle?

I seem to recall a variety of Orcs that all had Scent, and anyway, Half Orcs can take Scent as a Feat. You could make a combat unit of them. They take Blind Fighting, too. And one of them has an Eversmoking Bottle. Or maybe just one of them is a Flame Dancer Bard who gives all their allies the ability to see through the Smoke.

Usually, Blindsense works because you have some other sense that works for you. You can use the Dirty Trick Combat Maneuver to make someone Blind. You can also use it to make someone Deaf. Usually, somebody who is Blind and Deaf can't use Blindsense or the Blindfighting Feat. Also remember, even when you know where the Invisible (or Fog-Shrouded) target is, they still enjoy Total Concealment=50% Miss Chance, and you still don't get your Dex Mod to AC against them.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Iron Gods / Challenging my PCs (Iron Gods AP, very minor spoilers) [Bench-Pressing] All Messageboards

Want to post a reply? Sign in.
Recent threads in Iron Gods