legomaster00156
2012-05-27, 03:55 PM
I'm DM'ing a Pathfinder (well, Ponyfinder) campaign, and I'm worried I may be stacking the odds too far in the enemies' favor. Some backstory:
The party has been searching for 6 stolen artifacts throughout the world, each of them guarded by at least 1 of the thieves who stole them. The enemy party is significantly more experienced than the PC party (level 10 vs. level 6). The PC's are an Alchemist, a Fighter, a Rogue (focused on Acrobatics instead of combat), a Bard, and, potentially, a second Alchemist.
A few sessions ago, one of the thieves (a Cleric) escaped by teleporting away with a scroll. I'm considering bringing him back in a big way: he'll be prepared to battle the PC's, personally. He will come in pre-buffed. What's more, he'll be teleporting in to get a surprise round, WHILE the party is already fighting another difficult member of the party.
Please let me know if this fight sounds excessive for this party.
Boldwing
CR 9 | XP: 6,400
Half-Dragon Pegasus Antipaladin 8
CE Medium dragon (pegasus)
Initiative: +0 | Senses: low-light vision; darkvision 60 ft. | Perception: +0
Aura: Aura of Cowardice, Aura of Despair
AC: 24; Flat-footed 24; Touch 10 (+7 armor, +3 shield, +4 natural)
HP: 100 (8d10+40)
Saves: +13 FORT; +6 REF; +10 WILL
Defenses: Immunity to acid, paralysis, and sleep
Weaknesses: Vulnerability vs. holder of Element of Kindness
Speed: 40 ft.; fly 80 ft. (average)
Melee: bite +18 (1d6+13) and 2 claws +12 (1d4+9)
Spells prepared (Antipaladin; CL 5; L0 save 14):
L1: Cause Fear, Protection from Good
L2: Bull's Strength, Hold Pony
Stats: 28 STR; 10 DEX; 16 CON; 12 INT; 11 WIS; 18 CHA
BAB: +8/+3 | CMB: +19 | CMD: 29
Feats: Toughness, Weapon Focus: bite, Intimidating Prowess, Skill Focus: Intimidate
Skills: +11 Fly, +28 Intimidate, +7 Profession (Lunar Guard), +7 Spellcraft, +5 Survival
Languages: Equine, Draconic
SQ: Smite Good 3x/day, Touch of Corruption 4d6 9x/day, Cruelties (Shaken, Diseased) Fiendish Boon (weapon)
Environment: Will fight him in Haven.
Organization: With the Elements of Chaos.
Treasure: +1 Light Fortification Breastplate, +1 Heavy Steel Shield, 5,300 gp, Element of Cruelty
Poker Face
CR 9 | XP: 6,400
Earth-pony Cleric 10
NE Medium equine (Earth-pony)
Initiative: +1 | Perception: +13
Aura: Aura of Evil
AC: 18; Flat-footed 17; Touch 11 (+7 armor, +1 DEX)
HP: 100 (10d8+50)
Saves: +10 FORT; +4 REF; +12 WILL
Weaknesses: Vulnerability vs. holder of Element of Honesty
Speed: 40 ft.
Melee: +1 Longspear +12 (1d8+6 | 20/x3)
Spells prepared (Cleric; CL 10; L0 save DC 15):
L0: Create Water, Detect Magic, Light, Read Magic
L1: Disguise Self (D), Compel Hostility x2, Cure Light Wounds x2, Detect Good, Protection from Good
L2: Bull's Strength (D), Admonishing Ray, Bear's Endurance, Darkness, Eagle's Splendor, Owl's Wisdom
L3: Magic Vestment (D), Dispel Magic, Invisibility Purge, Protection from Fire, Searing Light
L4: Spell Immunity (D), Cure Critical Wounds, Freedom of Movement, Greater Magic Weapon, Unholy Blight
L5: Righteous Might (D), Dispel Good, Pillar of Life, Summon Monster V
Stats: 18 STR; 13 DEX; 16 CON; 14 INT; 20 WIS; 18 CHA
BAB: +7/+2 | CMB: +11 | CMD: 22
Feats: Stone-Faced, Skill Focus: Bluff, Deceitful, Channel Smite, Toughness
Skills: +32 Bluff, +26 Disguise, +13 Heal, +10 Knowledge (history), +10 Knowledge (religion), +13 Perception, +10 Spellcraft
Languages: Equine, Canine, Zebra
SQ: Domains (Trickery (Deception), Strength (Resolve)), Negative Energy Channeling 3d6 7x/day (Will DC 19), Strength Surge 8x/day, Bestow Resolve 1x/day, Sudden Shift 8x/day, Master's Illusion 10 rnds./day
Environment:
Organization: With the Elements of Chaos.
Treasure: +1 Chainmail armor, Lesser Extend Metamagic Rod, Headband of Alluring Charisma, 350 gp, Bag of Holding
Battle against the party
The battle will start off as a plain and simple battle against Boldwing, who will gleefully use the first round to buff himself with Bull's Strength and take to the air, flying 40 ft. above their heads. He will use the next round to swoop down and attack whoever dealt him the most damage, using Smite Good and Touch of Corruption (Cruelty: Shaken). After this round concludes it's initiative order, the party will be surprised by Poker Face teleporting into it.
Poker Face will come in pre-buffed with the following spells: Bull's Strength, Bear's Endurance, Eagle's Splendor, Owl's Wisdom, Magic Vestment, Protection from Fire, Spell Immunity, Freedom of Movement, Greater Magic Weapon, Righteous Might, Dispel Good. He will make use of the surprise round to cast Compel Hostility on a melee combatant.
(Total changes: Large; +5 AC vs. good enemies (+1 vs. non-good enemies); DR 5/good; +4 temp. CON (+20 temp. HP); +4 temp. STR; +4 temp. WIS; +4 size bonus to STR & CON; -2 size penalty to DEX (AC already counted); absorb 120 fire damage; immune to 2 spells (must decide); immune to restricted movement; Greater Magic Weapon +2
Total attack bonuses w/ longspear: 15-foot reach; +18 attack bonus; 2d6+14 damage roll)
If at all possible, Poker Face will maintain proximity to any ranged combatants to prevent them from firing. However, if they escape his reach, he will cast Admonishing Ray at them. If he reaches 40 or less health, he will cast Cure Critical Wounds on himself. He will keep distance from Boldwing, letting the swifter pegasus handle those who try to escape.
This battle will not be easy. Before the battle, I distribute 1 Potion of Cure Critical Wounds per character. They already have a Wand of CLW, in case of emergency, and the Bard is focused on healing and buffing. Is it still too much, though?
The party has been searching for 6 stolen artifacts throughout the world, each of them guarded by at least 1 of the thieves who stole them. The enemy party is significantly more experienced than the PC party (level 10 vs. level 6). The PC's are an Alchemist, a Fighter, a Rogue (focused on Acrobatics instead of combat), a Bard, and, potentially, a second Alchemist.
A few sessions ago, one of the thieves (a Cleric) escaped by teleporting away with a scroll. I'm considering bringing him back in a big way: he'll be prepared to battle the PC's, personally. He will come in pre-buffed. What's more, he'll be teleporting in to get a surprise round, WHILE the party is already fighting another difficult member of the party.
Please let me know if this fight sounds excessive for this party.
Boldwing
CR 9 | XP: 6,400
Half-Dragon Pegasus Antipaladin 8
CE Medium dragon (pegasus)
Initiative: +0 | Senses: low-light vision; darkvision 60 ft. | Perception: +0
Aura: Aura of Cowardice, Aura of Despair
AC: 24; Flat-footed 24; Touch 10 (+7 armor, +3 shield, +4 natural)
HP: 100 (8d10+40)
Saves: +13 FORT; +6 REF; +10 WILL
Defenses: Immunity to acid, paralysis, and sleep
Weaknesses: Vulnerability vs. holder of Element of Kindness
Speed: 40 ft.; fly 80 ft. (average)
Melee: bite +18 (1d6+13) and 2 claws +12 (1d4+9)
Spells prepared (Antipaladin; CL 5; L0 save 14):
L1: Cause Fear, Protection from Good
L2: Bull's Strength, Hold Pony
Stats: 28 STR; 10 DEX; 16 CON; 12 INT; 11 WIS; 18 CHA
BAB: +8/+3 | CMB: +19 | CMD: 29
Feats: Toughness, Weapon Focus: bite, Intimidating Prowess, Skill Focus: Intimidate
Skills: +11 Fly, +28 Intimidate, +7 Profession (Lunar Guard), +7 Spellcraft, +5 Survival
Languages: Equine, Draconic
SQ: Smite Good 3x/day, Touch of Corruption 4d6 9x/day, Cruelties (Shaken, Diseased) Fiendish Boon (weapon)
Environment: Will fight him in Haven.
Organization: With the Elements of Chaos.
Treasure: +1 Light Fortification Breastplate, +1 Heavy Steel Shield, 5,300 gp, Element of Cruelty
Poker Face
CR 9 | XP: 6,400
Earth-pony Cleric 10
NE Medium equine (Earth-pony)
Initiative: +1 | Perception: +13
Aura: Aura of Evil
AC: 18; Flat-footed 17; Touch 11 (+7 armor, +1 DEX)
HP: 100 (10d8+50)
Saves: +10 FORT; +4 REF; +12 WILL
Weaknesses: Vulnerability vs. holder of Element of Honesty
Speed: 40 ft.
Melee: +1 Longspear +12 (1d8+6 | 20/x3)
Spells prepared (Cleric; CL 10; L0 save DC 15):
L0: Create Water, Detect Magic, Light, Read Magic
L1: Disguise Self (D), Compel Hostility x2, Cure Light Wounds x2, Detect Good, Protection from Good
L2: Bull's Strength (D), Admonishing Ray, Bear's Endurance, Darkness, Eagle's Splendor, Owl's Wisdom
L3: Magic Vestment (D), Dispel Magic, Invisibility Purge, Protection from Fire, Searing Light
L4: Spell Immunity (D), Cure Critical Wounds, Freedom of Movement, Greater Magic Weapon, Unholy Blight
L5: Righteous Might (D), Dispel Good, Pillar of Life, Summon Monster V
Stats: 18 STR; 13 DEX; 16 CON; 14 INT; 20 WIS; 18 CHA
BAB: +7/+2 | CMB: +11 | CMD: 22
Feats: Stone-Faced, Skill Focus: Bluff, Deceitful, Channel Smite, Toughness
Skills: +32 Bluff, +26 Disguise, +13 Heal, +10 Knowledge (history), +10 Knowledge (religion), +13 Perception, +10 Spellcraft
Languages: Equine, Canine, Zebra
SQ: Domains (Trickery (Deception), Strength (Resolve)), Negative Energy Channeling 3d6 7x/day (Will DC 19), Strength Surge 8x/day, Bestow Resolve 1x/day, Sudden Shift 8x/day, Master's Illusion 10 rnds./day
Environment:
Organization: With the Elements of Chaos.
Treasure: +1 Chainmail armor, Lesser Extend Metamagic Rod, Headband of Alluring Charisma, 350 gp, Bag of Holding
Battle against the party
The battle will start off as a plain and simple battle against Boldwing, who will gleefully use the first round to buff himself with Bull's Strength and take to the air, flying 40 ft. above their heads. He will use the next round to swoop down and attack whoever dealt him the most damage, using Smite Good and Touch of Corruption (Cruelty: Shaken). After this round concludes it's initiative order, the party will be surprised by Poker Face teleporting into it.
Poker Face will come in pre-buffed with the following spells: Bull's Strength, Bear's Endurance, Eagle's Splendor, Owl's Wisdom, Magic Vestment, Protection from Fire, Spell Immunity, Freedom of Movement, Greater Magic Weapon, Righteous Might, Dispel Good. He will make use of the surprise round to cast Compel Hostility on a melee combatant.
(Total changes: Large; +5 AC vs. good enemies (+1 vs. non-good enemies); DR 5/good; +4 temp. CON (+20 temp. HP); +4 temp. STR; +4 temp. WIS; +4 size bonus to STR & CON; -2 size penalty to DEX (AC already counted); absorb 120 fire damage; immune to 2 spells (must decide); immune to restricted movement; Greater Magic Weapon +2
Total attack bonuses w/ longspear: 15-foot reach; +18 attack bonus; 2d6+14 damage roll)
If at all possible, Poker Face will maintain proximity to any ranged combatants to prevent them from firing. However, if they escape his reach, he will cast Admonishing Ray at them. If he reaches 40 or less health, he will cast Cure Critical Wounds on himself. He will keep distance from Boldwing, letting the swifter pegasus handle those who try to escape.
This battle will not be easy. Before the battle, I distribute 1 Potion of Cure Critical Wounds per character. They already have a Wand of CLW, in case of emergency, and the Bard is focused on healing and buffing. Is it still too much, though?