AlanBruce
2014-07-09, 05:11 AM
Greetings! My game has taken a nice turn as the party is currently exploring an old abandoned abbey in some remote ape populated island.
ECL 13 human DMM cleric/druid- this guy buffs up all day and attacks with a starmetal scythe that has at least 3 different enhancements on it. Main damage dealer.
ECL 13 grey elf conjurer- god wizard and occasional blaster. Keeps the group alive with judicious use of contingencies, celerities, and short range teleports to place his friends in advantageous positions. Has the Abrupt Jaunt ACF.
ECL 11 merfolk sorcerer/IoTSV- when she's not flying or being invisible, this mermaid is counter dispelling or dimensionally locking people down for good measure, allowing the main melee to cut them down. Good at what she does, will most likley get better once she acquires more wards.
ECL 11 human cleric- what it says. This guy uses a bow and when he's not shooting people with very good accuracy, he's using great blast spells that compensate with the other cleric's self buffs. Can decimate undead with a good selection of light themed spells like sunburst and lucent lance.
ECL 11 half elf rogue/dread pirate- rogue type. Uses a kukri and rapier. Can't fight undead that well. Against living creatures and if allowed to flank, brutal.
ECl 10 darfellan ranger/leviathan hunter- uses a short spear with an electric enhancement. Solid melee with the cleric/druid, especially when fighting Large or larger opponents.
ECL 10 hadozee bard/virtuoso- he sings, he buffs from afar. He ocassionaly uses haste. Extra damage never hurt anyone. Can use a rapier when necessary.
Vilewight (BOVD) warlock 5 with the evolved undead (LM) and a tweaked version of the Saint Template (BOED), adjusting some aspects to protect against good rather than evil.
Mohrg paladin of slaughter2 *2- these guys are the muscle here. They have Awesome Smite and Divine Might, amingst other melee oriented feats. They can do decent damage.
Ghast gishes *2 (rgr1/sor6/EK1). These guys are sneaky and rely on leap Attack + wraithstrike to overcome high AC.
Heucuva MT *2 (going sorcerer route). These guys cast as 6th level cleric and 6th level sorcerers. They have Divine Defiance, in case any of the casters tries something funny like, well, casting.
Wight rogue3/swahbuckler3 *3- these guys sneak around and try to get in some hits taking advantage of Daring Outlaw and Weapon Finesse.
Bar Lgura (FC 1) *3- these guys are there mainly so the npcs can shine a little and the rogue can get a SA for one. Their abduction ability should completely fail against the PCs (they all have really high will saves + buffs). the npcs… not so much.
The area they'll fight in is Unhallowed with Freedom of Movement. The party has yet to even come close to this fight, having just had their first encounter against a lone mohrg paladin.
I would like the fight to be challenging, but as I write this, it may be too much for the party to handle, so if any could please provide any ideas/suggestions. perhaops cut the number of enemies in half? Take away levels/templates? Would the Unhallowed area's secondary effect (in this case FoM) benefit the enemies, or everyone (heroes included)
Thank you in advance.
ECL 13 human DMM cleric/druid- this guy buffs up all day and attacks with a starmetal scythe that has at least 3 different enhancements on it. Main damage dealer.
ECL 13 grey elf conjurer- god wizard and occasional blaster. Keeps the group alive with judicious use of contingencies, celerities, and short range teleports to place his friends in advantageous positions. Has the Abrupt Jaunt ACF.
ECL 11 merfolk sorcerer/IoTSV- when she's not flying or being invisible, this mermaid is counter dispelling or dimensionally locking people down for good measure, allowing the main melee to cut them down. Good at what she does, will most likley get better once she acquires more wards.
ECL 11 human cleric- what it says. This guy uses a bow and when he's not shooting people with very good accuracy, he's using great blast spells that compensate with the other cleric's self buffs. Can decimate undead with a good selection of light themed spells like sunburst and lucent lance.
ECL 11 half elf rogue/dread pirate- rogue type. Uses a kukri and rapier. Can't fight undead that well. Against living creatures and if allowed to flank, brutal.
ECl 10 darfellan ranger/leviathan hunter- uses a short spear with an electric enhancement. Solid melee with the cleric/druid, especially when fighting Large or larger opponents.
ECL 10 hadozee bard/virtuoso- he sings, he buffs from afar. He ocassionaly uses haste. Extra damage never hurt anyone. Can use a rapier when necessary.
Vilewight (BOVD) warlock 5 with the evolved undead (LM) and a tweaked version of the Saint Template (BOED), adjusting some aspects to protect against good rather than evil.
Mohrg paladin of slaughter2 *2- these guys are the muscle here. They have Awesome Smite and Divine Might, amingst other melee oriented feats. They can do decent damage.
Ghast gishes *2 (rgr1/sor6/EK1). These guys are sneaky and rely on leap Attack + wraithstrike to overcome high AC.
Heucuva MT *2 (going sorcerer route). These guys cast as 6th level cleric and 6th level sorcerers. They have Divine Defiance, in case any of the casters tries something funny like, well, casting.
Wight rogue3/swahbuckler3 *3- these guys sneak around and try to get in some hits taking advantage of Daring Outlaw and Weapon Finesse.
Bar Lgura (FC 1) *3- these guys are there mainly so the npcs can shine a little and the rogue can get a SA for one. Their abduction ability should completely fail against the PCs (they all have really high will saves + buffs). the npcs… not so much.
The area they'll fight in is Unhallowed with Freedom of Movement. The party has yet to even come close to this fight, having just had their first encounter against a lone mohrg paladin.
I would like the fight to be challenging, but as I write this, it may be too much for the party to handle, so if any could please provide any ideas/suggestions. perhaops cut the number of enemies in half? Take away levels/templates? Would the Unhallowed area's secondary effect (in this case FoM) benefit the enemies, or everyone (heroes included)
Thank you in advance.