Calling all villains, your services are required!


Homebrew and House Rules


So, I promised my players that I would run an evil campaign for them after our current playthrough of Rise of the Runelords is completed.

After bouncing around a few ideas as to how I'd like to run this campaign, I've settled on an amusing idea.

At this point, I haven't fully written the campaign backstory, but I've hammered down the big points.

I'll give you the short version.

Basically, certain elements of the three evil aligned outer planes are having a 'friendly' contest, of sorts, which requires them to conjure forth evil souls from Golarion's history and restore them to life.

These souls are to take part in a competition that will span from major city to major city. Basically, allowing them to wreak havok on modern civilization.

Obviously, there will be a BIT more to this. Things will change, and players will be eventually pushed to the end of a plot.

But for now, it's prep time.

Effectively, each 'patron' (be it demon, devil, or daemon) will get to start the 'game' with 5 souls... might switch the number of souls to 4 depending on how many players are participating once we ACTUALLY start this game. Regardless, the average 'strength' of the souls on the team will be that of a level 10 character.

Most patrons, including Crowley, the devil patron of the party for this campaign, will elect to choose 5 level 10 characters. But it won't be uncommon to see teams consisting of four weaker members and one much stronger member.

While I do have a few teams, worked out and on paper. I figured it'd be amusing to see what other villains might come out of the woodwork if I requisitioned help from outside.

What I am asking of you is simple.

I need level 8-12 villains.

The requirements for these are pretty straightforward.

Standard character wealth by level as seen on chart 12-4 of the PHB (pg 399)

25 point buy.

Average rolls on hit points rounded up. (HP is something, I as the dm can play with on the fly anyway.)

Standard paizo content only. No 3rd party.

No sentient items.
No artifacts.

Monster races are allowed as long as there's no HD adjustment (basically they need to have a "as PC" template) and they've had the means to survive in civilization for an extended period of time.

Everything else is fair game.

Additionally, I also need a quick backstory that includes what time/place your villain existed in the Golarion universe, what they did that made them go to Hell/The Abyss/ect., and how they died.

Assuming that this actually acquires participation, I'll start sorting the valid applicants into teams, and once the actual campaign starts, I'll post pertinent information regarding your devilish heroes in a separate thread.

Thank you for any assistance you may provide. :P


I haven't got any full ideas for specific villains.

Are you the GM of RotRL or not? I won't risk giving you spoilers. But no matter what, I think you should take one or two of the significant enemies from that campaign to give it a bit of the good old recurring villain feel.

Otherwise, I'd suggest having the different demons and devil choose champion that fit their own theme.

Liberty's Edge

I'll play - do you actually want historical Golarion canon bad-guys (which might be difficult), or are you OK with just kind of hand-waving that part of it?


Jeremiziah wrote:
I'll play - do you actually want historical Golarion canon bad-guys (which might be difficult), or are you OK with just kind of hand-waving that part of it?

Nah, later on I might create a few of them when the party level is like 15 or so. But for now I'm just creating custom villians from different areas.

Serial killers are good choices.


I'll admit I'm not all that good with spellcasters, but I really wanted to toss in an idea I had for a character:

-----

Razmir
LE Human Wizard/10
Init. +8

AC 16, Touch AC 12, Flat Footed 14
HP 62 (10d6+20)
Fort +3, Ref +3, Will +7

Speed 30ft.
Melee +5 unarmed
Ranged +9 crossbow (1d8+1)
Space 5ft.; Reach 5ft.

Spells (CL10, concentration +19)
Whatever spells you'd want to give a 10th level character, focusing on Evocation.

STR 10, DEX 14, CON 14, INT 25, WIS 10, CHA 12
Base Atk +5, CMB +5, CMD 17
Feats: Improved Initiative, Maximize Spell, Scribe Scroll, Selective Spell, Spell Mastery, Spell Penetration, Quicken Spell

Traits: Focused Mind, Reactionary

Class Features: Arcane Bond (Razmirian Mask), Arcane School (+Evocation, -Necromancy, -Divination)

Skills: Knowledge (Religion) +10, Spellcraft +10

Languages: Common, Elven, Orcish, Dwarven, Draconic

Equipment: Blessed Book, Boots of Levitation, Bracers of Armor +4, Handy Haversack, Headband of Vast Intelligence +4, Holy Mask of the Living God, Light Crossbow +1, 50 Crossbow Bolts

-----

Now, it's not perfect, there are some numbers in there I haven't fully calculated, but that's because I'm not trying to make him, I'm just tossing the idea out there.

Hope you like it.


I'll take him, want me to add my own mini-backstory/personality to him or do you want to specify that?


Can you give me an idea on how powerful you want the villain to be before I start? I'm just wondering because I could create a single pc that could cause a party wipe if used properly.


Robespierre wrote:
Can you give me an idea on how powerful you want the villain to be before I start? I'm just wondering because I could create a single pc that could cause a party wipe if used properly.

Well, I'd avoid using super cheap tactics to kill the party. But I'd be content with villains that could post a challenge against multiple PCs.


InsaneFox wrote:
I'll take him, want me to add my own mini-backstory/personality to him or do you want to specify that?

Razmir is the current ruler of Razmiria and the "Living God" deity figure of the Razmirian religion (he is, obviously, not a deity and his entire religion is a farce). You interact with his worshipers in the Mask of the Living God and City of Golden Death campaign module (and a little bit during the Crypt of the Everflame campaign module as well).

I don't know how much solid info there is on Razmir's personality, but he's Lawful Evil and the leader of his own religion... so yeah. Although he is all but obsessed with the concept of immortality, so at 20th level, there's no guessing that he'd take the Immortality discovery for being a Wizard.


Umm... I'm not really great with Golarion specific anything, but I can make some good tenth level villains with a theme and a backstory if that is good enough. If your alright with some generic villainy than I'd be glad to help.


1. Are these teams supposed to fight the PC's as a group?

2. Are the NPC's using PC wealth or NPC wealth.

I ask because giving them 25 point buy and PC wealth makes them a lot more difficult. Their CR will go up by at least one.

Dark Archive

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No writeup but perhaps it might be fun to use the Whispering Tyrant :) perhaps though it might be best to save him for a sort of 'big moment' not sure how powerful he's supposed to actually be but considering Aroden had to put him down....


He is probably around a CR 25 to 27. Definitely the type of villian for a level 20 party.


I'm making up Belkzen now, should be up in a few days.

The Exchange RPG Superstar 2010 Top 32

Have you seen this evil campaign? It's great and you could probably yoink loads of ideas :-)

Link


InsaneFox wrote:
Robespierre wrote:
Can you give me an idea on how powerful you want the villain to be before I start? I'm just wondering because I could create a single pc that could cause a party wipe if used properly.
Well, I'd avoid using super cheap tactics to kill the party. But I'd be content with villains that could post a challenge against multiple PCs.

Since cheap tactics is a subjective thing I need to know exactly how powerful you want the villains to be. I can make a straight up half orc bomber alchemist that could tpk the party without "cheap tactics".


wraithstrike wrote:

1. Are these teams supposed to fight the PC's as a group?

2. Are the NPC's using PC wealth or NPC wealth.

I ask because giving them 25 point buy and PC wealth makes them a lot more difficult. Their CR will go up by at least one.

We're going to go with PC wealth.

As far as how powerful they are. Just go crazy. I have a bunch of powergamers in my group anyway. Humble them.


pobbes wrote:
Umm... I'm not really great with Golarion specific anything, but I can make some good tenth level villains with a theme and a backstory if that is good enough. If your alright with some generic villainy than I'd be glad to help.

Generic villainry is perfectly fine by me. :)


Robespierre wrote:
InsaneFox wrote:
Robespierre wrote:
Can you give me an idea on how powerful you want the villain to be before I start? I'm just wondering because I could create a single pc that could cause a party wipe if used properly.
Well, I'd avoid using super cheap tactics to kill the party. But I'd be content with villains that could post a challenge against multiple PCs.
Since cheap tactics is a subjective thing I need to know exactly how powerful you want the villains to be. I can make a straight up half orc bomber alchemist that could tpk the party without "cheap tactics".

That's fine. Do that.


InsaneFox wrote:
wraithstrike wrote:

1. Are these teams supposed to fight the PC's as a group?

2. Are the NPC's using PC wealth or NPC wealth.

I ask because giving them 25 point buy and PC wealth makes them a lot more difficult. Their CR will go up by at least one.

We're going to go with PC wealth.

As far as how powerful they are. Just go crazy. I have a bunch of powergamers in my group anyway. Humble them.

<evil smile>

I will try to build an entire team. I will keep the team at an average level of 10.

I am thinking of Cleric -9, Sorcerer or wizard-10, Ranger(ranged)-10, Fighter(S&B TWF or Two hand-fighter)-11, and Bard-10 if needed.

I am bringing the Sorcerer up first. Expect to have it by the end of today since I only have to modify an older build.


A drow noble from the demon faction would be nice!


Are drow noble allowed?


Are traits allowed?


does your group typically get fire resist or immunity? I'm asking because of the choice between explosive bomb or force bomb. Also does your party typically get poison resist or immunity? I'm thinking of cloudkill bombs is all.


I Give you Celestia "Princess of lies" with glibness cast she has a +50 bluff to her rumormonger talent.... so even with an Impossible lie (-20)The populace of any given state will most likely believe she is their queen. (dc35 for Metropolis)

Not so much combat orientated but can still hold her own. She still has about 1000 gp to spend i just ran out of thoughts.

Celestia Guardia:

CELESTIA GUARDIA CR 10
Female Fetchling Bard (Dervish Dancer) 7 Rogue (Charlatan, Scout) 4
NE Medium Outsider (Native)
Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 25, touch 18, flat-footed 19. . (+6 armor, +6 Dex, +1 natural, +2 deflection)
hp 81 (11d8+33)
Fort +8, Ref +18, Will +9
Defensive Abilities Evasion, Shadow Blending; Resist cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Bane (Human) Scimitar +17/+12 (1d6+8/18-20/x2) and
. . Unarmed Strike +14/+9 (1d3-1/20/x2)
Special Attacks Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 17), Bardic Performance: Inspire Competence +3, Battle Dance: Inspire Courage +2, Scout's Charge, Sneak Attack +2d6
Spell-Like Abilities Disguise Self (humanoid only) (1/day), Plane Shift (self only, to the Plane of Shaow or t
Bard (Dervish Dancer) Spells Known (CL 7, +14 melee touch, +14 ranged touch):
3 (2/day) Glibness (DC 17), Vision of Hell (DC 17)
2 (4/day) Mirror Image (DC 16), Shatter (DC 16), Gallant Inspiration (DC 16), Pilfering Hand
1 (5/day) Expeditious Retreat (DC 15), Charm Person (DC 15), Cure Light Wounds (DC 15), Timely Inspiration (DC 15), Vanish (DC 15)
0 (at will) Message, Prestidigitation (DC 14), Detect Magic, Sift, Spark (DC 14), Unwitting Ally (DC 14)
--------------------
STATISTICS
--------------------
Str 9, Dex 18/22, Con 14, Int 14, Wis 10, Cha 18
Base Atk +8; CMB +7; CMD 25
Feats Arcane Vendetta, Bard Weapon Proficiencies, Dervish Dance, Desperate Battler, Rogue Weapon Proficiencies, Toughness +11, Weapon Finesse, Weapon Focus: Scimitar
Traits Charming, Killer
Skills Acrobatics +24, Bluff +21, Diplomacy +11, Disable Device +11, Disguise +21, Intimidate +7, Linguistics +8, Perception +13, Perform (Dance) +24, Sense Motive +14, Sleight of Hand +20, Spellcraft +15, Stealth +27, Use Magic Device +21 Modifiers Coax information
Languages Abyssal, Celestial, Common, Draconic, Elven, Varisian
SQ Battle Dance (move action) (20 rounds/day), Battle Dance: Rain of Blows +1 (Su), Circlet of Persuasion, Convincing Lie (6 days) (Ex), Fleet (Su), Natural Born Liar (Ex), Rumormonger (4/week) (Ex), Well Versed (Ex)
Combat Gear +2 Bane (Human) Scimitar, +2 Shadow Mithral Chain Shirt; Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity, +4, Circlet of Persuasion, Cloak of Resistance, +3, Glove of Storing (1 @ 4 lbs Her Scimitar), Ring of Protection, +2, Wand of Magic Missile (9th level Caster)
--------------------
SPECIAL ABILITIES
--------------------
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Battle Dance (move action) (20 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Battle Dance: Rain of Blows +1 (Su) Gain dodge bonus to AC, Ref saves & extra attack as haste.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Coax information (Ex) A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.
Convincing Lie (6 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Rumormonger (4/week) (Ex) Use Bluff to spread a rumor through a community.
Scout's Charge (Ex) Charge attacks deal sneak attack damage.
Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


What kind of villains do you want? Recurring villains who are just as hurt-inducing outside of combat as inside or villains who are geared towards a slam/bam brawl


TwistedRemains wrote:

I Give you Celestia "Princess of lies" with glibness cast she has a +50 bluff to her rumormonger talent.... so even with an Impossible lie (-20)The populace of any given state will most likely believe she is their queen. (dc35 for Metropolis)

Not so much combat orientated but can still hold her own. She still has about 1000 gp to spend i just ran out of thoughts.

** spoiler omitted **...

The impossible bluff is mentioned twice.

The should have said "highly improbable" was -20.

Here is why-->"Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion."


My submission:

SIR BLAST A LOT CR 9
Male Human (Garundi) Sorcerer 10
NN Medium Humanoid (Human)
Init +14; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 75 (10d6+10)
Fort +7, Ref +12, Will +9
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Scythe +0 (2d4-1/20/x4) and
. . Unarmed Strike +4 (1d3-1/20/x2)
Ranged Crossbow, Light +9 (1d8/19-20/x2)
Sorcerer Spells Known (CL 10, +4 melee touch, +9 ranged touch):
5 (4/day) Cloudkill (DC 22)
4 (6/day) Black Tentacles, Wall of Ice (DC 23), Invisibility, Greater (DC 21), Dimension Door, Enervation
3 (8/day) Haste (DC 20), Sleet Storm, Lightning Bolt (DC 22), Dispel Magic, Fly (DC 20), Slow (DC 20)
2 (8/day) Glitterdust (DC 19), Resist Energy (DC 19), See Invisibility (DC 19), Invisibility (DC 19), Mirror Image (DC 19)
1 (8/day) Identify, Magic Missile, Ray of Enfeeblement (DC 18), Grease (DC 18), Expeditious Retreat (DC 18), Shield (DC 18)
0 (at will) Acid Splash, Touch of Fatigue (DC 17), Daze (DC 17), Prestidigitation (DC 17), Read Magic (DC 17), Detect Magic, Bleed (DC 17), Breeze, Disrupt Undead, Ray of Frost
--------------------
STATISTICS
--------------------
Str 8, Dex 16/18, Con 10/12, Int 7, Wis 9, Cha 20/24
Base Atk +5; CMB +4; CMD 17

Feats: Combat Casting, Dazing Spell, Elemental Focus: Fire, Eschew Materials, Greater Spell Focus: Evocation, Improved Initiative, Lightning Reflexes, Spell Focus: Evocation
Traits Magical Lineage: Fireball, Reactionary

Skills" Acrobatics +1, Climb -4, Escape Artist +1, Fly +1, Knowledge(arcana) +13, Ride +1, Spellcraft +13, Stealth +1, Swim -4, Use Magic Device +20

Languages Common, Osiriani
SQ +2 bonus on CMB checks to start and maintain a grapple, Arcane, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (2/day) (Ex), Metamagic Rod, Persistent, Lesser, Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)

Combat Gear Bolts, Crossbow (20), Crossbow, Light, Scythe; Other Gear Belt of Physical Might, DEX & CON +2, Brooch of Shielding, Cloak of Resistance, +3, Dust of Appearance, Dust of Disappearance, Elemental Gem, Earth, Elemental Gem, Fire, Handy Haversack (8 @ 0 lbs), Headband of Alluring Charisma, +4, Metamagic Rod, Persistent, Lesser, Potion of Restoration, Lesser (2), Scroll: Mirror Image, Mirror Image, Displacement, Scroll: Summon Monster V, Summon Monster III, Summon Monster V, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
+2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus: Evocation +1 to the Save DC of spells from one school.
Magical Lineage: Fireball A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (2/day) (Ex) Apply a metamagic feat 2/day without increasing the casting time.
Metamagic Rod, Persistent, Lesser The wielder can cast up to three spells per day as though using the Persistent Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Persistent Spell; Cost 4,500 gp
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

95 gp remaining.

----------------------
Familiar= Campy the Compsognathus

Compsognathus CR 1/2

XP 200

N Tiny animal

Init +6; Senses low-light vision, scent; Perception +4

Defense

AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)

hp 37 (10d8+2)

Fort +5, Ref +5, Will +7

Offense

Speed 40 ft., swim 20 ft.

Melee bite +7 (1d3–1 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5

Base Atk +0; CMB +0; CMD 9

Feats Improved Initiative

Skills Perception +4, Swim +7

Ecology

Environment temperate or warm forests or plains

Organization solitary, pair, or pack (5–20)

Treasure none

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds.

These dinosaurs can serve spellcasters as a familiar. A compsognathus familiar grants its master a +4 bonus on Initiative checks.

-------------------------------------------
Tactics:

This caster is primary built around the dazing spell feat and the persistent spell feat.
Dazing spell makes a character dazed if they fail the save vs a spell.
Persistent Spell forces them to make a second save if they make the first save.
The particular build focuses on fireball because it is an AoE, and can daze the entire party.

I am also using the arcane bloodline. 2/day the sorcerer can apply metamagic and still keep the spell down to a standard action.

The metamagic rod persistent rod is important. Draw it on round 1.

The familiar is only there to try to make sure you win initiative. If you can daze the party on round 1 they should be easy pickings.

That is not all it does. Look over the build, and ask me about any questions that come up.

---------------------------------------------------

You might have to change his name. :)

Background:
He has always been a showoff, and competed in many magic duels. He is also somewhat of a thrill seeker, and the chance to show off his prowess against your players is something he could not turn down.


Quote:

The impossible bluff is mentioned twice.

The should have said "highly improbable" was -20.

Here is why-->"Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion."

Good thing he is the gm hehe. In all seriousness though that is true she was a character of mine and my gm hosed me on that alot.


The Orc Warlord

Belkzen:
Belkzen WHEN NOT RAGING
Male Orc Barbarian 10
CE Medium Humanoid (ORC)
Init +1; Senses Perception +12, Darkvision 60ft
--------------------
DEFENSE
--------------------
AC 21, touch 11, flat-footed 20. (+3 Natural Armor, +7 Armor, Dex + 1)
hp 112 (10d12 +40)
Fort +10, Ref +4, Will +2
DR 6/- Fire Resist 3
--------------------
OFFENSE
--------------------
Spd 40 ft.
+1 Furious Falchion +16/11 (2d4+8 15-20/x2) or
. . 2 Claws (1d8+5 20/x3)
+5str MWK Compound bow +12/7 (1d8 + 5 20/x3)
Rage Powers Known
Lesser Beast Totem
Renewed Vigor ( Once per day while raging as a standard action you may heal 3d8+Con Mod.)
Beast Totem
Increased DR
Greater Beast Totem (While Raging you gain the pounce special attack, you can do a full attack action at the end of a charge.)
STATISTICS
--------------------
Str 20, Dex 12, Con 16, Int 10, Wis 8, Cha 13
Base Atk +10; CMB +15; CMD 26
Feats: Power Attack, Gore Fiend*, Amplified Rage*, War Leaders Rage*, Ferocious Tenacity*, Improved Critical (Falchion)
(*From Orcs of Golarion)
Skills" Acrobatics +14, Intimidate + 14, Perception +12, Stealth + 14.
Traits: Anatomist (+1 on Crit. Confirmation Rolls) and Natural Born Leader ( +1 on Leadership Score)

Gear: +1 Furious Falchion, Giant Hide Armor (Ogre), Boots of Speed

Belkzen WHEN RAGING and using Boots of Speed, Giant Form, and Amplified Rage.
Male Orc Barbarian 10
CE Medium Humanoid (ORC)
Init +0; Senses Perception +12, Darkvision 60ft
--------------------
DEFENSE
--------------------
AC 22, touch 9, flat-footed 22. (+7 Natural Armor, +7 Armor, +1 Haste, -1 Size, -2 Rage)
hp 172 (10d12 +100)
Fort +16, Ref +3, Will +4
DR 6/- Fire Resist 3
--------------------
OFFENSE
--------------------
Rounds of rage 27/day
Spd 70 ft.
+1 Furious Falchion +25/20/25 (2d6+ 21 15-20/x2) or
. . 2 Claws (2d6+12 20/x3)
+5str MWK Compound bow +10/5 (2d6 + 5 20/x3)
Rage Powers Known
Lesser Beast Totem
Renewed Vigor ( Once per day while raging as a standard action you may heal 3d8+Con Mod.)
Beast Totem
Increased DR
Greater Beast Totem (While Raging you gain the pounce special attack, you can do a full attack action at the end of a charge.)
Space 10ft, Reach 10ft

STATISTICS
--------------------
Str 34, Dex 10, Con 28, Int 10, Wis 8, Cha 13
Base Atk +10; CMB +15; CMD 26
Feats: Power Attack, Gore Fiend*, Amplified Rage*, War Leaders Rage*, Ferocious Tenacity*, Improved Critical (Falchion)
(*From Orcs of Golarion)
Skills" Acrobatics +13, Intimidate + 14, Perception +12, Stealth + 13.
Traits: Anatomist (+1 on Crit. Confirmation Rolls) and Natural Born Leader ( +1 on Leadership Score)
Gear: +1 Furious Falchion, Giant Hide Armor (Ogre), Boots of Speed

Feats Explained.
Gore Fiend: Whenever you score a critical hit or have a critical hit scored against you, you regain 1 round of rage.
Amplified Rage (Teamwork): Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent with them you gain a +4 strength and constitution morale bonus. This feat does not stack with itself it there are more than one ally.
Ferocious Tenacity: While raging, if you are hit by an attack that would kill you, as an immediate action you may expend 1 or more rounds of rage to negate some damage. Each round of rage negates damage equal to your Con modifier(including all bonuses). You cannot negate more damage than there was damage dealt. You always take at least 1 damage.
Warleader’s Rage: Feats and abilities that enhance a rage if an ally is adjacent to you may be sustained if you are within 30ft of them. You still must be adjacent to them to activate it.
Power Attack: You may take a -3 to your attack bonus to get a +6 to your damage bonus (+9 if your using a 2 handed weapon). (This has not been added to any of the stats above)

In combat: Belkzen would lie in wait for his enemy then during the surprise round or before combat he would activate his giants hide armor. ( Standard action: casts Giants Form 1 on self, ogre form) On the first round of combat he would activate his boots of speed (free action granting haste for 10 rounds) rage, then charge, using pounce to get a full attack. Belkzen would typically fight with 1 or more Orc ally’s (typically Barbarians or Warriors) beside him as to grant him his Amplified rage feat bonus.

History: Belkzen unified the scattered and infighting Orc tribes under his banner and marched on the Dwarven sky citadel of Koldukar and crushed the Dwarven resistence at the battle of Nine Stones. He renamed the city Urgir (orc for “first home”) and took over the surrounding countryside. Today the area is known as the “Hold of Belkzen” and is still controlled by the Orcs

If you don't want to have to deal with him having Orcish henchman then switch out Amplified Rage and War leaders rage for other combat feats.(this will lower his "raged" stats by -4str and -4con)

But if you do include them make sure they have the Amplified rage feat.


Pathfinder PF Special Edition Subscriber

To date Krant is the scariest villain my party has encountered in Golarion. He's in The Masks of the Living God module. He'll need some serious leveling to participate, but we were scared to death.


Robespierre wrote:
Are drow noble allowed?

I'll allow a drow noble, but make sure their CR is around 10.

Traits are fine.


Robespierre wrote:
does your group typically get fire resist or immunity? I'm asking because of the choice between explosive bomb or force bomb. Also does your party typically get poison resist or immunity? I'm thinking of cloudkill bombs is all.

Currently I'm not expecting them to get anything specific.

But they're powergamers who I'm giving a lot of leeway with their characters. So I can't guarantee that at least one of them may have fire and/or poison immunity.


TwistedRemains wrote:

I Give you Celestia "Princess of lies" with glibness cast she has a +50 bluff to her rumormonger talent.... so even with an Impossible lie (-20)The populace of any given state will most likely believe she is their queen. (dc35 for Metropolis)

Not so much combat orientated but can still hold her own. She still has about 1000 gp to spend i just ran out of thoughts.

** spoiler omitted **...

Nice. I like.

Variety is good.


Darkwing Duck wrote:
What kind of villains do you want? Recurring villains who are just as hurt-inducing outside of combat as inside or villains who are geared towards a slam/bam brawl

Both, actually. I want the PCs to encounter enemy teams that straight up try to kill them in the streets. And at other times I'll use enemies that manipulate the city guard into hunting the party on their behalf. As well as villains who might not interact with the party at all, and just wreak havok on their own.


wraithstrike wrote:
** spoiler omitted **...

Nice. If I don't use him as a villain, I'll add him to one of the other factions that I'll be creating.


Ishmell wrote:

The Orc Warlord

** spoiler omitted **...

I like that build... though I might level that one up to 15 and use him later on, if the campaign makes it that far.


Jay159 wrote:
To date Krant is the scariest villain my party has encountered in Golarion. He's in The Masks of the Living God module. He'll need some serious leveling to participate, but we were scared to death.

I plan to check the local comic book/tabletop store on friday (payday) and see if they have that module in stock.


"Ertai Tarmikus is a red wizard conjuration specialist who originally hailed from the Forgotten Realms. Having reached the elite of his studies, he found his limited time on the material plane fading. Soon, like all evil wizards, he had heard of the tempting powers of lichdom and reached out to higher sources to extend his life. His knowledge was restricted however, to those who pulled the strings and allowed him to find what he was looking for. The powerful lich Szass Tam was one of those people; withholding the information needed and Ertai realized his search to become an undead in the Forgotten Realms was fruitless.

This was when he explored planar travel, taking his first step onto Golarian and into the capital of Cheliax. He created a tower and researched the history of this new world, crafting wondrous items to fuel his hunger for knowledge.

His death came when dealing with a glabrezu, building a contract that would insure him the secrets of becoming a Lich. He managed to create his phylactery but the final step was interrupted, the glabrezu stealing Ertai's soul before it could nest in its prison."

_______________________________________________________________

(The build below is an outline at best with, most likely a few errors. It's mostly there to highlight the basics so you can adjust him as needed against the party. Ertai's tactics would be indirect, offering to help by selling the PC's some of his wares. Having him give a few of the PC's some cursed items that debuff and hinder the party would be ideal, buying him time to summon and setup defenses. One of his biggest gimmicks would be to use scrolls of higher level spells but I'm not sure how difficult that might make the fight for the party; maybe stick to some of the utility scrolls and avoid summon monster IX.)

_______________________________________________________________

Ertai Tarmikus CR11
Male Human Wizard 12
LE Medium humanoid
Init + 5
________________
Defense
________________
AC 17, touch 13, flat-footed 16 (+4 armor, +2 deflection, +1 Dex)
hp 68 (12d6+24)
Fort +6, Ref +5, Will +8
________________
Offense
________________
Speed 30 ft.
Wizard Spells Prepared (CL 12th; concentration +14)
6th—summon monster VI, contingency
5th—icy Prison, summon monster V, telekinesis
4th—summon monster IV, black tentacles, confusion
3rd—summon monster III, stinking cloud, fly, haste
2nd—web, Invisibility, pyrotechnics, resist energy
1st— mage armor (pre-cast), obscuring mist, protection from chaos/evil/good/law, color spray
0 (at will)—dancing lights, detect magic, mending, read magic

________________
Stats
________________
Str 8, Dex 12, Con 14, Int 22, Wis 10, Cha 14
Base Atk +6/+1; CMB +5; CMD 17
Feats: Combat Casting, Improved Initiative, Craft Wondrous Item, Defensive Combat Training, Quicken Spell, Extend Spell, Augment Summoning, Scribe Scroll, Silent Spell
Skills: Appraise +17, Fly +14, Knowledge (arcana) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (planes) +17, Profession (Merchant) +10, Spellcraft +17
Languages: Abyssal, Common, Draconic, Infernal
SQ: Arcane Bond ("Red Wizard Staff" aka Staff of Conjuration), Arcane School (+Conjuration, -Enchantment, -Divination)
Equip: Scrolls of time stop/energy drain/summon monster IX/form of the dragon III/maze, wand of magic missile, pearl of power I & II, ring of protection +2, handy haversack, headband of vast intelligence +4, crystal ball, spell component pouch, spellbook, writing equipment.
________________
Description
________________
"Ertai Tarmikus is a somber man with hawk-like eyes who's gaze alienated those who fell under it. He was a wizard by trade who dabbled in the dark arts of necromancy, outsider summoning and the creation of cursed magical items. He never ceased his studies on other worldly tomes or forbidden spells long locked away for the safety of others. After plane traveling he'd construct a tower near Egorian, the capital of Cheliax and tucked away from society practicing rituals and magical incantations forgotten and unheard of for hundreds of years.

The tower itself was much more horrible then the mage himself. It's interior full of dark passages and having high ceilings where the eye could find only cobwebs and shadows. The stones in the corridors crumbling and the smell of freshly boiled incense filled the air. It was never light save the scarce pair of candles perpendicular to one another at each turn or bend in the hallways. There was one black tower which reached above the trees into the unknown outer sky, but that was partly ruined and could not be ascended save by a well-nigh climb up the sheer wall. It reached skyward for at least a mile and more, twisting at impossible angles and dotted with several side chambers, too many side chambers for a single man. Rumors say that summons occur in those chambers. Foul and demonic creatures slithering from the circles used to create and draw them from their prisons in the nine hells."


Improbable Imp wrote:

"Ertai Tarmikus is a red wizard conjuration specialist who originally hailed from the Forgotten Realms. Having reached the elite of his studies, he found his limited time on the material plane fading. Soon, like all evil wizards, he had heard of the tempting powers of lichdom and reached out to higher sources to extend his life. His knowledge was restricted however, to those who pulled the strings and allowed him to find what he was looking for. The powerful lich Szass Tam was one of those people; withholding the information needed and Ertai realized his search to become an undead in the Forgotten Realms was fruitless.

This was when he explored planar travel, taking his first step onto Golarian and into the capital of Cheliax. He created a tower and researched the history of this new world, crafting wondrous items to fuel his hunger for knowledge.

His death came when dealing with a glabrezu, building a contract that would insure him the secrets of becoming a Lich. He managed to create his phylactery but the final step was interrupted, the glabrezu stealing Ertai's soul before it could nest in its prison."

_______________________________________________________________

(The build below is an outline at best with, most likely a few errors. It's mostly there to highlight the basics so you can adjust him as needed against the party. Ertai's tactics would be indirect, offering to help by selling the PC's some of his wares. Having him give a few of the PC's some cursed items that debuff and hinder the party would be ideal, buying him time to summon and setup defenses. One of his biggest gimmicks would be to use scrolls of higher level spells but I'm not sure how difficult that might make the fight for the party; maybe stick to some of the utility scrolls and avoid summon monster IX.)

_______________________________________________________________

Ertai Tarmikus CR11
Male Human Wizard 12
LE Medium humanoid
Init + 5
________________
Defense
________________
AC 17, touch 13,...

I'll definitely be using Ertai at some point.

I'm impressed by the villanious turnout.

At some point I'll be introducing heros, inquisitors, and neutral factions in the campaign, if you guys want to submit those too, it's fine, though I'm going to be using those on an 'as needed' basis.


I have a concept that I have been playing with for a while. The original idea was a Sorc, but I think that Bard will work too. He isn't much of a combatant, but if you want to turn a whole kingdom against your party, he's your man! I'll go ahead and warn you though, I don't know this world too well, so I am not gonna put in any location names. You are going to have to work it out for yourself.

Erroman the Advisor:

CE Medium Humanoid (human)
Init +2; Perception +2

Defense

AC 20, touch 13, flat-footed 19 (+1 Dex, +6 armor, +1 shield, +2 deflection)
HP 55 (10d8+10)
Fort +6 Ref +10 Will +11

Offense

Speed 30ft
Melee Rapier +8/+3 (1D6, 19-20/x2)
Spells Known (CL 10; Concentration +17)
4th (2/day) - Denounce (DC 23), Dominate Person (DC 23)
3rd (4/day) - Charm Monster (DC 22), Clairaudiance/Clairvoyance, Major Image (DC 20), Malicious Spite (DC 22), Sequester Thoughts (DC 22)
2nd (6/day) - Seducer's Eyes, Suggestion (DC 21), Unadultered Loathing (DC 21), Hold Person (DC 21), Enthrall (DC 21), Reckless Infatuation (DC 21), Invisibility, Honeyed Tongue
1st (7/day) - Charm Person (DC 20), Unnatural Lust (DC 20), Chastise, Cultural Adaptation, Innocence, Tap Inner Beauty, Vanish, Vocal Alteration (DC 18)
0th - Dancing Lights, Detect Magic, Ghost Sound (DC 17), Light, Mending, Mage Hand, Prestidigitation, Message, Open/Close

Statistics
Str 10 Dex 13 Con 12 Int 10 Wis 14 Cha 24
Base Atk +7; CMB +7; CMD 18
Feats Still Spell, Silent Spell, Skill Focus (Disguise), Eldritch Heritage (Rakshasa), Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Skills Bluff +20, Disguise +36, Linguistics +13, Perform (Oratory) +20, Perform (Percussion) +20
Traits Charming, Magical Lineage (Dominate Person)
Languages Common +10 languages of choice
SQ Silver Tongue (10/day), Bardic Performance (29 rds/day; countersong, distraction, fascinate, inspire courage +2, inspire competance +3, Suggestion, Dirge of Doom, Inspire Greatness), Bardic Knowledge, Versatile performance (Oratory, Percussion), well-versed, Jack-of-all-Trades

Gear Ring of Mindshielding, Ring of Protection +2, Cloak of Resistance +2, Belt of Mighty Constitution +2, Headband of Alluring Charisma +2, Glove of Storing, Hat of Disguise, Lesser Rod of Silent Spell, Rod of Persistant Spell, Elven Chain, Buckler, Masterwork Rapier, Wand of Glibness (10 charges), 2x potion of Comprehend Languages, 3x oil of Magic Aura, 3x potion of Cure Light Wounds, 200g in gems

Erroman got his start working for a crime ring moving small arms and drugs throughout his home city. While never being able to strong arm like many of his compatriots, he found that he had a real knack for talking people into doing what he wanted. Over the course of several years, he talked his way up to a position of power within the ring and then staged a takeover using his extensive list of supporters. Under his leadership, the group grew increasingly successful as he always seemed to get blackmail on any authority that started moving to take him down.

He got rich off the weapons trading business, but found that during more peaceful periods, demands for his services dwindled. Frustrated that his profits were decreasing, he began to focus his talents on creating conflicts where there were none before so that he might have more potential customers. He found during these periods he could also sell information between his customers at much higher prices and decided to change his line of work.

While he is still technically in charge of a major weapons ring, he leaves many of the everyday operations to a number of trusted employees while he spends his time infiltrating the political structures of various nations in order to increase his business, whether it be through causing a war, learning a politicians crippling weakness, or retrieving tactical information on troop placements. He has come to revel in the strife he spreads, and he mostly works now for his own pleasure than any actual desire to increase his wealth.

Erroman is a tall, slender man with a handsome face and a confident stride. He maintains a number of identities on the side while he is working and is only very rarely seen not in a disguise of some sort

------

The fun thing about this guy is that rather than focusing in raw personal power, he has influence, which can be much deadlier. He generally escapes from a fight using his invisibility spells.


This build was a challenge by a friend, who wanted me to make a rogue who was viable in melee. Having previously considered a rogue who could hold his own in combat a myth, thinking them only specialists who supplied sneak attack damage, whenever flanking was possible, I was quite pleased with myself once I finished this build. This rogue will not only hold his own in combat, but he will wreck most non-undead/construct enemies.

Jacoby Treschem was an infamous legbreaker, bodyguard and manhunter, employed by a long series of Kalistrade followers. He ventured long distances and into dangerous territories on behest of his clients. Jacoby would take any job, hunt any man, infiltrate any organization, if, of course, the prize was right.

After many years of ruthlessly efficient service to different Druma trade-lords, some of them came to regard him as dangerous to their own designs. Fearing he might have knowledge of their workings that could be exploited or that someone else might engage his services against them, 4 trade-lords met to discuss his untimely demise.

3 Assassination attempts failed and one of the 4 trade-lords paid the prize for the failure with his life, as Jacoby came to repay his former employer. He then fled Druma, making his way to Varisia, to the city of Riddleport. Jacoby took minor jobs, but the glory-days were over. After running with the thieves-guild of Riddleport for 2 years, he finally met his end, poisoned by a Druma assassin.

He is best used to make the PCs feel hunted.

Jacoby Treschem
Level 12 Human Rogue (Scout and Thug archetypes)
NE medium humanoid
Init +2 Senses Perception +15
======================
Defence:
======================
AC: 25, touch 12, flat-footed 23 (10+2(dex)+8(armor)+5(shield))
HP: 84
Fort: +9; Ref: +13; Will: +9
Defensive abilities: Evasion
======================
Offense:
======================
Speed: 30ft (6 squares)
Melee:
routines with +1 Sap of wounding
-standard attack: +17((1d6+1+6) nonlethal +1(bleed))
-standard sneak attack: +17((1d6+1+6+12d6+24) nonlethal +1(bleed)+2 strength damage + (beffudling strike or 12 bleed damage))
-alternate standard sneak attack: +17((1d6+1+6+11d6+22) nonlethal +1(bleed)+2 strength damage + (beffudling strike or 11 bleed damage) + brutal beating)

-full attack: +17/+12((1d6+1+6) nonlethal +1(bleed))
-full attack sneak attack: +17/+12((1d6+1+6+12d6+24) nonlethal +1(bleed)+2 strength damage + (beffudling strike or 12 bleed damage)
-alternate full attack sneak attack: +17/+12((1d6+1+6+11d6+22) nonlethal +1(bleed)+2 strength damage + (beffudling strike or 11 bleed damage) + brutal beating)

routines with sword of subtlety
-standard attack: +16(1d6+1+6)
-standard sneak attack: +20(1d6+5+6+6d6 +2 strength damage + (beffudling strike or 6 bleed damage)
-alternate standard sneak attack: +20(1d6+5+6+5d6 +2 strength damage + (beffudling strike or 5 bleed damage) + brutal beating)

-full attack: +20/+15(1d6+5+6)
-full attack sneak attack: +20/+15(1d6+5+6+6d6 +2 strength damage +(beffudling strike or 6 bleed damage)
-alternate full attack sneak attack: +20/+15(1d6+5+6+5d6 +2 strength damage +(beffudling strike or 5 bleed damage) + brutal beating)

Ranged:
-n/a
Special attacks:
Brutal beating, Beffudling strike, Bleeding attack, Scout's charge, Skirmisher, Sneak-attack.
======================
Stats:
======================
Str 22, Dex 14, Con 14, Int 14, Wis 10, Cha 12
Base attack: +9/+4; CMB: +15; CMD: 27
Feats: Enforcer, Extra rogue talent, Sap adept, Sap master, Skill focus(intimidate), (RT)Intimidating prowess, (RT)Dazzling display, Shatter defence, Toughness, (RT)Weapon focus (sap), Iron will
Skills: Acrobatics +17, Climb +21, Diplomacy +14, Bluff +19, Escape Artist +17, Intimidate +29, Perception +15, Sense Motive +15, Sleight of Hand +17, Stealth +17, Swim +16
Special Qualities: Rogue talents (combat trick(dazzling display), offensive defense, strong impression, weapon training(sap), crippling strike, Slippery mind)
Gear: +5 studded leather armor, +4 buckler, Belt of giant strength +4, +1 sap of wounding, circlet of persuasion, cloak of resistance +3, Sword of subtlety, 16 pp, 54 gp

If Jacoby knows the enemy is coming, he will find a spot to hide and bide his time, trying to take out any spellcasters before concerning himself with knights or fighters. If he finds himself too outnumbered, he prefers to retreat and investigate the people who were looking for him.

If he hunts the players, he will approach the problem patiently, waiting until they are seperated or until they are at a disadvantage before engaging. Jacoby is not above hiring help in his hits, though he prefers to finish the job himself, if he sees the opportunity.

During combat
Jacoby strikes at spellcasters first, preferring to take out the element he does not fully understand, but his approach is usually the same.

He will scout's charge or use his skirmisher ability to land a sneak attack on his target, using his sap to make a bleeding attack. When he hits the enemy he will use Enforcer to roll an intimidate check against all foes in his vicinity. If shaken for more than 4 rounds, he will use Frightening, to make them frightened.

If his current target flees he will make a sneak-attack of opportunity using shatter defenses and try to land either another bleeding strike with his wounding weapon or a beffudling strike.

If engaged against a tougher opponent he will use beffudling strike and brutal beating first, to apply penalties to the enemy, while his sneak attacks drain the enemies strength. His offensive defence will also net him a +12(or +11) AC against an opponent his with a sneak-attack from his sap.

He rarely has need to employ his sword as he is infinitely more dangerous with a sap.

!!!Notes!!!: Jacoby is extremely dangerous. On an average roll on his sneak attack with his sap he deals 70 nonlethal damage (thats 140 nonlethal damage on an average full attack sneak attack), applies penalties to his opponent and sends enemies around him scattering with frightening, so that he can finish off one target at a time.

Enjoy your campaign, mate :)

cheers

-Nearyn


Bump.

Still planning this, but we're still in the second module of Runelords.


Do you have any examples of things your group makes? I don't an actual build, just info such as 2d6+34 per attack, or +24 to saves at level X, or AC of 35 at level 10.


Uh, while I don't have a group completely statted out, some time ago I had some ideas for a group with a common theme which can be used for a villain party just so easily...

Basically, the main tactic would be to flood the battlefield with smoke/fog/mist/cloud/vapor/similar stuff, everything which gives you concealment, while every character on your side has a way to ignore that, then use guerilla style tactics to annihilate the opponents.

If you want a name for the group, call it The Smokin' Aces.
Or maybe Fog of War.
Or Gorillas in the Mist.
Or just The Ghosts.
(Yeah... I know. Sorry. But I just couldn't resist. And at least everyone catches my drift that way.)

Thematically appropriate candidates for that group include:
- Oracle of Flame (Gaze of Flames, Cinder Dance... Melee Oracle)
- Oracle of Waves (Water Sight... Caster Oracle. Maybe even take both and make them mirror image twins.)
- Cleric/Inquisitor with Smoke and/or Cloud Domain(s) (Yes, there even is one (minor) deity that has both Air and Fire: Geon, a daemonic harbinger from Abaddon.)
- Alchemist with smoke bombs (or maybe Vivisectionist for sneak attack)
- Ninja with smoke bombs
- Devil-Spawn (Hellspawn) Tiefling (changes darkness to pyrotechnics SLA)
- anything with Blindsight and/or Sneak Attack, really, but maybe you should incluce something like a combat maneuver control reach weapon tank

Those who don't ignore the fog/smoke/cloud concealment via class features (basically everybody except the oracles) need to grab Goz Masks or Fogcutting Lenses.

Other thematically appropriate items:

Horn of Fog
Mistmail
Eversmoking Bottle
Grave Candle
Smoke Bomb
Smoke Bullet/Arrow/Bolt
(Mi-Go Mist Projector)
Wand of Echolocation

The casters could take Silent Spell (makes it harder to locate them if you can neither see nor hear them).
Echolocation is a no-brainer for those who can take it.

Thematically appropriate spells:

Fog Cloud
Obscuring Mist
Solid Fog
Acid Fog
Pyrotechnics
Gaseous Form
Blood Mist
Vitriolic Mist
Stinking Cloud
Incendiary Cloud
Cloudkill
Wind Walk
Levitate

And, because your opponents could try to use those to disperse your clouds, so you better have them yourself to set up the situation the way you want it:
Control Winds
Alter Winds
Control Weather
Wind Wall

Bonus points if everyone has a Nightmare mount.

Other thematically appropriate creatures:

Smoke Haunt
Belker
Mist Wight
Cinder Ghoul
Hungry Fog
Vampiric Mist
Blast Shadow
Fogwarden (3pp)
Smoke Mephit (3pp)
Cloud Dragon (3pp)
Brume (3pp)
Smoke Giant (3pp)

And yes, most of them would require a fair amount of hand waving.

Tactical clues (do we really need any?):
- try to be mobile to make it harder to locate you, use Spring/Fly-by/Ride-by Attack, levitate
- attack opponents with reach or ranged weapons
- use the terrain, try to lure opps into unfavorable positions (sophisticated version of that: create difficult terrain by yourself, via create pit etc, and lure opps into it with illusion spells)
- if the opps have someone who can counter your stuff, kill him first (basically it's kill the mage first, as usual)
- if the opps have someone that isn't hindered by your stuff, kill him next
- if they sprawl, try seperating weak targets from the rest of the group, then pack-attack it and fall back before the others get to retaliate
- if they stand together in a close formation, delay and let everybody attack with area effects simultaneously
- humiliate them


wraithstrike wrote:
Do you have any examples of things your group makes? I don't an actual build, just info such as 2d6+34 per attack, or +24 to saves at level X, or AC of 35 at level 10.

I don't have any stats yet, as they are still overdosing on awesome and tweaking their characters but...

As far as I know.

I've got a Hellknight.

I've got a witch who's probably taking the heavens domain.

And I don't have a clue what the fourth is playing, but I'm sure he'll probably be a roguely type.


1 person marked this as a favorite.
InsaneFox wrote:
I've got a witch who's probably taking the heavens domain.

Since "heavens" is an oracle mystery, I got to ask:

What exactly is she? A Wiracle? Half witch, half oracle, and almost a miracle?

(Also: 1. Hellknight, 2. see above, 4. rogue-ish. Where's the third? ;) )

Silver Crusade

I have a ogre born Tiefling Anti-Paladin/Demoniac who is going to really going to mess up your day.

Did I mention he's got an intelligent magical sword that's evil as can be?

Or that he is completely insane.

He was born to ogres, trained as a anti-paladin and later became a demonaic. He's cruel to his bones, and loves nothing more than to torture people around him.

Oh and his sword is also evil, and egotistical.

He was obviously sent to the abyss for his... unpleasent nature.

He never bathes, and reeks to high heaven, this is to the point where his skin is a sort of crusty grey and his hair is, rather undescribable.

Spoiler:
SKURN CR 29
Male Demodand-Spawn Tiefling Antipaladin 20 Demoniac 10
CE Large Outsider (Native)
Init +7; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 12, touch 10, flat-footed 11 (+1 Dex, -1 size, +2 natural)
hp 450 (20d10+10d8+150)
Fort +27, Ref +15, Will +25
DR 10/good, Unholy Champion; Immune Aura of Depravity, disease; Resist cold 5, electricity 5, fire 5
Weakness Damned
--------------------
OFFENSE
--------------------
Spd 35 ft.
Melee (M) Demon's Bite +36/+31/+26/+21 (2d6+15/17-20/x2) and
Unarmed Strike +33/+28/+23/+18 (1d4+7/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Aura of Sin, Smite Good (7/day), Unholy Champion
Spell-Like Abilities Detect Good (At will), Summon (1 hezrou, d3 vrocks, or d4+1 succubi) (1/d, Summon (1 succubus, d3 babaus, or d4+1 brimorak) (
Antipaladin Spells Known (CL 26, 33 melee touch, 27 ranged touch):
4 (4/day) Inflict Serious Wounds (DC 19), Summon Monster IV, Resounding Blow (DC 19), Unholy Sword
3 (4/day) Animate Dead, Contagion (DC 18), Vampiric Touch, Blade of Dark Triumph (DC 18)
2 (5/day) Desecrate, Hold Person (DC 17), Litany of Entanglement (DC 17), Magic Siege Engine, Unadulterated Loathing (DC 17)
1 (6/day) Murderous Command (DC 16), Curse Water (DC 16), Death Knell (DC 16), Inflict Light Wounds (DC 16), Disguise Self (DC 16), Summon Minor Monster
--------------------
STATISTICS
--------------------
Str 24, Dex 12, Con 20, Int 10, Wis 16, Cha 20
Base Atk +27; CMB +35; CMD 46
Feats Acrobatic, Antagonize, Arcane Vendetta, Athletic, Blind-Fight, Bolstered Resilience, Combat Reflexes (2 AoO/round), Demonic Obedience, Improved Iron Will (1/day), Iron Will, Monstrous Mask, Necromantic Affinity, Strike Back, Terrifying Mask, Warrior Priest, Weapon Finesse, Weapon Focus: Greatsword
Flaws Foul-mouthed, Glutton
Skills Acrobatics +3, Climb +10, Disguise +9, Escape Artist +2, Fly +5, Handle Animal +9, Intimidate +20, Knowledge (Planes) +10, Knowledge (Religion) +10, Perception +6, Ride +14, Sense Motive +8, Sleight of Hand +2, Spellcraft +10, Stealth +2, Survival +5, Swim +12
Languages Abyssal, Common
SQ Antipaladin Channel Negative Energy 10d6 (7/day) (DC 25) (Su), Aura of Cowardice (Su), Aura of Despair (Su), Aura of Evil (Ex), Aura of Vengeance (Su), Channel Negative Energy (Su), Cruelty: Fatigued (DC 25) (Su), Cruelty: Paralyzed (1r) (DC 25) (Su), Cruelty: Poisoned (DC 25) (Su), Cruelty: Shaken (20r) (DC 25) (Su), Cruelty: Staggered (10r) (DC 25) (Su), Cruelty: Stunned (5r) (DC 25) (Su), Demonic Form (26 minutes/day) (Ex), Demonic Mark (1/day) (Ex), Energumen +6 (immunities): Constitution (1/day) (Su), Fiendish Weapon +6 (20 minutes) (4/day) (Sp), Heretical Revelation (3/day) (DC 30) (Su), Hero Points (1), Obedience (Ex), Penultimate Incantation (3/day) (Sp), Touch of Corruption (10d6) (15/day) (Su), Unholy Resilience (Su)
Combat Gear Demon's Bite;
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SPECIAL ABILITIES
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Antagonize Use Diplomacy or Intimidate to goad creatures
Antipaladin Channel Negative Energy 10d6 (7/day) (DC 25) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Depravity (Su) You gain DR 5/good. Enemies within 10' suffer a -4 penalty to saves vs. compulsion effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bolstered Resilience Increase DR against a single attack
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat-footed.
Cruelty: Fatigued (DC 25) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty: Paralyzed (1r) (DC 25) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1r.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty: Poisoned (DC 25) (Su) When you use your Touch of Corruption ability, you may also inflict poison, as per the Poison spell at CL = Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty: Shaken (20r) (DC 25) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty: Staggered (10r) (DC 25) (Su) When you use your Touch of Corruption ability, you may also make your target dazed for 1r/2 Antipaladin levels

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty: Stunned (5r) (DC 25) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1r/4 Antipaladin levels

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Damned (Ex) Resurrection attempts on demoniacs must make a CL check to succeed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Form (26 minutes/day) (Ex) Become a unique demon, used in 1 minute increments.
Demonic Mark (1/day) (Ex) Demon tatoo powers spell, gains chaotic & evil descriptor and not expended.
Demonic Obedience Defile yourself daily to prove devotion to a demon lord and gain benefits.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Energumen +6 (immunities): Constitution (1/day) (Su) Possession grants many bonuses.
Fiendish Weapon +6 (20 minutes) (4/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Foul-mouthed You use profanity so frequently and so loudly that you are no longer considered fit for polite company. Most of the time, you do not even realize you're cursing. Penalty: Each time the character enters a conversation, they must make a DC 15 Will save
Glutton You may be plump, rail-thin, or somewhere in between, but you are always hungry and tend to eat in excess of your actual need.
Penalty: The character must spend 50% more on a days worth of trail rations or a meal and must make a DC 14 Will save to
Heretical Revelation (3/day) (DC 30) (Su) Standard, stun adj foe 1 rd, confuse 2d4 rds, nauseate 2d6 rds (Will neg).
Immunity to Disease You are immune to diseases.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Monstrous Mask Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into the hearts of the unsuspecting.

Prerequisites: Tiefling, must be taken at 1st level.

Benefit: You get a +5 racial bonus on Intimidate
Necromantic Affinity You resist necromantic effects and heal as if undead
Obedience (Ex) Must fulfill Obedience to demon lord daily, but can do during spell selection.
Penultimate Incantation (3/day) (Sp) Targetted greater dispel magic that deals fire dam for each spell ended.
Smite Good (7/day) (Su) +5 to hit, +20 to damage, +5 deflection bonus to AC when used.
Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.
Terrifying Mask Your fiendish visage has made you a truly terrifying spectacle to behold, and you can force others to betray their feelings with a single look.

Prerequisites: Cha 13, Monstrous Mask, tiefling.

Benefit: Anytime you can make a Sense
Touch of Corruption (10d6) (15/day) (Su) You can inflict 10d6 damage, 15/day
Unholy Champion (Su) DR 10/Good, Smite Good banishes good outsiders, channeling is Maximized.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively

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Demon's Bite:
Spoiler:

Demon's Bite +36/+31/+26/+21 (2d6+15/17-20/x2)
Does 1d6 of ice damage and 1d6 of fire damage
Does an addidional d6 of fire damage and d6 of frost damage on a crit )

Yes, this man will mess up your day, horribly. VERY horribly.


Cyberwolf2xs wrote:
InsaneFox wrote:
I've got a witch who's probably taking the heavens domain.

Since "heavens" is an oracle mystery, I got to ask:

What exactly is she? A Wiracle? Half witch, half oracle, and almost a miracle?

(Also: 1. Hellknight, 2. see above, 4. rogue-ish. Where's the third? ;) )

Ha! I meant to say mystery, eh well.

As far as the party goes, at this point, only god knows what they're playing now.

I'm just posting an update to let everybody know that I haven't scrapped this project.

On the contrary, I've purchased Hero Lab and it's helping me churn out NPCs much more efficiently.

Also, while I don't have the minute details plotted out, I have a general course I plan to have the pcs follow.

They will start in Sandpoint, during the goblin raid in Rise of the Runelords, the campaign we're currently playing now in my group. And they'll be forced to murder alternate (powered-up) versions of the original party.

Then I'll have them cut through Varisia, stopping in Magnimar and Korvosa.

Next stop after that is Nirmathas, where various plot devices will take them deep into the center of the Southern Fangwood.

After that, I can take a few routes:

I can have them go down through Nidal, into Cheliax, to Andoran and finally to Absalom.

Or I can cut straight through Molthune, Isger, into Andoran/Absalom. Or maybe even have them make a detour to Druma.

Ultimately, though, I plan for them to reach Absalom which will be the final stage for my little adventure.

Again, the fine details are still in the works.

But I plan on making NPCs for the druids/rangers of Nirmathas. I can throw all sorts of crazy crap at them when they go into the fangwood.

Once they start making their way through the third and fourth nation, whichever I decide, their presence will be much better known, and I'll start throwing hero npcs and inquisition type npcs at them (paladins, clerics, and, obviously, inquisitors), and lastly god hero npcs. (Dead heroes sent to put a stop to the dead villains.)

If any of you would like to participate, feel free to send me any character, good, evil or otherwise that you think would find a place in this adventure.

Thank you all for the assistance you have provided, and for the assistance you may provide in the future. :)

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