Cute-Hydra
First Post
Hi,
Just as a setting concept, my campaign is set in a setting based upon the bhaalspawn saga of the Baldur's gate games. Therefore, a party member is a bhaalspawn. They do have minor powers but nothing special more rollplaying to make them feel special. Certainly nothing game effecting, the rest of the party also have small powers based on their respective backgrounds etc. For anyone who is not familiar with this saga it is a scenario similar to the Highlander films with a destined people killing each other to be the last one standing. I don't want to be any more specific in fear of spoiling either of the two above. But that is just the setting.
Now, the point is- the party is heroic level, all lvl 7. It is a largish party of 6 people. I would like to have a really powerful bhaalspawn arrive to kill them. This would be an epic level character. I would like to have the epic level character arrive to slay them but by *luck* the player characters manage to defeat it. This I feel would allow the player characters to have the satisfaction of bringing down an epic villain without a poor plot device such as timely intervention etc.
I was experimenting and playtesting, with how to allow the player characters to defeat this villain without nerfing the villain in question particularly. The main difficulty is that the villain will have very high defenses which the player characters will not be able to touch.
My Campaign is also experimenting with the home brew concept of anti grind proposed on a few other forums of doubling damage output of monsters but giving them half health.
My main stuggle is in giving the players the means to hit the villain and I have looked at consumables that I can give them which will allow them to fight back. Ways I have found so far:
Elixir of Accuracy, gives a free action that gives +13 to hit-char level.
Augmenting Whetstone +4, for an encounter gives a +4 to weapon enhancement
Lucky Charm +2, as an immediate interupt can give +d6 to an attack roll.
Heavy use of 'miss' attacks which can squeeze some damage through, as the villain has half health it only has 97hp.
I am in favor of heavy consumables as they will not effect the overall power level of the campaign. I don't really want to give them some powerful item and then have to take it away afterwards.
I need to playtest the encounter heavily before I actually do it. And I am aware that the loot required to have paragon and epic consumables is a lot higher than it normally would be. Most of the above consumables use the char's daily item usage.
The villain in question is going to be a Rakshasa Noble, levelled from 19 to 21. I know this is slightly cross purpose as I am levelling the villain as well but I thought that I may as well do epic vs heroic. The chosen creature I thought would be pretty cool as a rakshasha Bhaalspawn and it's controller leans more to battlefield control which would make for a rememberable fight. The trick I feel is to not hit repeatedly on same players, as on double damage the Rakshasa would take a pc out easily in 2 hits.
Can anyone suggest any way's I could give the players a sufficient edge to take the bhaalspawn down.
Cute-hydra
Just as a setting concept, my campaign is set in a setting based upon the bhaalspawn saga of the Baldur's gate games. Therefore, a party member is a bhaalspawn. They do have minor powers but nothing special more rollplaying to make them feel special. Certainly nothing game effecting, the rest of the party also have small powers based on their respective backgrounds etc. For anyone who is not familiar with this saga it is a scenario similar to the Highlander films with a destined people killing each other to be the last one standing. I don't want to be any more specific in fear of spoiling either of the two above. But that is just the setting.
Now, the point is- the party is heroic level, all lvl 7. It is a largish party of 6 people. I would like to have a really powerful bhaalspawn arrive to kill them. This would be an epic level character. I would like to have the epic level character arrive to slay them but by *luck* the player characters manage to defeat it. This I feel would allow the player characters to have the satisfaction of bringing down an epic villain without a poor plot device such as timely intervention etc.
I was experimenting and playtesting, with how to allow the player characters to defeat this villain without nerfing the villain in question particularly. The main difficulty is that the villain will have very high defenses which the player characters will not be able to touch.
My Campaign is also experimenting with the home brew concept of anti grind proposed on a few other forums of doubling damage output of monsters but giving them half health.
My main stuggle is in giving the players the means to hit the villain and I have looked at consumables that I can give them which will allow them to fight back. Ways I have found so far:
Elixir of Accuracy, gives a free action that gives +13 to hit-char level.
Augmenting Whetstone +4, for an encounter gives a +4 to weapon enhancement
Lucky Charm +2, as an immediate interupt can give +d6 to an attack roll.
Heavy use of 'miss' attacks which can squeeze some damage through, as the villain has half health it only has 97hp.
I am in favor of heavy consumables as they will not effect the overall power level of the campaign. I don't really want to give them some powerful item and then have to take it away afterwards.
I need to playtest the encounter heavily before I actually do it. And I am aware that the loot required to have paragon and epic consumables is a lot higher than it normally would be. Most of the above consumables use the char's daily item usage.
The villain in question is going to be a Rakshasa Noble, levelled from 19 to 21. I know this is slightly cross purpose as I am levelling the villain as well but I thought that I may as well do epic vs heroic. The chosen creature I thought would be pretty cool as a rakshasha Bhaalspawn and it's controller leans more to battlefield control which would make for a rememberable fight. The trick I feel is to not hit repeatedly on same players, as on double damage the Rakshasa would take a pc out easily in 2 hits.
Can anyone suggest any way's I could give the players a sufficient edge to take the bhaalspawn down.
Cute-hydra