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Under vs. Over estimating Party Power...
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<blockquote data-quote="Elder-Basilisk" data-source="post: 89800" data-attributes="member: 3146"><p><strong>Play to their weaknesses</strong></p><p></p><p>Not knowing the feat choices and skill distributions of the group, I can only guess, but it looks like they're strong in melee but short on arcane firepower.</p><p></p><p>Now, the thing about melee is that no matter how strong you are as human and demihuman fighters, there's always someone who can dish it out better than you. That's what you normally have a wizard or sorceror for--to reduce that thing's effectiveness.</p><p></p><p>So, to challenge them in melee, you might try:</p><p>An advanced Remhorraz (watch them run after they take 10d10 fire damage (and their weapons take 10d10/2 fire damage) for touching it). The Remhorraz's weakness would be movement and an inability to answer ranged attacks though. If your party is full of archers and/or boots of striding and springing, this wouldn't work.</p><p></p><p>An advanced Achierai (up the constitution for more hit points and give it more hit dice). The will save vs. insanity will seriously hamper the party's ability to melee such a creature and it deals out a lot of damage.</p><p></p><p>A coven of advanced Annis hags. Again, excellent melee damage, spell like abilities, spell resistance. Plus they're smart, so they can be expected to use their abilities very well.</p><p></p><p>A flying, improved invisible, shielded, mage armored, and hasted 12th level sorceror with non-detection active and plenty of fireballs, magic missiles, and acid arrows. Add in a monster Summoning VI (Celestial Dire bear) to start the combat and things will turn really nasty.</p><p></p><p>A pair of fourth level troll fighters (EL 12). Build both on 28 to 32 point buy (or just boost their strength, dex, int, wis, and con by 2 to four each). Give one of them: Cleave, Large and In Charge, Power Attack, combat reflexes and a huge masterwork glaive (20 foot reach). Give the other one point blank shot, precise shot, rapid shot, and weapon specialization: composite longbow and a huge +1 flaming mighty [+8] composite longbow. Give both of them potions of haste and troll sized full-plate armor and set them loose on the party (to avoid the inevitable flamestrikes, the troll archer should rapid shot then use his haste partial action to ready an attack to disrupt spellcasting).</p><p></p><p>If the last encounter seems too easy, adding another two troll fighters would only be EL 14.</p><p></p><p>On the other hand, it's easy to construct a low EL encounter that would TPK any specific party. So, consider your party's strengths, weaknesses and tactical ability against any of the above suggestions.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 89800, member: 3146"] [b]Play to their weaknesses[/b] Not knowing the feat choices and skill distributions of the group, I can only guess, but it looks like they're strong in melee but short on arcane firepower. Now, the thing about melee is that no matter how strong you are as human and demihuman fighters, there's always someone who can dish it out better than you. That's what you normally have a wizard or sorceror for--to reduce that thing's effectiveness. So, to challenge them in melee, you might try: An advanced Remhorraz (watch them run after they take 10d10 fire damage (and their weapons take 10d10/2 fire damage) for touching it). The Remhorraz's weakness would be movement and an inability to answer ranged attacks though. If your party is full of archers and/or boots of striding and springing, this wouldn't work. An advanced Achierai (up the constitution for more hit points and give it more hit dice). The will save vs. insanity will seriously hamper the party's ability to melee such a creature and it deals out a lot of damage. A coven of advanced Annis hags. Again, excellent melee damage, spell like abilities, spell resistance. Plus they're smart, so they can be expected to use their abilities very well. A flying, improved invisible, shielded, mage armored, and hasted 12th level sorceror with non-detection active and plenty of fireballs, magic missiles, and acid arrows. Add in a monster Summoning VI (Celestial Dire bear) to start the combat and things will turn really nasty. A pair of fourth level troll fighters (EL 12). Build both on 28 to 32 point buy (or just boost their strength, dex, int, wis, and con by 2 to four each). Give one of them: Cleave, Large and In Charge, Power Attack, combat reflexes and a huge masterwork glaive (20 foot reach). Give the other one point blank shot, precise shot, rapid shot, and weapon specialization: composite longbow and a huge +1 flaming mighty [+8] composite longbow. Give both of them potions of haste and troll sized full-plate armor and set them loose on the party (to avoid the inevitable flamestrikes, the troll archer should rapid shot then use his haste partial action to ready an attack to disrupt spellcasting). If the last encounter seems too easy, adding another two troll fighters would only be EL 14. On the other hand, it's easy to construct a low EL encounter that would TPK any specific party. So, consider your party's strengths, weaknesses and tactical ability against any of the above suggestions. [/QUOTE]
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