| deinol |
I'm looking for some premade cultists to use against my players. Something around 7th-9th level. The characters are going to be 12th level. I don't need a serious challenge, those I will craft. I just don't want to spend my prep time on what will basically be mooks.
Anybody have a good source? I'm using the guys from level 6 of Dungeonaday and Masks of a Living God for the lowest level thugs, but I'd like something a little tougher for the sergeant level cultists.
BobChuck
|
I'm looking for some premade cultists to use against my players. Something around 7th-9th level. The characters are going to be 12th level. I don't need a serious challenge, those I will craft. I just don't want to spend my prep time on what will basically be mooks.
Anybody have a good source? I'm using the guys from level 6 of Dungeonaday and Masks of a Living God for the lowest level thugs, but I'd like something a little tougher for the sergeant level cultists.
Sure.
Define "cultist".
Ability score (how many points)?
NPC or PC classes?
What's the total CR every everything? (like three fights at CR 8, or two at CR 7 and two at CR 9?)
How much gold should their equipment be worth (in total across all encoutners)? The NPC wealth tables are problematic, as they assume NPCs have more money than they should if the party is fighting nothing but humanoids.
Party roles? do you need front line soldiers, sneak-thieves? Do you need a lot of minor minions with one or two big bads, or an assortment of same level guys?
BobChuck
|
Update: I went ahead and stated up a 15 point buy NPC adept. With some mooks, and assuming 5ft or 10ft hallways with doorways, he's nasty.
Cultist CR 7
XP ???
Male Human Adept 9
CE Medium humanoid (human)
Init +1; Senses none; Perception +4
Languages common .
AC 12, touch 11, flat-footed 11
hp ave 64 (9d6+18+9 HD)
CMD 13
Resist and SR none
Fort +5, Ref +4, Will +10 .
Speed 30 ft. (6 squares)
Melee melee touch +5
Ranged ranged touch +5
Space 5 ft.; Reach 5 ft.
Base Atk +4; CMB +2
Atk Options Wand of Scorching Ray (CL 3, 5 charges)
Spells Prepared none +0d1
Combat Gear none .
Abilities Str 7, Dex 12, Con 14, Int 8, Wis 19, Cha 10
Feats Improved Familiar, Toughness, Spell Focus (necro), Greater Spell Focus (necro), Weapon Finesse.
Skills heal +13, spellcraft +8.
Possessions Robes of Armor +1, Cloak of Resistance +1, Wand of Scorching Ray (CL 3, 5 charges), 0 gold
Note: CR is actually 6.75, but the mephit familiar, wand, and meatshields should compensate.
Spells 0– 3, 1– 4, 2– 3, 3– 2, DC 14+ lvl
0 – Detect Magic, Ghost Sound, Touch of Fatigue* (DC 16); 1 – Bless, Cure Light Wounds X2, Protection from Good; 2 – Bull’s Strength, Invisibility, Web* (DC 16); 3 – Bestow Curse* (DC 19), Contagion* (DC 19)
* will break invisibility (hint: go invisible before fight if possible (or blow web then invis), buff and heal allies, then break invis).
Contagion (fort) = Blinding Sickness (immediate 1d4 str damage, if 2 or more str damage, must make DC 16 fort or be perm blind)
Curse (will) = -6 to str or int, whichever will cripple target. Both are touch range.
Protection from Good means “Celestial” summoned critters cannot attack target. Good if wizard along, feel free to change to different "protection from" spell.
Fire Mephit Familiar CR 0
XP 0 (familiar)
N Small Outsider (fire)
Init +6; Senses darkvision 60 ft; Perception +6
Languages common, ignan .
AC 21, touch 13, flat-footed 19 (+2 dex, +8 nat, +1 size)
CMD 16
hp 32 (1/2 masters) (fast heal 2 in fire)
Resist and SR DR 5/magic, Immune Fire, Vulnerable Cold
Fort +4, Ref +5, Will +6; Imp Evasion .
Speed 30 ft. (6 squares), Fly 40 ft (ave)
Melee 2 claws +6 (1d3+1 /20x2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; CMB +4
Atk Options 1/ 4 rounds Breath Weapon (DC 13, 1d8 fire); 1/hour Scorching ray (1 ray, 4d6), 1/day Summon Mephit (25% chance), Heat Metal (DC 14)
Combat Gear none .
Abilities Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
SQ Improved Evasion
Feats Dodge, Improved Initiative.
Skills bluff +8, fly +10, perception +6, stealth +12.
Note: should you decide to substitute a different mephit, here’s what you need to add:
32 hp, +1 attack, Fort+2, Ref+0, Will+3
Int 10, nat armor +5, improved evasion
| deinol |
Define "cultist".
My game is pretty loose, I don't use XP. I just level when it feels appropriate. They will be level 12 for the duration of the adventure and level to 13 when it is over.
The adventure is actually Die, Vecna, Die! and there are going to be a ton of cultists in the first part. I'm just looking for a variety of cultists at around CR 7-9 to have on hand and I will use them on the fly as needed.
My party is pretty tough, so I usually use 20 points for NPCs (Edit: that's a lie; I usually use: [18, 16, 14, 12, 10, 8], [16, 16, 14, 14, 12, 10] or [14, 14, 14, 14, 14, 14]). Player classes are totally acceptable. I just got my issue 12 of KQ, and I think I will stat up a few Phantoms (variant rogue/clerics) to add to the mix.
My party mix is a centaur barbarian, a tiefling rogue, a human binder, and a human archivist.
Your NPC looks fun to run, so I'll definitely throw him into the mix.
| deinol |
for premade NPC's, check out
it will make your life easier on that front.
-t
That site doesn't seem to be working for me. Whatever I do I get empty lists or no results. Maybe its my browser, although I tried it in Chrome and IE. Do I need a login for it to work?
My Current Cultist Roster
human fighter 6/ranger 4 (CR 10) from Beyond the Vault of Souls
human rogue 7 (CR 7) from Beyond the Vault of Souls
human rogue 5/assassin 1 (CR 7) from DungeonADay.com
human cleric 6 (CR 6) from DungeonADay.com
human fighter 6 (CR 6) from Beyond the Vault of Souls
half-orc barbarian 6 (CR 6) from DungeonADay.com
human warrior 4/barbarian 2 (CR 5) from Masks of the Living God
human cleric 5 (CR 5) from DungeonADay.com
human fighter 2/rogue 3 (CR 4) from Masks of the Living God
I feel like I could use more in the 8-9 range.