| WarColonel |
I'm running the Kingmaker path and, having a discussion with a fellow DM, I told him a story from back in the day about a 3rd ed. game where the main BBEG was a pure fighter. Well, I'm looking for inspiration on the kind of builds, starting at six, that might give a party a run for their money, even at 15+ level. What sort of builds for a fighter can take on mundane and magical attacks at mid-high levels?
| Majuba |
You'd probably be interested in The Fighter that refused to die thread.
Basically anyone can use magic items, like potions, necklaces of fireballs, etc. Anyone with a modicum of int can put ranks into UMD and use any wands (particularly if they have a decently long duration (minutes +, depending).
You don't want to rely on them too much - lots of treasure for PCs, plus lots of things to keep track of and time to waste. A few minions nearby to allow emergency buffing are useful. Run away if not.
More exotically, a fighter could become magical - some sort of fey-touched creature, undead (vamps especially), fiendish pact, etc.
But at higher levels, just the crazy things a fighter can do with their weapons is pretty magical. Don't forget a locked gauntlet if appropriate.
| Turin the Mad |
I'm running the Kingmaker path and, having a discussion with a fellow DM, I told him a story from back in the day about a 3rd ed. game where the main BBEG was a pure fighter. Well, I'm looking for inspiration on the kind of builds, starting at six, that might give a party a run for their money, even at 15+ level. What sort of builds for a fighter can take on mundane and magical attacks at mid-high levels?
Choice templates for the BBEG are a requirement really, barring the BBEG having some rather ... "unusual" ability scores...
| Iczer |
How about a Tripper, using a whip and spiked shield.
Feat chains: Whip proficiency. Combat expertise. Improved trip. Shield focus. Improved shield bash. Greater trip. Combat reflexes. agile manoevres. Ramp his dex to comfortable levels (at least 14)
Image: Ok so he can trip a guy up to the reach of the whip. He's a good tripper, and at 6th level he can do it twice (CMB will be Dex+10). five foot step your way towards any fallen opponents, and shield spike them as they try to stand. (IIRC you cannot, sadly, trip a prone person so no tripping a person to keep them down :( )
Even better, trip them at close range, and spike them on the way down and on the way up. (being tipped by a guy with improved trip and greater trip provokes.)
Drop the whip and take up a flail if you like which saves a feat. Dropping shields lowers you AC a fair bit (-3 or so) but if you do you can dispense with whip proficiency, shield focus and improved shield bash. if you do, consider dodge-mobility-whirlwind attack. trip everyone around you(using a scythe, heavy flail, or halberd) AoO when they drop, and with luck again on the way back up.
If you can drop 2 guys, you will want 4 AoO so bring the dex to 16. this means chain shirt, scale mail or breastplate for armour (AC 17 plus a possible dodge bonus) the AC is a little low for a 6th level character, but heck, he does have combat expertise and possibly dodge.
I'd employ terrain to assist ( stairs, narrow ledges, small rooms and cramped corridoors, or simply odd enough terrain that the 5 foot step cannot be achieved. if it really is to his advantage, it may add a +1 to his CR.
Magic: he needs something defensive to back up his AC at this point. he's a delayer and an endurer, so he needs to buff his saves as well. a wounding or speed weapon are most useful, but are a bit out of his normal price range. It's probably more important to have buffed armour anyway on this guy.
Batts
| KaeYoss |
Make it an archer. Add some choice magic items or a magic-using ally, and the party has a problem. So the wizard can fly and be invisible? You can shoot flying enemies and have some magic to see invisible enemies.
Sure, a fighter might have a problem against a well-prepared party of spellcasters and so on, but nobody ever said that the fighter should let them prepare. Don't sit on your throne in your throne room behind the big, red double door with a skull on it. Take the fight to them. Send in some lesser enemies to engage them, and when that fight is just over and they're recuperating and thinking about buffing up and then confronting their main enemy - BAM! Volley of arrows out of the dark!
Play to your strengths.
| Mr.Fishy |
Three words "Owl bear mount" Ride and handle animal are class skills so abuse them.
Charge in on the owl bear, then hop off and engage. That owl bear isn't running and needs no encouragement to kill. At higher llevels the owl bear could gain the advanced template or just increase in hit dice and size. Fluffy is all grown up. Or ungrade to a stronger mount dire bear.
The owl bear is within a six level party's ability to handle, so your not bombing them with a monster and it's pet rider. Just a thought...You could also outfit the owlbear with barding (enchanted) or master work. It could be tacked on as addition treasure, just decrease the amount of coinage, plus it could help with the non hoarding animal encounters (treasure wise).
| Caineach |
How about a Tripper, using a whip and spiked shield.
Feat chains: Whip proficiency. Combat expertise. Improved trip. Shield focus. Improved shield bash. Greater trip. Combat reflexes. agile manoevres. Ramp his dex to comfortable levels (at least 14)
Image: Ok so he can trip a guy up to the reach of the whip. He's a good tripper, and at 6th level he can do it twice (CMB will be Dex+10). five foot step your way towards any fallen opponents, and shield spike them as they try to stand. (IIRC you cannot, sadly, trip a prone person so no tripping a person to keep them down :( )
Even better, trip them at close range, and spike them on the way down and on the way up. (being tipped by a guy with improved trip and greater trip provokes.)
Drop the whip and take up a flail if you like which saves a feat. Dropping shields lowers you AC a fair bit (-3 or so) but if you do you can dispense with whip proficiency, shield focus and improved shield bash. if you do, consider dodge-mobility-whirlwind attack. trip everyone around you(using a scythe, heavy flail, or halberd) AoO when they drop, and with luck again on the way back up.
If you can drop 2 guys, you will want 4 AoO so bring the dex to 16. this means chain shirt, scale mail or breastplate for armour (AC 17 plus a possible dodge bonus) the AC is a little low for a 6th level character, but heck, he does have combat expertise and possibly dodge.
I'd employ terrain to assist ( stairs, narrow ledges, small rooms and cramped corridoors, or simply odd enough terrain that the 5 foot step cannot be achieved. if it really is to his advantage, it may add a +1 to his CR.
Magic: he needs something defensive to back up his AC at this point. he's a delayer and an endurer, so he needs to buff his saves as well. a wounding or speed weapon are most useful, but are a bit out of his normal price range. It's probably more important to have buffed armour anyway on this guy.
Batts
I find Guisarm trippers to be the most effective. Being unable to make AoO with your reach is a big drawback.
You can combine cleave and trip to get 2 guys with 1 attack, and the power attack will keep your damage competative. And instead of taking an AoO when they get up, go for a disarm so they have to provoke again to get a weapon. This build is feat intensive though, and you wont have the ability to boost his will save till later.
One build I have lying arround. I might switch some of the feats arround though.
1 Power Attack
F1 Combat Reflexes
H Improved Unarmed Strike
F2 Cleave
3 Combat Expertise
F4 Improved Trip
5 Improved Disarm
F6 Greater Trip
7 Disruptive
F8 Great Cleave
9 Step Up
F10 Spell Breaker
11 Weapon Focus
F12 Greater Weapon Focus
13 Iron Will
F14 Weapom Spec
15 Greater Weapon Spec
| Caineach |
And no matter what you do, for the love of god please make sure they are not just fighting the BBEG alone. There is no reason he can't have some bard support with some counterspelling and silence, a horde of low level minions, or one of hundreds of other ways of supporting them. People who can solo the party are not true BBEGs. BBEGs are the guys who the party repeatedly can't take out and he keeps coming back. No matter what you throw the party up against for a BBEG, if he is alone and remotely appropriate level they will take him out.
| Mirror, Mirror |
And no matter what you do, for the love of god please make sure they are not just fighting the BBEG alone. There is no reason he can't have some bard support with some counterspelling and silence, a horde of low level minions, or one of hundreds of other ways of supporting them. People who can solo the party are not true BBEGs. BBEGs are the guys who the party repeatedly can't take out and he keeps coming back. No matter what you throw the party up against for a BBEG, if he is alone and remotely appropriate level they will take him out.
Unless he's a Simulacrum! But then, he wouldn't be a fighter...
| Kolokotroni |
And no matter what you do, for the love of god please make sure they are not just fighting the BBEG alone. There is no reason he can't have some bard support with some counterspelling and silence, a horde of low level minions, or one of hundreds of other ways of supporting them. People who can solo the party are not true BBEGs. BBEGs are the guys who the party repeatedly can't take out and he keeps coming back. No matter what you throw the party up against for a BBEG, if he is alone and remotely appropriate level they will take him out.
+35
| Eric Mason 37 |
I think of Fighters as people who value tactics and teamwork. After all, they are competing in a world where magic is everywhere, and they have none, so must make the most of what they do have... Training, tactics, and their fellows.
If you don't make this guy anti-casting, then odds are he'll have someone, or several someones who are. Shutting down your casters is critical.
Ranged support is also critical. An archer or two, and if you can mount them, all the better. Mobile ranged support :)
Have them hit the squishies hard and fast (shoot them full of arrows, and shut down their casting). Your player's tanks will be in damage control mode from the get go, and those are the really hard fights in my experience.
Take a look at the teamwork feats in the draft of the Advanced Player's Guide. See if there is anything you can use in the BBEG's unit.
DitheringFool
|
I have a BBEG that is a pure fighter (human) - she is by the rules but several levels higher than the PCs. She also has a cleric and rogue for companions (although they are lower level). They may be easy to beat but part of the challenge has to do with timing - she is trying to do something that will have world-altering repercussions if the party just starts swinging!
| Dragonchess Player |
A few of suggestions, in line with what's already been said:
1) Use ranged attacks. Even if primarily a melee type, being able to attack at range is extremely important. Something as simple as a spined shield, a few javelins of lightning, or a distance returning thrown weapon can help a BBEG melee fighter with ranged damage output.
2) Everybody can use a friend. A BBEG fighter should probably take Leadership: a spellcasting cohort to buff/counterspell and some followers (at lower levels) to make it harder for the party to overwhelm the BBEG.
3) Increase the number of attacks per round. Feats such as the Two-Weapon Fighting chain, Combat Reflexes, Rapid Shot, etc. are extremely important, because the BBEG fighter has to deal with multiple PCs.
4) Turn the amp up to eleven. If you want the BBEG to be memorable, it helps to increase the power level: Give the BBEG higher than normal stats and WBL as if a PC. Just remember to add +1 to the CR and reduce the amount of treasure elsewhere. Adding a template or starting from a "monster" race can also help with improved abilities, defenses, and resistances.
It's a bit higher level than you're looking for and PF Beta, but here's a BBEG fighter that might make a tough opponent for many parties (switch out some feats as needed):
The Golden King, LE Human/Half-Dragon (Red) Fighter 16
28 Str (+9)*, 20 Dex (+5)*, 20 Con (+5)*, 14 Int (+2), 14 Wis (+2), 16 Cha (+3)
Racial Traits: +2 to one score (Wis); Medium Size; Speed 30 ft; Bonus Feat; +1 Skill Point per level; Martial (or Exotic) Weapon Proficiency; Favored Class (choice: Fighter); +4 Natural Armor; 2 Claws (1d4), 1 Bite (1d6); Breath Weapon (6d8 fire, 30 ft cone, DC 13) 1x/day; Darkvision to 60 ft; Low-Light Vision; Immune to Fire, Paralysis, Sleep; +8 Str, +2 Con, +2 Int, +2 Cha; +2 CR
Exceptional Stats: 25 point purchase, gear as a 16th level PC; +1 CR
Class Abilities: Bonus Feats (9), Bravery (+4 vs. Fear), Armor Training +4, Weapon Training (+3 Heavy Blades, +2 Bows, +1 Close)
Skills: Appraise +11, Diplomacy +17, Intimidate +24, Knowledge (Engineering) +13, Perception +14, Ride +16, Sense Motive +18
Feats: Backswing, Cleave, Combat Reflexes, Dazzling Display, Deadly Stroke, Double Slice, Exotic Weapon (Bastard Sword), Greater Weapon Focus (Bastard Sword), Improved Initiative, Improved Shield Bash, Iron Will, Leadership, Overhand Chop, Power Attack, Shield Slam, Stunning Defense, Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword)
Leadership: Score 21; Cohort 15th (14th), Followers 60 1st, 6 2nd, 3 3rd, 2 4th, 1 5th, 1 6th
Combat: AC 40 (DR 3/-), 173 hp, +26 bow (+26/+21/+16/+11, 1d8+12/x3) or +33 sword (+33/+33/+28/+23/+18, 1d10+32/+18(x4)/19-20; +24/+24/+19/+14/+9, 1d10+50/+36(x4)/19-20 with Power Attack) or +31 sword/+25 shield (+31/+31/+26/+21/+16, 1d10+17/19-20 sword; +25, 1d6+11/x2 shield), Fort +19, Ref +14, Will +13, Init +9
Gear: Gold-plated +3 Moderate Fortification Adamantine Full Plate of Command, +3 Animated Bashing Light Steel Shield, +3 Mighty (+7) Composite Longbow, +3 Speed Bastard Sword, Ring of Protection +2, Ring of Resist Energy (30 points, 110 min) 1x/day, Amulet of Natural Armor +2, Belt of Physical Perfection +4*, Boots of Striding and Springing, Cloak of Resistance +4, 4436 gp
Cohort, LE Human Wizard (Universalist) 14
8 Str (-1), 14 Dex (+2), 14 Con (+2), 18 Int (+4), 10 Wis (0), 13 Cha (+1)
Racial Traits: +2 to one score (Con); Medium Size; Speed 30 ft; Bonus Feat; +1 Skill Point per level; Martial (or Exotic) Weapon Proficiency; Favored Class (choice: Wizard)
Wealth: gear as a 14th level PC; +1 CR
Class Abilities: Arcane Bond (?), Cantrips, School Powers (Hand of the Apprentice, Metamagic Mastery 7x/day), Scribe Scroll, Bonus Spells (1st, 2nd, 3rd, 4th, 5th, 6th, 7th), Bonus Feats (2)
Skills: Appraise +14, Craft (Alchemy) +14, Diplomacy +8, Handle Animal +8, Knowledge (Arcana) +21, Knowledge (Nature) +14, Knowledge (Nobility) +14, Knowledge (Planes) +14, Linguistics +14 (+7 lang), Perception +14, Spellcraft +21, Use Magic Device +15
Feats: Augment Summoning, Craft Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Extend Spell, Forge Ring, Greater Spell Focus (Conjuration), Improved Initiative, Martial Weapon (Longsword), Scribe Scroll, Spell Focus (Conjuration)
Spells: Wizard (CL 14); 0-4, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-3, 6th-3, 7th-2
Spellbook: All 0-level; 7 1st; 4 2nd; 4 3rd; 4 4th; 4 5th; 4 6th; 4 7th
Combat: AC ??, 80 hp, +7 BAB, Fort +6, Ref +6, Will +9, Init +6
Gear: 185,000 gp
In addition to enchanting most of the BBEG's gear, the cohort will cast things like heroism, haste, etc. to boost the BBEG's (and the followers') combat ability, counter/dispel magical effects, etc.
| Mark Chance |
I use these rules for my solo BBEGs:
1. Give BBEG X number of hit points per PC in the party. For example, let's assume a BBEG that's an 8th-level fighter with a 16 CON facing a party of four PCs. This gives him a base 68 hit points per PC, or 272 hit points total. If a PC drops, reduce BBEG's hit points by one base amount unless doing so would render the BBEG unconscious or dead.
2. Give the BBEG 2 Action Dice per PC he faces. Once Action Die adds 1d6 to any d20 roll. The BBEG can use any number of Action Dice on a single roll.
3. Add this extraordinary ability to his stat block:
Extra Action (Ex) Once per round at initiative count minus 10, BBEG gets a single extra standard action. If the adjustment reduces the initiative court fo the extra action to zero or less, BBEG forfeits his extra action that round. For example, if BBEG's initiative roll totals 15 he gets to act normally at 15 and then gets an extra standard action at 5.
Finally, do not adjust BBEG's CR.
| Caineach |
I would not waste a feat on Leadership. There is no reason the BBEG needs leadership to have a party. The PCs get to have a party without it. Give him friends who are not cohorts. Rarely, the PCs might think to get them to betray the BBEG, in which case you can roleplay it out.
As for Mark's idea of arbitrarily making him awesome, be careful with the idea if you use it. I know many players who would be very pissed at you if you did this, and just as many who wouldn't care.
| DeathQuaker RPG Superstar 2015 Top 8 |
I like the "rider of really cool mount" idea, especially if you do want a quasi-solo encounter with him; the mount would at least provide the fighter an "ally" to help draw fire.
Template suggestions make a lot of sense, especially if you want him to be able to fly of his own accord.
Otherwise... it depends on the party's make up and what kind of fight you want them to have. If there are a lot of spellcasters, going up the Disruptive Tree would be good, coupled with feats like Step Up to keep close to spellcasters trying to inch away from you. Make him mobile and able to fly and he can cause a lot of problems for spellcasters.
| Mark Chance |
As for Mark's idea of arbitrarily making him awesome, be careful with the idea if you use it. I know many players who would be very pissed at you if you did this, and just as many who wouldn't care.
Be upfront about it with your players. My solo BBEG rules are published for all of my players to read. They're not a secret; my players know if they run into a solo BBEG, it's got a certain set of special abilities.
All game rules are arbitrary. The key is to combine that arbitrariness with consistency. The d20 System does a lousy job of handling solo monsters versus an adventuring party. The biggest obstacle the solo monster faces is the action deficit. Against a party of four, it gets one round of actions for every four rounds of actions used against it (and that's assuming no cohorts, animal companions, special mounts, or summoned monsters). In my view, this leaves DMs with three choices:
1. Don't use solo monsters.
2. Scour rulebooks looking for legal ways to cheat the system.
3. Make up a new, legal way to cheat the system.
I prefer a combination of 1 and 3. They're less work for me, and making my job as DM easier is a high priority.