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| Farland05-03-05, 10:51 PM | I got some great responsesd last time I asked here, so let me ask for your help again. I designed an encounter set in the Abyss where each player has to face a challenge they're NOT good at. For example, the Fighter4/Wizard 13 1. Valanduil must fight hand to hand a leveled orge with SR 30, the archer with a shocking burst bow must fight a zombie that is immune to lightning and has DR 10/slashing, and the dumb fighter must solve a riddle to defeat a troll that has DR 20/-- (solving the riddle will remove the DR). My problem is that I have to think of a way to challenge the ranger of the party. He doesn't seem to have any obvious weak spots. It has to be a challenge that he is not good at but that he has a good chance to overcome. Other than that, it can involve skills, feats, puzzles, fighting, whatever, as long as it doesn't duplicate too closely the above ones. Here are his stats, although he is now 18th level: Payn; Human Rgr17: CR 17; ECL 17; Size M; HD 17d8+17; hp 107; Init +7; Spd 20 ft (base 30 ft); AC 28, touch 18, FF 25; BAB +17/+12/+7/+2; Grapple +19; Atk: +15/+10/+5/+0 melee (1d3 + 1, Unarmed), +21/+16/+11/+6 ranged (1d8 + 1, Longbow, composite +1 (Flaming burst)), +17/+12/+7/+2 melee (1d6 + 4/crit 17-20, Scimitar +2 (Thundering)), +19/+14/+9/+4 melee (1d6 + 3/crit 19-20, Sword, short +2 (Shock)); AL NG; SV Fort +13, Ref +10, Will +9; Str 14, Dex 16, Con 12, Int 11, Wis 14, Cha 11. Languages spoken: Kelevan, Blackspeech (orc) Skills and Feats: Knowledge (Dungeoneering) +3, Balance +1, Climb +6, Concentration +8, Craft (Trapmaking) +2, Diplomacy +8, Handle Animal +7, Hide +7, Intimidate +3, Survival +17, Jump +5, Knowledge (Geography) +3, Knowledge (Nature) +14, Knowledge (Nobility) +5, Listen +11, Move Silently +11, Knowledge [War] +6, Ride +9, Search +8, Sense Motive +7, Speak Language +1, Spot +10, Swim +0, Use Rope +7; Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Endurance, Greater Two-weapon Fighting, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Leadership, Martial Weapon Proficiency, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Focus. Rgr Spells Prepared (0/3/3/2/1): 1--Hawkeye, Resist energy, 2--Barkskin, Cat's grace, 3--Darkvision, Tree shape, 4--Commune with nature. Possessions: Ring of freedom of movement, Ring of protection +3, Composite +1 longbow (flaming burst), Studded leather +3, Bag of holding 2, Scroll of comprehend languages (arc) (1), Scroll of sculpt sound (arc), Potion of resist energy 30 (electricity), Wand of knock, Wand of magic missile (3rd), Potion of tongues, Potion of reduce person, Potion of magic circle against good, Potion of remove disease, Greatsword +2, Studded leather +2, 3 Fine wine (bottle), Large well-done wool tapestry, Merchant scale, Painting, Silver comb with moonstones, Silver ewer, Dagger +1, Potion of sanctuary, Breastplate +1, Heavy +1 mace, Artisan's tools, Longsword +1, Chain shirt +1, Silver chalice with lapis lazuli gems, Fine vestments, 2 Brass mug with jade inlays, Diamond, Sapphire pendant on gold chain, Embroidered silk and velvet mantle with numerous moonstones, Silver comb with moonstones, Boots of elvenkind, Explorer's outfit, Gauntlets of ogre power, Potion of cure serious wounds, Wand of web, Scimitar +2 (thundering), Short +2 sword (shock). Thanks! |
| Colmarr05-03-05, 11:24 PM | He seems to have taken the TWF path, and his ranged equipment is rather lacklustre, so a flying opponent would be difficult for him to deal with. His balance is hideous, so a moving or uneven floor could be troublesome. His damage is low (the greatsword might change that, but then he loses the benefit of his TWF feats), so DR will prove a problem, and it looks like he tries to rely on critical hits for his damage. If so, undead are prime candidates for opponents. Finally, his worst save is Will, so there's some vulnerability to mind-affecting effects. So putting all those together, how about a Vampire Kenku rogue or bard? The vampire has DR and immunity to crits, and the Dominate special attack (which admittedly will have a low DC). The rogue or bard both have balance as a class skill. The bard has access to more mind-affecting spells than most other caster classes, whilst still retaining some combat muscle. If I'm wrong that a Kenku has a fly speed (or if you don't use them in Farland), consider a Raptor (RotW) or any other humanoid or monstrous humanoid with a fly speed. (You need the proper type for the Vampire template). Finally, stage the combat on on a tilting circular arena (like in Flash Gordon), or narrow roof beams interspersed with safe platforms (like some Jackie Chan movies). Now that I look at it, I think the above represents a pretty killer scenario. To give the ranger a chance, you might want to line the upper areas of the walls with portals bearing pictures of herbs. For every herb the ranger identifies with a Knowledge (nature) check, and then names out loud, the roof descends to the level of that portal, gradually forcing the flying opponent to the ground. You could also have a heraldic emblem emblazoned on the floor. If the ranger identifies it (Knowledge (nobility)) and speak the family's name aloud, the floor stops tilting and no further balance checks are required. |
| Lord Ian Stark05-03-05, 11:48 PM | Colmarr hit it on the head. Also his Scimitar should have a crit range of 15-20/X2 if he has the Improved Crit for it. If not it should be 18-20/X2. Somehow it's 17-20/X2? |
| OneSidedDice05-04-05, 12:45 AM | Some sort of underwater hazard. His rather pathetic Con and +0 Swim modifier will make that quite difficult for him, and I didn't spot any magic that helps him underwater except for his ring of freedom of movement. |
| Always-Late05-04-05, 12:52 AM | It seems a couple air elementals and a spellcaster might do good against him. |
| krichaiushii05-04-05, 07:46 PM | Harpies with class levels might work. A cleric of Pazuzu, perhaps, that summons air elementals (with nice reach) or a weaker cleric paired with a fighter of the archer sort. Perhaps a trio of harpies: cleric, fighter, sorcerer (with rays and true strike or will-based saves). While vulnerable to critical hits, they have to be hit, which can be difficult for a nonflyer. And if they are flying, they don't need to worry about balance. And don't forget their song. |
| shadowfox62805-04-05, 08:14 PM | Simple, here's an idea that I got by thinking of one of my "quests." The Arena: Pit the Ranger. alone, against hoards of very powerful foes, but, secretly, don't make it rewarding. |
| Al-Ashrad05-04-05, 09:42 PM | I concur with Colmarr's assessment fully. However, I was thinking, how about an amped-up mind flayer... say an Ulitharid, an Alhoon (Mind Flayer Lich), or a Vampiric Mind Flayer? Also, if you want to go the flying route, an amped-up Hive Mother Beholder should do the trick. Can you tell I've been reading "Lords of Madness"? hehe... love that book. Of course, we don't know what Payn's Favored Enemies are. If he's a massive butt-kicker against Aberrations, then my advice may be worth squat. -Al-Ashrad |
| mcgreeno05-04-05, 11:39 PM | A wizard with Mord. DisJjunction (the ranger glows like a lantern) And 3 or 4 13th level fighter should be a really good challange... if used correctly... Just my two cents. |
| gleep05-04-05, 11:49 PM | Dude, use the natural enemy of rangers everywhere. Rabid prairie dogs. Nuff said. :D --gleep |
| Sarella Starshine05-05-05, 01:05 AM | have him fight an orc pawn. oh wait, wrong game. |
| DraytonThain05-05-05, 01:13 AM | whatever you decide, have it look just a bit like david carradine :) |
| clarkvalentine05-05-05, 01:13 AM | Challenge him to broker a peace deal between a tribe of wild Elves and a clan of mountain Dwarves, none of whom speak Common. |