Hi all. As I start upon DMing for the first time in years, I find myself once again pondering whether or not to try and institute a "boss" template for important NPCs / major encounters. Much to my chagrin, the players decided to go with a caster-heavy party of:
Druid
Beguiler
Shaper Psion
Fighter/Barbarian going Dervish
And I'm concerned about encounter-ending spells/powers doing...well, you know. Once in a while I don't mind, but I don't want a significant amount of the big fights to (effectively) be over on round 1. Especially since the adventure path I'm using has a humanoid empire and its forces as the primary antagonists and is supposed to somehow remain challenging through level 20, despite humanoids having a huge target painted on their backs when it comes to "spells that insta-jib you with pitiful ease In fact, the evil empire has a force specifically dedicated to fighting mages....made up of humans and orcs.... Granted, they're clerics and eventually could just go "lol, AMF," but still.
So anyway. I've long considered +1 CR template that mainly gives a truckload of unexplainable boss immunities as a quick and easy patch, but is that too "video gamey"? If not, I could use help picking out exactly what the template does. CR +1 is a significant boost, it should probably include some offensive or special abilities and not just passive immunities. I'm also open to things that find a happy balance between not being protected from encounter ending spells (which I dislike) and playing right into 3E's absolutes one-upmanship game (which I also dislike, generally) as long as it isn't too complicated / long-winded. Like, I once had an NPC who could feel fear, but like any good Shonen anime protagonist, fought through it. Game effect: he could be shaken, but never panicked nor frightened.