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What Level 27 Characters Are Capable Of

As the title indicates, my home game was 27th (now 28th) level and fast approaching its climax and denouement. Something pretty impressive ocurred recently that I figured I would share. Hopefully it will give an assist to GMs who have limited tenure in the Epic tier of play.

The Epic Tier of play is one of an "Abyss on Earth" and "7 Deadly Sins" theme. Demon Lords of madness, ruin and corruption (etc) attempt to take over the world once every age and the time is (unsurprisingly!) now. So we've got the Abyssal Lords Juiblex, Demogorgon and Dagon as our primary antagonists. They either send proxies to possess everyday folk or lend their own considerable weight to subvert the will of the world's power brokers. In the present case, Juiblex itself had the PCs' (to that point) primary antagonist as his thrall; a mighty Paladin King sworn to protect the lands from just such a demonic incursion. The PCs defeated the Paladin in a memorable battle that left them fully cognizant of the fact that the Paladin was under the sway of a might demonic presence. The ooze-like traits that were slowly undoing his corporeal form and a successful Religion check made it transparent that Juiblex was the culprit. As such, the PCs set about binding the Paladin in order to replenish themselves (Extended Rest) and prepare for the Rituals of Magic Circle and Adjure the following day. Obviously, their hope was to exorcise Juiblex from the Paladin and restore the mighty hero for the titanic clash to come.

The Adjure Ritual calls for a complexity 4 Skill Challenge and given that this was the exorcism of an actual Abyssal Lord, I determined that all DCs are Hard. It started out well enough. The Bladesinger called out Juiblex as the culprit, delivering the ancient enemy's (speaking of The Ancient Enemy...a large portion of the preceding game was a horror themed riffing of "Phantoms" by Dean Koontz, with Juiblex as The Ancient Enemy) truename by way of a successful Religion check. The Abyssal Lord answered in his own special way. The walls, the ceiling, and the floor began to ooze and all manner of foul, Lovecraftian horrors, including the holy sepulcher the Ritual was taking place in, began to rise against them. The other 2 PCs at this point had an extraordinarily tough fight on their hands while the Bladesinger attempted the Ritual (I'll speak of that below as it is relevant).

Ultimately, the Ritual failed, reaching 3 success just before the 3rd failure. The PC lost 3 Healing Surges (primarily psychic biofeedback). However, the Adjure Skill Challenge resolves itself by way of a continuum of successes, 3 being:

You have immediate authority over the creature. You can command the creature to perform one task that takes no more than 5 minutes.

With the Skill Challenge failed, it was determined that the Paladin would be consumed by Juiblex's posession. However, the players wanted the Paladin to live in order to reclaim his rightful place as holy beacon for the people of this ravaged world..and of course to fight the demonic incursion with them! So, with the horde of Juiblex pressing in, the Bladesinger decided to do something desperate with his momentary authority. He called out the archfiend and requested to be immediately brought to his Abyssal Sanctum. He challenged him in a duel to the death, offering Juiblex his powerful services as herald to usher in this new age of darkness in the material world, giving him endless innocent, goodly beings to consume. Or...he would vanquish the archfiend forevermore and his sway over this noble Paladin would be broken. Offer accepted!

A one-way portal to Juiblex's Abyssal Domain opened and the Bladesinger stepped through while his allies fought back the malevolent hordes pressing in to consume them and the Paladin.

Couple mechanical things right quick without getting too deep into the nuts and bolts (spoling for space and brevity):

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1) The Bladesinger's Epic Destiny is Draconic Incarnation. To make a long story short, this character is actually a reincarnated dragon who died heroically in the last age while vanquishing the immediately preceeding demonic scourge. He is reborn anew every age to fight this Abyssal Plague.

2) The Bladesinger's build carries with it several features that make it an extraordinary soloing machine:

a) A suite of powers, spells, magic items that he uses to refresh Bladesong. Unless in a dungeon, my game features, almost exclusively, 2 fights a day @ (somewhere around) level n + 3 and n + 4. If its a singular fight, I will often pump it up to n + 5 (sometimes 6). The rest of the game is borne out of Skill Challenges and Transitional Scenes/Roleplay (maybe 2/3 of table time). You're looking at a number of combat ruonds per day somewhere around 12. As such, he is able to extend or refresh Bladesong for pretty much the entirety of the day. At level 27, that is + 2 power bonus to all defenses/to hit and + 17 damage on all attacks (arcane and melee).

b) He can maintain, almost indefinitely, a Defender ++ AC and Reflex that is hittable only by a 19 or 20. Will is almost in that same range while Fort is slightly weaker.

c) He has a deep array of ripostes, and minor action attacks that are all advantaged from Bladesong.

d) His level 2 Utility Spell inflicts auto-Force damage when he is attacked in melee.

e) He can teleport at-will.

f) He has various damage reduction means (elemental and physical).

g) His Epic Destiny allows him to turn into a fricken dragon and fly around and blast things with a breath weapon. Further, once per day, when he dies, his draconic spirit emerges (insubstantial, phasing, large, his maximum HPs and all of his powers) and fights on. If slain, then he is ultimately slain. If not, the spirit disperses and he is reborn at the end of a short rest once the encounter is over.

h) He has various interrupts that let him outright cancel attacks or reduce them to (usually) 0.

i) Lots of other stuff with spells that allow him a lot of control and the ability to decimate minions + a few Healing Surge abilities (including a Second Wind that grants an MBA).
[/sblock]

All of the above came into play when fighting, and defeating, Juiblex in his sanctum. This was an n + 6 (66000 XP budget) encounter for the PC in question! With Resistance (and immediate interrupts) he basically had complete immunity to Acid damage which is his primary damage + the oozes that he spawns. The primary threat to the PC was Juiblex's Psychic damage aura (which primarily hurt the PC in the action economy game) and the 2 hazards from the sanctum; a Psychic Wave that recharges and multiple AoE Poison Eruptions (20 OG poison which Juiblex is immune to given his Resist 20 poison) triggered on proximity that attack Fort (his weakest defense).

Anyway, after an extraordinarily intense battle, this singular PC slew an Abyssal Lord (Level 26 Solo Soldier brought up to 27) at an n + 6 encounter budget. Pretty awesome stuff.

The other 2 PCs were in their own titanic battle against Juiblex's Lovecraftian monstrosities and an "alive" sepulcher (n + 6 budget @ 132,000 XP for 2 PCs). Although the encounter budgeting was the same per PC, certain aspects of this fight actually made things more difficult for the duo of PCs; specifically auras, lots of environmental hazards from the "possessed" sepulcher, and not quite the requisite AoE punch against ooze swarms. Nonetheless, they prevailed. The Ranger/Rogue is a Dread Pirate Roberts Swashbuckler type. From a resource perspective, he is very similar to the Bladesinger in many ways (huge activatable AC and Reflex, tons of ripostes and minor action flurries, ridiculous mobility, suite of interrupts to outright cancel attacks) except he has different thematic (and mechanical) tricks plus an array of stealth attacks. The Druid has been rebuilt many times over, but has finally settled on an extremely powerful "Pack-Lord" build for their small group; a Sentinel Druid/Lazylord build. The Rogue/Ranger has an Ironwood Hound pet (level equivalent wondrous item) while the Druid has a PC build bear pet, fey familiar and multiple summons. The Lazylord part of the build grants a Daily nova attack from the Rogue and this companion/summons/familiar army. Massive force multiplier for a party of "2."

Anyway, Juiblex and his monstrous hordes slain. With the Paladin restored to his former self, the (now level 28) PCs will inevitably set their sights on Demogorgon, Dagon and the terrors that lie at the bottom of the Abyss. Pretty nifty stuff for a solo and duo effort respectively given the potency of Epic Tier bad guys; n + 6 encounters defeated. With the kind of force multiplication and lockdown that large, late Epic Tier groups are capable of, I'm sure the encounter budgeting would need to be carefully assessed (and reassessed) by those GMs regularly. Speculatively, for a normal sized group (5ish) my guess would be that any BBEG fight at late Epic needs to be at n + 6 bare minimum if working off full nova capability. For those size groups, once players have gained their "survive death" Epic Destiny Feature, n + 5 must become trivial. Once they get their level 30 capstone, assuming standard or + synergy, n + 8 is probably in play.
 
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Never played epic, but that's pretty insane!

There never seemed to be any support for the epic tier in 4e and I've heard lots of complaints of DMs struggling to 'challenge the players'. I honestly think very little of the epic stuff was ever play-tested. On the other hand, there's an argument to be made that when the PCs hit level 27+ that it's alright to let them effectively 'break' the game. Let them have their fun killing demon lords!

Thanks for sharing.
 

That is ... awesome.

Careful with those damage auras. When I finished my Dark Sun campaign, the damage aura (just 10/level) was the most horrifying brutal thing the boss was doing. (It was one of Sly Flourish's "donut auras".) Well, it was the most brutal thing when they ran out of healing. ;)

Seems your PCs (27th-level, compared to my 13th) were able to handle it though.

Interesting to see what epic-level PCs can handle. My paragon PCs were able to barely handle two level +4 encounters on the same game day, with a short rest in between. You can do level +6 and aim for level +8. Yikes!

Edit: Some of my paragon-level PCs started getting "delay death" abilities, and I think every epic destiny has something like that too. It would be nice to get more mechanical support, but "throw something really hard seems to work too.
 

Never played epic, but that's pretty insane!

There never seemed to be any support for the epic tier in 4e and I've heard lots of complaints of DMs struggling to 'challenge the players'. I honestly think very little of the epic stuff was ever play-tested. On the other hand, there's an argument to be made that when the PCs hit level 27+ that it's alright to let them effectively 'break' the game. Let them have their fun killing demon lords!

Thanks for sharing.

No problem! Thanks for reading! I didn't anticipate this particular conflict going in so it challenged me quite a bit from an improv perspective. It was quite fun.

Yeah. I know folks really wanted an Epic Level Handbook. However, if folks have a DDI sub (obviously that is an investment that may not be fair to be expected), there is pretty robust support in Dragon and Dungeon...especially for your vanilla antagonists for Epic Tier play; Abyssal, Infernal and evil Fey Courts. I highly recommend it.

Outside of that, I just recommend "going big" and breaking all natural constraints or allow your PCs to "effectively break the game" as you put it. Epic Tier PCs are superheroes battling cosmic forces afterall.

That is ... awesome.

Careful with those damage auras. When I finished my Dark Sun campaign, the damage aura (just 10/level) was the most horrifying brutal thing the boss was doing. (It was one of Sly Flourish's "donut auras".) Well, it was the most brutal thing when they ran out of healing. ;)

Seems your PCs (27th-level, compared to my 13th) were able to handle it though.

Interesting to see what epic-level PCs can handle. My paragon PCs were able to barely handle two level +4 encounters on the same game day, with a short rest in between. You can do level +6 and aim for level +8. Yikes!

Edit: Some of my paragon-level PCs started getting "delay death" abilities, and I think every epic destiny has something like that too. It would be nice to get more mechanical support, but "throw something really hard seems to work too.

Yeah. Auras are the numero uno threat in Epic Tier play, hands down. Epic Tier Hazards + overlapping Auras...big trouble in little China. As such, passive mitigation (especially multiple lines of elemental mitigation) jumps up in value proportionately.

We'll see about n + 8 at 30. If you're a small group like mine you almost have to in order to deal with the level 34 Solos. I would be interested to hear the highest budget that some of these larger groups have busted at level 27 +! A group outfitted to advantage (not optimize...I'm talking real, "fiction-first" PCs here) the synergy of a Warlord's force multiplication abilities + some kind of vulnerability debuff (eg Radiant Mafia theme) might be absolutely crazy and able to deal with n + 8 regularly. The Bladesinger is sort of a one man analogue to that with (basically perma) Bladesong and a ton of minor action attacks serving as his own personal Warlord. When he hits 30, his Epic Destiny capstone will give him 2 Arcane spells of his choice from any class. I already know that he'll be getting Swordmage's Level 25 Daily Quicksilver Blade (minor action MBA 1/turn). Things are silly now and they're going to get sillier!
 

Epic pcs are totally insanely powerful, yes. Last night my 24th level party faced off against a level + 2 encounter and, after it was over, looked really nervous. One of them said something along the lines of, "That was too easy. Watch out, the real fight must still be coming!"
 

Epic pcs are totally insanely powerful, yes. Last night my 24th level party faced off against a level + 2 encounter and, after it was over, looked really nervous. One of them said something along the lines of, "That was too easy. Watch out, the real fight must still be coming!"

Yup. Simultaneously, Skill Challenges become increasingly difficult as untrained skill check modifiers don't keep up with the Medium DC and trained skill checks with below average modifiers struggle against the Hard DC.

Given the fact that PCs become considerably more potent (by default) relative to their respective combat challenges and less so (by default) with respect to Skill Challenge DC math, I would suggest that GMs advise their players to invest more PC build resources toward bumping up Skills, specifically those untrained. Each of my three players have a fair bit of investment in noncombat resources yet they're still able to tackle increasingly more difficult combat challenges (as one would expect from superheroes or demigods).
 

My own experience as DM was that it takes at least lvl+3 to be a challenging fight. Most fights are over in 3-4 rounds.

My dwarven Shield fighter just reached 28 a couple weeks ago. He is solid, but the DM is tired of my dazing his monsters with oppies, fighter challenges, and almost every attack.

as for lack of play-testing, I can't believe Solar Wrath was allowed to go out as a lvl11 encounter power that was close burst 7. That was game breaking over-powered. It was nerfed in errata to close burst 3, but how did it get missed in play testing? How is that even remotely possible?
 

So... if I ever run epic-tier 4e, basically I need to do lots of skill challenges, and punish failures with dangerous auras for monsters. :lol:
 

With regard to Damage Auras: In my experience, they are the most lethal AND LEAST satisfying thing a monster can have.

As a Player/observer: Running into I've felt various combination of:
a) it was too powerful (specifically: aura 15 dmg at med-high heroic in confined quarters, but other times)
b) It was an uninteresting way of making an enemy powerful
c) it is arbitrarily damaging players for no good reason
d) it works at what its trying to do: make things challenging
e) I don't like it.

As a DM I've mostly avoided it.

I have to admit, against a fairly well rested epic party, you can't do much to them other than say "you WILL take 50 damage per round" and expect them to be scared enough to spend resources, but it falls flat when every epic villain's main threat is that his very existence damages you. It feels to me like the game is saying "You have too many hitpoints, we're going to have just take them back."


I'm not saying there is a better way (mechanically or thematically) to do 'the same thing', I'm just complaining :p


On topic( almost?): Has anyone else tried to capture the scale of epic accomplishments (fighting gods, re-arragning the world) but at heroic level numbers. It was a fairly short campain, I started at 4th and ended at 6th, but along the way I gave them access to extra powers and customization. They fought 40 foot tall genies, brought down three out of four "Insane Fish Gods" arrayed against them, and saved the world; just with much smaller numbers on their sheets (and mine).
 

My own experience as DM was that it takes at least lvl+3 to be a challenging fight. Most fights are over in 3-4 rounds.

My dwarven Shield fighter just reached 28 a couple weeks ago. He is solid, but the DM is tired of my dazing his monsters with oppies, fighter challenges, and almost every attack.

as for lack of play-testing, I can't believe Solar Wrath was allowed to go out as a lvl11 encounter power that was close burst 7. That was game breaking over-powered. It was nerfed in errata to close burst 3, but how did it get missed in play testing? How is that even remotely possible?

Were you talking about particular levels? IME PCs were challenged by at-level encounters until level 7, afterward they steamrolled such encounters, and could handle level +4 encounters. I guess being able to use an encounter power every round put them over the top.

With regard to Damage Auras: In my experience, they are the most lethal AND LEAST satisfying thing a monster can have.

As a Player/observer: Running into I've felt various combination of:
a) it was too powerful (specifically: aura 15 dmg at med-high heroic in confined quarters, but other times)
b) It was an uninteresting way of making an enemy powerful
c) it is arbitrarily damaging players for no good reason
d) it works at what its trying to do: make things challenging
e) I don't like it.

I don't mind damage auras, you just have to use moderation. I wouldn't use more than 5 damage per tier. I haven't seen a monster that does more than 20 damage per turn (and this was a high epic dragon). I don't know where you're getting 15 heroic/50 epic figures from.

I only use auras for solos, and it's a way of countering "lockdown" (they will always do damage regardless of being locked down, unless there's a way to shut off the aura). The beholder actually has a similar rule; it automatically attacks anyone starting their turn near it (and in MM1, this was literally an aura) as long as it is conscious. A stunned beholder can still use that "aura".

I like Sly Flourish's "donut aura" as there's an element of strategy to it. The aura is very large and prevents PCs from seeing through it (the one I used was psionic so it was messing with PC vision) but the aura does not exist within 5-10 squares of the boss. It prevented range ganking and also ensured that PCs were always moving (the boss was).

The downside? When PCs fell unconscious and healing was running out, that type of aura could too easily kill them. I need to find a way around that.

As a DM I've mostly avoided it.

I have to admit, against a fairly well rested epic party, you can't do much to them other than say "you WILL take 50 damage per round" and expect them to be scared enough to spend resources, but it falls flat when every epic villain's main threat is that his very existence damages you. It feels to me like the game is saying "You have too many hitpoints, we're going to have just take them back."


I'm not saying there is a better way (mechanically or thematically) to do 'the same thing', I'm just complaining :p

Another thing you can do is make the aura part of a trap. PCs could do an in-combat skill challenge to disable the aura. I think that's supposed to take 4-6 successes. Of course, that's time not killing the boss.

(In the encounter I described, I didn't do that. Instead I created four psionic artillery monsters that each healed the boss 5 hp at the start of their turn. 20 hp interactive regen. Needless to say, the PCs had to travel around the map to crush, kill and destroy the slow-moving psionic monsters rather than focus on the boss... a good thing because once they turned to her, they were doing over 200 damage to her each turn, and there was no way she could keep up.)
 

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