I foolishly allowed a half dragon fighter into my game with enough magical weapons / armour to give him an average of 40+ to hit, 30+ to damage, multiple strikes, 16-20 crit range.
Blah blah blah, flame me, call me names, I'll put forth excuses, rejoinders, etc.
Now that all that is out of the way.
I need some advice on story feasable ways to remove or limit some (all eventually, hopefully) of this powerhouse charactor.
I was able to finagle a dispel magic to be cast on him, but was dismayed to find that it was not permanent. When I was informed of a permanent version, my hands where still tied as I can think of no reasonable excuse that a villian would use such a spell. Of course I realise there are traps that could employ this spell my intentions are for subtlety.
I've looked at an etheral filcher, but that seems cheap as I can't think of a way to employ one otherwise. Not to mention the high possiblity of regaining the purloined item.
Negative levels? Not until I have them drain their staff of healing (I allowed this as there was no cleric in the party and thought it would be a decent substitute, boy was I wrong.) 23 more charges to go ...
Also does anyone have any advice on enemies to use?
I've used a a greater stone golem, which worked great, but since it was uncontrolled and had no ranged attacks his flying fuxored that one up. Can't be criticalled was nice though.
I also beefed up the elite vampire and almost lost if not for a lucky break on my part (the previously mentioned dispel). Level drain and non-crit able was nice.
Yes I do realize, "if you're not satisfied with your game, don't run it or heavy hand in your changes" the mistakes where on my part from not checking more thoroughly and I would like to fix these problems in game. I don't like ret-cons, also I feel that I can definately learn from this experiance (as I've already learned many lessons so far). Also I've wrapped in too many plot hooks to scrap the whole world as it is.
On that note I'm a little impressed with myself, this was originally intended as a generic dungeon crawl. Blah, tangent.
Blah blah blah, flame me, call me names, I'll put forth excuses, rejoinders, etc.
Now that all that is out of the way.
I need some advice on story feasable ways to remove or limit some (all eventually, hopefully) of this powerhouse charactor.
I was able to finagle a dispel magic to be cast on him, but was dismayed to find that it was not permanent. When I was informed of a permanent version, my hands where still tied as I can think of no reasonable excuse that a villian would use such a spell. Of course I realise there are traps that could employ this spell my intentions are for subtlety.
I've looked at an etheral filcher, but that seems cheap as I can't think of a way to employ one otherwise. Not to mention the high possiblity of regaining the purloined item.
Negative levels? Not until I have them drain their staff of healing (I allowed this as there was no cleric in the party and thought it would be a decent substitute, boy was I wrong.) 23 more charges to go ...
Also does anyone have any advice on enemies to use?
I've used a a greater stone golem, which worked great, but since it was uncontrolled and had no ranged attacks his flying fuxored that one up. Can't be criticalled was nice though.
I also beefed up the elite vampire and almost lost if not for a lucky break on my part (the previously mentioned dispel). Level drain and non-crit able was nice.
Yes I do realize, "if you're not satisfied with your game, don't run it or heavy hand in your changes" the mistakes where on my part from not checking more thoroughly and I would like to fix these problems in game. I don't like ret-cons, also I feel that I can definately learn from this experiance (as I've already learned many lessons so far). Also I've wrapped in too many plot hooks to scrap the whole world as it is.
On that note I'm a little impressed with myself, this was originally intended as a generic dungeon crawl. Blah, tangent.