I'm GMing a new campaign and I need some advice on the basic "thug" for my villains. Main Story Hook:
The party is investigating a new recreational drug that hit the streets. They come to find out the drug turns its users into monstrous humanoids under the control of the BBEG. The drug isn't made just for profit - it is a recruitment method. The monstrous humanoids are the basic thugs to give a villain a foothold within the capital city's intricate sewer system, where he plans on gathering artifacts necessary for summoning a banished evil. Ideally, I would love to find some sort of template I could add to humanoid races that grotesquely distorts their minds and bodies. I appreciate any help in finding just the right foot soldier for my villain's pending demonic onslaught (maniacal laugh). The conventional lowbies (goblins, skeletons, etc) just don't feel right. I am looking for something that can think for itself, yet is obedient to its masters. The closest thing I have found to what I am looking for is the Sinspawn (in appearance). I may just steal the stat block for them and call it something else. Don't know what I am really looking for yet, any help is appreciated!
My first characters were all of the ones you've played, so I think we have similar taste. My favorite character I've ever played was an alchemist however. He had a tumor cat familiar, as part of a failed experiment to make himself more dextrous. He was the rather insane inhabitant of a pirate zeppelin, who poisoned just about everything that was his (since he was immune anyway). Reason I played him was because I can't really role-play an "evil" pirate, so I gave a swing at an insane chaotic neutral character. Any problem he encountered was solved with bombs, invisibility or intimidation. What made the character really interesting for me however was the "ews" I would get as I would "hinge" the tumor cat on and off my body, having it fetch things for me, and spitting out the odd mouse carcass when I had nothing else to say when interacting with NPCs. My advice is to pick a personality trait would want to play as, and build from that. Diametrically opposed to the devout, rigid paladin/cleric/monk for me wasn't a wizard, but an insane old man. He may have not been my strongest character, but he was certainly the most dangerous.
I think the teleportation school would make more sense than the illusion school. Set up ambushes with your fellow players then teleport over any difficult terrain you set up. Prepare readied actions before combat starts. I would also work on the bluff skill, even if you aren't the party face it would synergize well with her from an RP perspective. Be a slippery devil the bad guys just can't seem to pin down. Most importantly, have fun with it!
Without any divine casters you are going to be relying on your sorceror and wizard, so make sure you have plenty of scrolls ready. Command Undead, Protection from Energy, Detect Undead, Halt Undead, Hide from Undead are all useful. Perhaps you may get an alchemist to help you somehow? They may help you with restoration, as they can produce restoration extracts. You can not use them unless s/he has the infusion discovery however, but you may be able to find someone in that elven city who can help. Summoning Monsters is a good idea too. They are always useful to have in places where there may be traps. Even if they don't do much damage it is fine, the way I use them is for them to take damage/debuffs, as well as positioning them to take AoOs. Good luck and let us know how it goes.
A few questions before I can help you, 1.) What is your party composition? 2.) How many zombies are you expecting? It sounds like you have only fought a few groups so far, are you expecting an army or just a few? 3.) If you are facing an army, are you also in charge of prepping the defenses of said elven city?
plastic_avatar wrote:
According to your gun analogy, your saying that a flanking bonus should apply to a bow in the same way it applies to guns in real life. However, I would like to point out that if a gun is pointed me it still has the same chance to hit whether there is somebody holding a knife at me or not. Pretty much doesn't get any easier than point blank range in my opinion. The flanking bonus is merely to show that the flanked character is focused on defending on two fronts, but since there isn't much you can do against someone with a gun pointed at your face (or any ranged character, if they know what they are doing and won't let you grab the weapon from them) no bonus is applied. |
