High Level Pathfinder (Part 3 Fake It)
Monday, August 8th, 2011The secret to making foes quickly is to make them up. Yes, I know, this is blasphemous to those who say you must meticulously be built with the same rules as the players. I say balderdash. Your players will not care why the foe they fight has a +15 Fort save. By the time you reach this level of play, you should have a good idea of what a balanced foe looks like. A good GM knows how to present a challenge to their players without being unfair. I don’t play as an adversary trying to defeat my players. There are plenty of ways to build lethal foes legally if that’s what you really want to do.
If you use a GM screen, I suggest you print out this chart from the Bestiary and paste it inside:
| CR | Hit Points | Armor Class | High Attack | Low Attack | Average Damage | Primary Ability DC | Secondary Ability DC | Good Save | Poor Save | |
|---|---|---|---|---|---|---|---|---|---|---|
| High | Low | |||||||||
| 11 | 145 | 25 | 19 | 14 | 50 | 37 | 20 | 14 | 14 | 10 |
| 12 | 160 | 27 | 21 | 15 | 55 | 41 | 21 | 15 | 15 | 11 |
| 13 | 180 | 28 | 22 | 16 | 60 | 45 | 21 | 15 | 16 | 12 |
| 14 | 200 | 29 | 23 | 17 | 65 | 48 | 22 | 16 | 17 | 12 |
| 15 | 220 | 30 | 24 | 18 | 70 | 52 | 23 | 16 | 18 | 13 |
| 16 | 240 | 31 | 26 | 19 | 80 | 60 | 24 | 17 | 19 | 14 |
| 17 | 270 | 32 | 27 | 20 | 90 | 67 | 24 | 18 | 20 | 15 |
| 18 | 300 | 33 | 28 | 21 | 100 | 75 | 25 | 18 | 20 | 16 |
| 19 | 330 | 34 | 29 | 22 | 110 | 82 | 26 | 19 | 21 | 16 |
| 20 | 370 | 36 | 30 | 23 | 120 | 90 | 27 | 20 | 22 | 17 |
Even when preparing ahead of time, only bother to write down what you will need. For example, last game my PCs faced the Silver Surfer and Galactus. Here are the stats I prepared.
Silver Surfer
NG Medium outsider
Init +14; Senses darkvision 60 ft., low-light vision, Perception +28
Defense
AC 40, touch 30, flat-footed 20 (+10 Dex, +10 dodge, +10 natural, +10 deflection vs. ranged)
hp 400 (20d10+200);
Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
DR 15/epic; Immune cold, petrification; Resist acid 10, electricity 10, fire 10; SR 35
Offense
Speed 50 ft., fly 150 ft. (good)
Melee 2 slams +23 (2d10+40)
Ranged Energy Blast +20 touch (4d10+100 force)
Space 5 ft.; Reach 5 ft.
Statistics
Str 20, Dex 30, Con 30, Int 20, Wis 20, Cha 20
Base Atk +20; CMB +25; CMD 45
It’s hard to tell, but I started by copying the basic stats out of the Bestiary. I forget if I used an Archon or an Angel as a base. As you can see, I trimmed out everything I didn’t need. That’s another great trick though. If you need a tough caster, pick a casting monster from the Bestiary and select new spells for it. And don’t bother to pick that many. If your caster NPC can cast 9th level spells, just pick spells for 9th-7th levels. On the odd chance they need to use a lower level spell, just let them cast whatever is needed. Your players most certainly won’t notice the difference.
You will also notice, I didn’t even have stats for Galactus. I figured I’d use a similar AC, +30 for all saves, and I gave him an energy blast of 36d6 (my small dice box) DC 30 reflex half plus a single target disintegrate (or was it destruction?) (also DC 30). HP lots, but he would retreat and leave the planet alone once the PCs did around 500 damage to him.
By staying flexible, and fudging when needed, you can run all sorts of high level games without too much trouble. Spending dozens of hours building statblocks is no fun. Steal and adapt from Bestiaries and other adventurers in your library and be on your way. Your players will thank you for it.