Well this is a surprise

Tinker Gnome

Adventurer
Heh, one member of my group, the one who was always demanding more treasure now realizes the party is overpowered and wants me to remedy that in some way. Welll, they have an Ogre Mage they never killed now after them sooooo....this should be fun. :]

Any suggestions, the game is today. :)

EDIT: They are mainly overpowered in terms of items.
 
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trentonjoe said:
Well, the flying, invisible, cone of cold while they are sleeping should be the 1st round. You fail reflex saves when asleep right?


Fafhrdd: I think they all are around 8-9(some just leveled) and lets just say they have items like this.

Keen flaming Greatsword andAC boosters(Barbarian)
Two rapiers, one with a cold enchantment and one with fire(Rogue/Fighter)
A slew of items that enhance the Wizards spells per day and AC bossting items, and a health increaser.(Wizard)
The Cleric is not too bad, he does have some boots that up his speed to 30 and let him levitate three times a day.
 



spectre72 said:
Another option of getting rid of unwanted stuff is the ETHEREAL FILCHER.

I have had it done to me and it is not nice ;)


I woul if I had the MM, as we are perating without one now due to converting to 3.5 but not having enough money to buy all three books.

Anyways, how does this sound. They are heading out of town and are in the wildernes. Little do they know the Ogre Mage and his very large gang of Human bandits is waiting in tow. So, they get ambushed on all sides then if the Mage tries to levitate a group of the bandits has a ready action to fire at him. The bandits are tough and have a decent amount of HP. They also have access to various magical itmes like potions of invisibility and other such things. The Ogre Mage himself will be casting spells on the party as well. The bandits will come in waves and wear down the party. If one party member should perchance mess up then it will make it even easier for me. When they are captured they get most of their stuff taken away, then they are left for dead with little items.

How does that sound?
 

Galeros said:
I woul if I had the MM, as we are perating without one now due to converting to 3.5 but not having enough money to buy all three books.
The SRD is your friend.

ETHEREAL FILCHER
Medium Aberration Hit Dice: 5d8 (22 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 Base Attack/Grapple: +3/+3 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., detect magic, ethereal jaunt Saves: Fort +1, Ref +5, Will +5 Abilities: Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10 Skills: Listen +9, Sleight of Hand +12, Spot +9 Feats: Dodge, Improved Initiative Environment: Underground Organization: Solitary Challenge Rating: 3 Treasure: No coins; standard goods; double items Alignment: Usually neutral Advancement: 6–7 HD (Medium); 8–15 HD (Large) Level Adjustment: —
Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.

Ethereal filchers do not speak.

COMBAT

An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight.

Any number of simple ruses can blunt a filcher’s attack.

Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will.

Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Skills: Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.
 

SRD


ETHEREAL FILCHER


Medium Aberration

Hit Dice: 5d8 (22 hp)

Initiative: +8

Speed: 40 ft. (8 squares)

Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13

Base Attack/Grapple: +3/+3

Attack: Bite +3 melee (1d4)

Full Attack: Bite +3 melee (1d4)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft., detect magic, ethereal jaunt

Saves: Fort +1, Ref +5, Will +5

Abilities: Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

Skills: Listen +9, Sleight of Hand +12, Spot +9

Feats: Dodge, Improved Initiative

Environment: Underground

Organization: Solitary

Challenge Rating: 3

Treasure: No coins; standard goods; double items

Alignment: Usually neutral

Advancement: 6–7 HD (Medium); 8–15 HD (Large)

Level Adjustment: —

Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.

Ethereal filchers do not speak.

COMBAT
An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight.

Any number of simple ruses can blunt a filcher’s attack.

Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will.

Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Skills: Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.
 

Galeros said:
Anyways, how does this sound. They are heading out of town and are in the wildernes. Little do they know the Ogre Mage and his very large gang of Human bandits is waiting in tow. So, they get ambushed on all sides then if the Mage tries to levitate a group of the bandits has a ready action to fire at him. The bandits are tough and have a decent amount of HP. They also have access to various magical itmes like potions of invisibility and other such things. The Ogre Mage himself will be casting spells on the party as well. The bandits will come in waves and wear down the party. If one party member should perchance mess up then it will make it even easier for me. When they are captured they get most of their stuff taken away, then they are left for dead with little items.

How does that sound?
Cruel... so perfect :)
Minions with invisi. may also be able to unhand the weapons from the characters and take off with them in the raids. Slowly weaken them, and get rid of some stuff just in case they win.

one question back, that may help for the rest of the campaign: Have they gotten most of thier powerful stuff from treasured rolled or buying it? Increasing treasure found?

Feel free to ignore this last part but..... Also, I will say again I like the idea, but just cuz the one person feels this way the others may not. Make sure you feel they are overpowered also. Such as you said the cleric wasn't too bad.... but I don't know all the specifics, so just wanted to caution :)
 

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