Uller
Adventurer
My players are NOT min/maxers...making a character as effective as it can be by looking for spells/feats/skills/items that play off eachother really well is not something that interests them (for 3 of them) or it is not something they are good at (for the two others).
Thinking about how an invisible rogue can deliver a touch attack for some serious smack down damage is not what they're about. For instance, the most experienced player...his PC is a fighter2/cleric2 who became lame in his right arm at some point in his life due to a plague. He only survived by swearing allegience to a god (hence the cleric levels). But he's only got an 11 wisdom. I pointed out the problem that gaining more levels in cleric would not give him any higher level spell. But he doesn't care...seriously...Becoming a 3rd level cleric that can't cast 2nd level spells is not a problem for him.
Another character in the group is a Rogue1/Diviner 3...he's totally ineffective in combat (except for the occasional sneak attack with his crossbow). Again, the player doesn't care. He's interested in being a "finder of information." I'm not complaining here...this is their style and they have fun.
However, I _LOVE_ thinking about the rules of the game and how spells, feats and stuff work together in combat is a big part of the fun. I enjoy making NPCs and thinking "This will put a hurt on the party..."
Now, so far...the players have always managed to do reasonably well against my NPCs. I think I balance things fairly well. In the current campaign, we've played 3 or 4 sessions, plus a lot of PBEM between sessions and haven't had a single PC killed (although a few have come close). When I make my NPCs, I don't just take skills, feats and spells that are designed to screw over the PCs. I make the NPCs make sense for whatever their function is.
So here is an example. The party is made up of five 4th level characters, plus a 4th level NPC that occasionally helps them. They are going into the hideout of a goblin warclan in order to capture an important goblin so they can extract some information from him. The clan is lead by a subchief that is a Rog3/Cleric3 with the Trickery and Destruction domains...He'll have three 3rd level lieutenants as well as 30-40 warriors (war1s, Rog1s and a couple cleric 1s). Obviously the PCs will have to approach this situation with caution...don't worry, they won't have to fight the whole hideout at once! They can capture the subchief or any one of his lieutenants and succeed.
However, think about this...here you have a party of marginally effective combatants and when they meet the BBEG, he'll likely be invisible and can deliver a inflict minor wounds sneak attack for 2d8+3+2d6 damage (+3 more if he uses his destruction domain power). I'm not saying I think this is an impossible villian for them to defeat, but if they encounter him with one or more of his lieutenants and a handful of mooks, they'll be in for a seriously deadly fight!
In my experience, players have an uncanny ability to get through stuff like this. In our last game, I had a goblin cavalry fighter/sorcers all set up to deliver a charge attack that would do some serious damage....A well placed ambush rendered him almost totally ineffective...
Whadya'all think?
Here is the goblin subchief:
Dreknar (Goblin Subchief)
Small-size Male Goblin
Rogue3 Cleric3
Hit Dice: (3d6)+(3d8)+12
Hit Points: 42
Initiative: +4
Speed: Walk 20'
AC: 19 (23 with Prot from Good and Shield of Faith)
Attacks: *Unarmed Strike +5; *Dagger +9; *Dagger (Masterwork) +10; *Dagger (Thrown) +9; *Dagger (Masterwork/Thrown) +10; Javelin +9; Dagger and Dagger(Masterwork) +7/+8;
Damage: *Unarmed Strike 1d3; *Dagger 1d4; *Dagger (Thrown) 1d4; *Dagger (Masterwork) 1d4; *Dagger (Masterwork/Thrown) 1d4; Javelin 1d6;
Face/Reach: /5
Special Qualities: Evasion (Ex), Rebuke Undead 3/day, Smite 1/day, Sneak Attack +2d6, Spontaneous casting, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +6, Reflex: +8, Will: +6
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 20 (+5), Cha 11 (+0)
Skills: Balance 5; Bluff 4; Climb 1; Concentration 4; Hide 10; Intimidate 5; Intuit Direction 10; Jump 1; Knowledge (Religion) 2; Listen 9; Move Silently 9; Sense Motive 8; Spellcraft 2; Spot 8;
Feats: Ambidexterity, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Finesse (Dagger)
Challenge Rating: 6
Alignment: Chaotic Evil
Possessions: Chain Shirt +1; Unarmed Strike; Dagger; Dagger (Masterwork); Javelin; Periapt of Wisdom +2
Deity: None Domains: TrickeryBluff, Disguise and Hide are class skills.) DestructionYou gain the smite power, a supernatural ability to make a single melee attack with +4 bonus to hit and damage bonus equal to your cleric level once per day.) Spells:
Spells prepared:
Level 0: Detect Magic, Guidance, Light, Virtue,
Level 1: Cause Fear, Change Self, Obscuring Mist, Protection from Good, Shield of Faith,
Level 2: Invisibility, Sound Burst, Summon Monster II,
Tacitcs: Dreknar will avoid a stand up fight unless he is sure he can win. He will flee rather than fight if he believes his enemies are a real threat and will gather as many members of his warclan as he can and send them against his enemies instead. Once the battle is engaged, he will use stealth to wade in and attack whatever enemy he deems to be the weakest in hand-to-hand combat. Prior to combat Dreknar will cast Prot from Good, Shield of Faith, and Invisibility. He'll use summon monster II to create a fiendish wolf that he can use to flank an enemy if he needs to (but he prefers just to use his goblin underlings for this task and save the spell for an inflict moderate wounds sneak attack). He'll use Cause Fear on any large fighter-types that threaten him and obsuring mist to escape if needed. Cowardice is one of Dreknar's greatest virtues. He has no qualms about sacrificing his entire war clan in order to ensure his own surivival (of course, most of his underlings have no qualms about sacrificing Dreknar to ensure _their_ survival!)
Thinking about how an invisible rogue can deliver a touch attack for some serious smack down damage is not what they're about. For instance, the most experienced player...his PC is a fighter2/cleric2 who became lame in his right arm at some point in his life due to a plague. He only survived by swearing allegience to a god (hence the cleric levels). But he's only got an 11 wisdom. I pointed out the problem that gaining more levels in cleric would not give him any higher level spell. But he doesn't care...seriously...Becoming a 3rd level cleric that can't cast 2nd level spells is not a problem for him.
Another character in the group is a Rogue1/Diviner 3...he's totally ineffective in combat (except for the occasional sneak attack with his crossbow). Again, the player doesn't care. He's interested in being a "finder of information." I'm not complaining here...this is their style and they have fun.
However, I _LOVE_ thinking about the rules of the game and how spells, feats and stuff work together in combat is a big part of the fun. I enjoy making NPCs and thinking "This will put a hurt on the party..."
Now, so far...the players have always managed to do reasonably well against my NPCs. I think I balance things fairly well. In the current campaign, we've played 3 or 4 sessions, plus a lot of PBEM between sessions and haven't had a single PC killed (although a few have come close). When I make my NPCs, I don't just take skills, feats and spells that are designed to screw over the PCs. I make the NPCs make sense for whatever their function is.
So here is an example. The party is made up of five 4th level characters, plus a 4th level NPC that occasionally helps them. They are going into the hideout of a goblin warclan in order to capture an important goblin so they can extract some information from him. The clan is lead by a subchief that is a Rog3/Cleric3 with the Trickery and Destruction domains...He'll have three 3rd level lieutenants as well as 30-40 warriors (war1s, Rog1s and a couple cleric 1s). Obviously the PCs will have to approach this situation with caution...don't worry, they won't have to fight the whole hideout at once! They can capture the subchief or any one of his lieutenants and succeed.
However, think about this...here you have a party of marginally effective combatants and when they meet the BBEG, he'll likely be invisible and can deliver a inflict minor wounds sneak attack for 2d8+3+2d6 damage (+3 more if he uses his destruction domain power). I'm not saying I think this is an impossible villian for them to defeat, but if they encounter him with one or more of his lieutenants and a handful of mooks, they'll be in for a seriously deadly fight!
In my experience, players have an uncanny ability to get through stuff like this. In our last game, I had a goblin cavalry fighter/sorcers all set up to deliver a charge attack that would do some serious damage....A well placed ambush rendered him almost totally ineffective...
Whadya'all think?
Here is the goblin subchief:
Dreknar (Goblin Subchief)
Small-size Male Goblin
Rogue3 Cleric3
Hit Dice: (3d6)+(3d8)+12
Hit Points: 42
Initiative: +4
Speed: Walk 20'
AC: 19 (23 with Prot from Good and Shield of Faith)
Attacks: *Unarmed Strike +5; *Dagger +9; *Dagger (Masterwork) +10; *Dagger (Thrown) +9; *Dagger (Masterwork/Thrown) +10; Javelin +9; Dagger and Dagger(Masterwork) +7/+8;
Damage: *Unarmed Strike 1d3; *Dagger 1d4; *Dagger (Thrown) 1d4; *Dagger (Masterwork) 1d4; *Dagger (Masterwork/Thrown) 1d4; Javelin 1d6;
Face/Reach: /5
Special Qualities: Evasion (Ex), Rebuke Undead 3/day, Smite 1/day, Sneak Attack +2d6, Spontaneous casting, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +6, Reflex: +8, Will: +6
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 20 (+5), Cha 11 (+0)
Skills: Balance 5; Bluff 4; Climb 1; Concentration 4; Hide 10; Intimidate 5; Intuit Direction 10; Jump 1; Knowledge (Religion) 2; Listen 9; Move Silently 9; Sense Motive 8; Spellcraft 2; Spot 8;
Feats: Ambidexterity, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Finesse (Dagger)
Challenge Rating: 6
Alignment: Chaotic Evil
Possessions: Chain Shirt +1; Unarmed Strike; Dagger; Dagger (Masterwork); Javelin; Periapt of Wisdom +2
Deity: None Domains: TrickeryBluff, Disguise and Hide are class skills.) DestructionYou gain the smite power, a supernatural ability to make a single melee attack with +4 bonus to hit and damage bonus equal to your cleric level once per day.) Spells:
Spells prepared:
Level 0: Detect Magic, Guidance, Light, Virtue,
Level 1: Cause Fear, Change Self, Obscuring Mist, Protection from Good, Shield of Faith,
Level 2: Invisibility, Sound Burst, Summon Monster II,
Tacitcs: Dreknar will avoid a stand up fight unless he is sure he can win. He will flee rather than fight if he believes his enemies are a real threat and will gather as many members of his warclan as he can and send them against his enemies instead. Once the battle is engaged, he will use stealth to wade in and attack whatever enemy he deems to be the weakest in hand-to-hand combat. Prior to combat Dreknar will cast Prot from Good, Shield of Faith, and Invisibility. He'll use summon monster II to create a fiendish wolf that he can use to flank an enemy if he needs to (but he prefers just to use his goblin underlings for this task and save the spell for an inflict moderate wounds sneak attack). He'll use Cause Fear on any large fighter-types that threaten him and obsuring mist to escape if needed. Cowardice is one of Dreknar's greatest virtues. He has no qualms about sacrificing his entire war clan in order to ensure his own surivival (of course, most of his underlings have no qualms about sacrificing Dreknar to ensure _their_ survival!)