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My players seem unable to kill my bad guy... (if you're in my game, don't read)
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<blockquote data-quote="Tzarevitch" data-source="post: 102779" data-attributes="member: 1792"><p>Your party doesn't seem to be much on gathering intelligence before they confront foes. The wizard at least should be cabable of using Discern Location or Contact Other Plane to try and figure out what the party is facing. The lack of a high level priest is also a problem because they are lacking some of the good anti-undead spells. They also can't use Divination or Commune to help with their intel gathering (Commune is usually more reliable than Contact Other Plane). The PCs also need to make sure that they gather intel on things that are not likely to be protected by Mind Blank. </p><p></p><p>I heartily disagree with the complaints that a lvl 18 party can't take out a CR 25 (or 27 or 35 or whatever he is) foe. Once you hit very high levels, the CR system breaks down badly and it becomes a very poor guage of what a party is capable of tackling. Once you hit the points where you can disintegrate, slay or implode something with a failed save, the CR tends not to matter much. Actually, the alhoon can be destroyed (and returned to its phylactery) by a character more than 10 CRs lower than it is if it fails even one save against certain spells. </p><p></p><p>The problem is that it sounds like the PCs weren't aware of what they were facing. Once they find out exactly what it is they are facing and what abilities he can use, the challenge isn't insurmountable. Greater dispel for example, can strip the alhoon of most of its defensive spells. An anti-magic field will strip the alhoon of ALL of its non-extraordinary abilities and allow someone with good melee capability to take it out (and drive it into its phylactery). Unfortunately the party seems to be lacking in fighter-types so this approach won't work well. They seem to be too dependent on sneak attacks (which won't work against undead.)</p><p></p><p>Honestly the party's composition strikes me as their biggest problem after the lack of accurate intel, not the alhoon's level. They have too many middleweight fighters, and no real heavy fighter who can tackle a strongly magic-resistant creature, a golem or a sturdy undead. They also have no cleric to clear out large masses of low to mid-level undead easily and their detection and divinaiton abilities are limited to the wizard (sorcerers and druids make lousy diviners). </p><p></p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 102779, member: 1792"] Your party doesn't seem to be much on gathering intelligence before they confront foes. The wizard at least should be cabable of using Discern Location or Contact Other Plane to try and figure out what the party is facing. The lack of a high level priest is also a problem because they are lacking some of the good anti-undead spells. They also can't use Divination or Commune to help with their intel gathering (Commune is usually more reliable than Contact Other Plane). The PCs also need to make sure that they gather intel on things that are not likely to be protected by Mind Blank. I heartily disagree with the complaints that a lvl 18 party can't take out a CR 25 (or 27 or 35 or whatever he is) foe. Once you hit very high levels, the CR system breaks down badly and it becomes a very poor guage of what a party is capable of tackling. Once you hit the points where you can disintegrate, slay or implode something with a failed save, the CR tends not to matter much. Actually, the alhoon can be destroyed (and returned to its phylactery) by a character more than 10 CRs lower than it is if it fails even one save against certain spells. The problem is that it sounds like the PCs weren't aware of what they were facing. Once they find out exactly what it is they are facing and what abilities he can use, the challenge isn't insurmountable. Greater dispel for example, can strip the alhoon of most of its defensive spells. An anti-magic field will strip the alhoon of ALL of its non-extraordinary abilities and allow someone with good melee capability to take it out (and drive it into its phylactery). Unfortunately the party seems to be lacking in fighter-types so this approach won't work well. They seem to be too dependent on sneak attacks (which won't work against undead.) Honestly the party's composition strikes me as their biggest problem after the lack of accurate intel, not the alhoon's level. They have too many middleweight fighters, and no real heavy fighter who can tackle a strongly magic-resistant creature, a golem or a sturdy undead. They also have no cleric to clear out large masses of low to mid-level undead easily and their detection and divinaiton abilities are limited to the wizard (sorcerers and druids make lousy diviners). Tzarevitch [/QUOTE]
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My players seem unable to kill my bad guy... (if you're in my game, don't read)
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