CartmanTuttle
2017-02-19, 09:47 AM
So, for anyone who saw my weird breakdown over on the Homebrew thread, I have been desperate to make fights that challenge my players because I'm afraid I might not keep their interest. I had concepts for these battles, but am unsure how to set them up, crank them up, etc. Obviously this part is important: This is a high-power game. The characters are powerful and influential (One of them owns a successful business that's starting to spread across the continent and single-handedly accelerated the technology level of the setting), and the threats are supposed to be as powerful or even greater so (There have been only 4 types of Lycanthropes for hundreds of years, now there's a 5th, Demons are gearing up for the biggest invasion in history, etc, etc). Everyone has told me they enjoy the combination of power fantasy and in-depth storytelling (They took the time to help a brainwashed bodyguard get away from her cruel mistress), but as I have stated, they keep using clever tactics and methods I couldn't think of to overcome every encounter and obstacle I throw at them, so I'm upping the ante. I request the assistance of both storytelling GMs and min-max specialists to not only design these bosses, but make them work not only as powerful challenges but also interesting aspects of the world (Which is homebrewed and purposefully not completed so that I can add things in on the fly if need be).
TL;DR: I am not good at dealing with clever players and need min-maxed bosses.
Here is the group:
-Human Inquisitor specializing in gunfighting and offensive power
-Kitsune Crossbowman Fighter/Ranger/Rogue/Musket Master Gunslinger who is the team's Sniper
-Ratfolk Wizard who keeps a balance of damage spells and utility spells (And always seems to have the right spell at the right time. Trust me, I keep an eye on his prepared spells, he's just that forward-thinking. I might get him ESP tested at some point.)
-Kitsune Bard specializing in Debuffing and Support
-Half-Elf Cleric (Charm-Lust, Luck-Imagination) who also specializes in Support and Debuffing)
They're all 14th level, I suspect they'll be close to 15th after this next session (We meet every monday night)
Here are the concepts as follows:
1: Incorporeal Warrior-type specializing in Hit-and-Run tactics in a maze-like dungeon with tight spaces for this guy to utilize to *mess* with the group. Demonic abilities will add to both story and gameplay as some *donkey* dungeon delver accidentally (no, really, it was an accident) unleashed a demon in that dungeon, and the ghostly guardian within got hit with some of that corruption.
2: 16th-level Human Evocation Wizard, straight-up. I am deliberately avoiding 9th-level spells because the temptation to give him Wish and *Back-based verb involving something very uncomfortable* the party hard would be too great. Brief backstory is he wasn't allowed to become a Chronomancer due to his Psychological issues (Abuses power as soon as he gets it, WAY too ambitious for his own good), and decided the reasonable response would be to try to slay the god of time with the unintentional backing of demons (They are loving how *screwed* up this guy is).
3: 20th-level Barbarian (Custom race using Race Builder that gives him +2 Str/+2 Con/-2 Int, Fearless, Cornered Fury, Cold Resistance 10, and Mountain-Born) (Also given demonic powers) and his pet Dire Winter Wolf, barbarian specializes in Axe-and-Shield. He's the King of the Northern Tribes, and if it wasn't for the backing of an evil chronomancer he would be dead and the demonic invasion would be easily stopped by the rest of the continent. But, because he is backed by a chronomancer, he has enough *jacked* up bonuses to give him a significant advantage, and the party is sent back in time to slay him before he starts the 100-year ritual to summon enough demons to *jack* the continent upside-down.
4: Human Tyrant Antipaladin 17, Two-Handed Fighter 9. One of the many guardians of the evil chronomancer set up in his mansion to guard against intruders. Supposed to be a large, powerful intimidating figure with a Greatsword (And a really cool voice that I created for him).
Make these bosses scary. If you need more information, feel free to ask.
TL;DR: I am not good at dealing with clever players and need min-maxed bosses.
Here is the group:
-Human Inquisitor specializing in gunfighting and offensive power
-Kitsune Crossbowman Fighter/Ranger/Rogue/Musket Master Gunslinger who is the team's Sniper
-Ratfolk Wizard who keeps a balance of damage spells and utility spells (And always seems to have the right spell at the right time. Trust me, I keep an eye on his prepared spells, he's just that forward-thinking. I might get him ESP tested at some point.)
-Kitsune Bard specializing in Debuffing and Support
-Half-Elf Cleric (Charm-Lust, Luck-Imagination) who also specializes in Support and Debuffing)
They're all 14th level, I suspect they'll be close to 15th after this next session (We meet every monday night)
Here are the concepts as follows:
1: Incorporeal Warrior-type specializing in Hit-and-Run tactics in a maze-like dungeon with tight spaces for this guy to utilize to *mess* with the group. Demonic abilities will add to both story and gameplay as some *donkey* dungeon delver accidentally (no, really, it was an accident) unleashed a demon in that dungeon, and the ghostly guardian within got hit with some of that corruption.
2: 16th-level Human Evocation Wizard, straight-up. I am deliberately avoiding 9th-level spells because the temptation to give him Wish and *Back-based verb involving something very uncomfortable* the party hard would be too great. Brief backstory is he wasn't allowed to become a Chronomancer due to his Psychological issues (Abuses power as soon as he gets it, WAY too ambitious for his own good), and decided the reasonable response would be to try to slay the god of time with the unintentional backing of demons (They are loving how *screwed* up this guy is).
3: 20th-level Barbarian (Custom race using Race Builder that gives him +2 Str/+2 Con/-2 Int, Fearless, Cornered Fury, Cold Resistance 10, and Mountain-Born) (Also given demonic powers) and his pet Dire Winter Wolf, barbarian specializes in Axe-and-Shield. He's the King of the Northern Tribes, and if it wasn't for the backing of an evil chronomancer he would be dead and the demonic invasion would be easily stopped by the rest of the continent. But, because he is backed by a chronomancer, he has enough *jacked* up bonuses to give him a significant advantage, and the party is sent back in time to slay him before he starts the 100-year ritual to summon enough demons to *jack* the continent upside-down.
4: Human Tyrant Antipaladin 17, Two-Handed Fighter 9. One of the many guardians of the evil chronomancer set up in his mansion to guard against intruders. Supposed to be a large, powerful intimidating figure with a Greatsword (And a really cool voice that I created for him).
Make these bosses scary. If you need more information, feel free to ask.