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General Tabletop Discussion
*Pathfinder & Starfinder
Typical per-round damage output of a 16th level party?
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3898148" data-attributes="member: 748"><p>*Nasty* villain Wickett, I like your take on dragons.</p><p></p><p>At a glance his powers are great, but his main stats (Saves/Ac/Attack bonus) are just a little low for where they should be for a CR 20 creature-I think this is due to a lack of equipment if not anything else. Add in an item that grants him a +3 or 4 deflection to AC and resistance bonus to saves all around and +4 to +6 Strength and Constitution and I think he'd be up to speed. Consider putting in advice for how he uses Power Attack, as is, I'd imagine he'd be using at least 5 points at a time. Rules for the avalanche seem a bit harsh, as most characters can't make a DC 24 strength check, much less three of them (although I guess spellcasters can still use Teleport and the like to get out of it).</p><p></p><p>Potentially problematic spells available to 16th level casters:</p><p>-Earthquake (If the PCs have fought dragons before they should know its nigh impossible to sneak up on one because of its blindsight. Collapsing the clock tower on him should be a good way to deal some initial damage and make him angry)</p><p>-Greater Teleport - after he does one ranged attack round on PCs they should definitely consider teleporting next to him for some nice full round attacks.</p><p>-Irresistable Dance - Only mildly inconvenient with those inquisitors around, but still No save and because its a Touch spell, if its cast before combat it can still be used.</p><p>-Etherealness - Good for getting a drop on the dragon.</p><p>-Wall of Force - If a spellcaster gets this off to seal the dragon's chance for escape,the dragon doesn't have any immediate counter to this (Walls of Force can't be dispelled, only disintegrated and such).</p><p>-Summon Monster/Nature's Ally spells. Since the group knows where the dragon is, spellcasters can easily summon a good 5 or so critters as backup before combat even begins. Fire or Air Elementals would probably be the only practical choice with all the Reflex saves involved, but they could add a significant advantage to the battle and would take a while to dispel/destroy.</p><p></p><p>Leska's Ward seems like an immensely powerful nerf to many meleers, I'd like to see it in play but it seems even more powerful than the spellcasting nerfs that his mask affords him. I wouldn't worry too much about the damage output of the party after the initial few rounds because they'll be too busy healing themselves to be attacking every single round (It would be kind of scary if the inquisitors focused on counterspelling the cleric's mass cure and heal spells initially, I could see it leading to an early TPK if the party's not expecting it).</p><p></p><p>Notes for the Alarm or similar spell around the sky would be useful.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3898148, member: 748"] *Nasty* villain Wickett, I like your take on dragons. At a glance his powers are great, but his main stats (Saves/Ac/Attack bonus) are just a little low for where they should be for a CR 20 creature-I think this is due to a lack of equipment if not anything else. Add in an item that grants him a +3 or 4 deflection to AC and resistance bonus to saves all around and +4 to +6 Strength and Constitution and I think he'd be up to speed. Consider putting in advice for how he uses Power Attack, as is, I'd imagine he'd be using at least 5 points at a time. Rules for the avalanche seem a bit harsh, as most characters can't make a DC 24 strength check, much less three of them (although I guess spellcasters can still use Teleport and the like to get out of it). Potentially problematic spells available to 16th level casters: -Earthquake (If the PCs have fought dragons before they should know its nigh impossible to sneak up on one because of its blindsight. Collapsing the clock tower on him should be a good way to deal some initial damage and make him angry) -Greater Teleport - after he does one ranged attack round on PCs they should definitely consider teleporting next to him for some nice full round attacks. -Irresistable Dance - Only mildly inconvenient with those inquisitors around, but still No save and because its a Touch spell, if its cast before combat it can still be used. -Etherealness - Good for getting a drop on the dragon. -Wall of Force - If a spellcaster gets this off to seal the dragon's chance for escape,the dragon doesn't have any immediate counter to this (Walls of Force can't be dispelled, only disintegrated and such). -Summon Monster/Nature's Ally spells. Since the group knows where the dragon is, spellcasters can easily summon a good 5 or so critters as backup before combat even begins. Fire or Air Elementals would probably be the only practical choice with all the Reflex saves involved, but they could add a significant advantage to the battle and would take a while to dispel/destroy. Leska's Ward seems like an immensely powerful nerf to many meleers, I'd like to see it in play but it seems even more powerful than the spellcasting nerfs that his mask affords him. I wouldn't worry too much about the damage output of the party after the initial few rounds because they'll be too busy healing themselves to be attacking every single round (It would be kind of scary if the inquisitors focused on counterspelling the cleric's mass cure and heal spells initially, I could see it leading to an early TPK if the party's not expecting it). Notes for the Alarm or similar spell around the sky would be useful. [/QUOTE]
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Typical per-round damage output of a 16th level party?
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