David Fryer
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The ability scores were what WotC gave hime in the Animated Series Handbook. Elemental Substitution, and Split Ray are from Complete Arcane, and the Amulet of Health did not make the transition from 3.5 DMG to the Pathfinder Core Rulebook, but everything else is straight from the core rules or the bestiary.
Blayde MacRonan
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Done! Here you guys go.
Venger CR 20
Male half fiend human sorcerer 18 (arcane)
CE medium outsider (native)
Init: +10, Senses: Darkvision 60 ft, perception +20
AC 25, Touch 16, Flat Footed 19 (+8 armor, +6 Dexterity, +1 natural)
hp: 201 (18d6+136)
Fort +14, Ref +12, Will +13
Immune poison, Resist acid 10, cold 10, electricity 10, fire 10, DR 10/magic, SR 31
Speed 30 ft, fly 60 ft (good)
Melee bite +13 (1d6+4), two claws +13 (1d4+4)
Spells Known: 9th (DC 27)-Soul Bind (3/day)
8th (DC 26)-Clone, Polar Ray (5/day)
7th (DC 25)-Delayed Blast Fireball, Form of the Dragon II, Greater Teleport, Prismatic Spray, Spell Turning (6/day)
6th (DC 24)-Chain Lightning, Create Undead, Freezing Sphere, True Sight (7/day)
5th (DC 23)-Cloudkill, False Vision, Mind Fog, Nightmare, Overland Flight, Prying Eyes (7/day)
4th (DC 22)-Animate Dead, Arcane Eye, Black tentacles, Dimension Door, Phantasmal Killer, Stoneskin (7/day)
3rd (DC 21)-Dispel Magic, Displacement, Fireball, Hold Person, Magic Circle against Good (8/day)
2nd (DC 20)-Alter Self, Blur, Daze Monster, Invisibility, Scorching Ray, Shatter (8/day)
1st (DC 19)-Alarm, Burning Hands, Disguise Self, Identify, Magic Missile, Shield (8/day)
0 (DC 18)-Arcane Mark, Bleed, Detect Magic, Flare, Mage Hand, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue
Spell-like Abilities (CL 18)
3/day-Darkness, Poison, Unholy Aura
1/day-Blasphemy, Contagion, Desecrate, Horrid Wilting, Summon Monster IX (fiends only), Unholy Blight, Unhallow
Special Attacks Smite Good (1/day)
Str 18, Dex 22, Con 26, Int 18, Wis 15, Cha 24
BAB +9, CMB +18, CMD 34
Feats: Combat Casting, Elemental Substitution, Extend Spell, Improved Counterspell, Improved Familiar, Improved Initiative, Maximize Spell, Spell Focus (Evocation), Spell Penetration, Split Ray, Widen Spell
Skills: Bluff +28, Fly +27, Knowledge (Arcana) +25, Knowledge (The Planes) +25, Perception +20, Spellcraft +25
SQ Familiar (Quasit), Metamagic Adept, New Arcana, School Power (Evocation)
Combat Gear: Bead...
Now that is a viable threat, exactly what Venger should be. I agree with you on the familiar point. Making Shadow Demon a cohort works very well, and it mimics the relationship they had in the show. Good job. I may even use this myself (if you don't mind) to annoy my players in an upcoming campaign.
| SmiloDan RPG Superstar 2012 Top 32 |
He looks good, but his AC is REALLY low for CR 20. AC 25 vs +20 BAB, + whatever Str/Dex + whatever enhancement bonus the fighter types have is pretty much going to be an auto-hit. Even the clerics and rogues should be hitting pretty much all the time with a +15 BAB and nigh-epic magic and stats.
Unholy Aura helps a little....ditto Shield. I guess he'll really be relying on Displacement and hoping the PCs don't have True Sight and/or Blindfight....
David Fryer
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The AC and equipment was the other thing I transferred directly over from the Animated Series Handbook. I think that his DR 10/Magic and high hit points go a long way to preventing his AC from being a liability. Also Venger is not a melee fighter and the kids almost never encountered him solo. Therefore any encounter he is used in should include several mooks to draw the attention of the tanks away from Venger while he picks the PCs off one at a time.
| fleece66 |
The AC and equipment was the other thing I transferred directly over from the Animated Series Handbook. I think that his DR 10/Magic and high hit points go a long way to preventing his AC from being a liability. Also Venger is not a melee fighter and the kids almost never encountered him solo. Therefore any encounter he is used in should include several mooks to draw the attention of the tanks away from Venger while he picks the PCs off one at a time.
And don't forget his nightmare, either. This guy was usually flying high above the kids on that fire-breathing, bat-winged monstrosity, blasting out arcane rays from his hands and eyes...
Tom Baumbach
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... the Amulet of Health did not make the transition from 3.5 DMG to the Pathfinder Core Rulebook...
It's now belt of physical might +6 (Constitution); I'd make that change so you can give him an amulet of natural armor +5. Anything else you can do to bump his AC would be good too.
Also, any high-level caster without Quicken Spell is not going to live up to their CR. (This was sort of made up for in the handbook with his funky archmage abilities that cost spell slots, but only sort of.) I'd give him a rod of quicken metamagic or trade Improved Counterspell for Quicken Spell to make sure he has that ability.
| AvalonXQ |
Venger's high CR doesn't mean he can't show up for much lower-level PCs, because usually he's not going to be interested in annihilating you. He wants to control you, and if you're quick-witted enough to escape him he'll happily bide his time and stand down. For now.
At the same time, he's not really meant to be defeated so much as escaped. He really does make a great villain for the top of the food chain; he's got his hands in stuff that's way beyond what the PCs are dealing with, so interactios can be more peripheral than direct confrontation (where the PCs would just, y'know, lose).
yellowdingo
|
Done! Here you guys go.
Venger CR 20
Male half fiend human sorcerer 18 (arcane)
CE medium outsider (native)
Init: +10, Senses: Darkvision 60 ft, perception +20
AC 25, Touch 16, Flat Footed 19 (+8 armor, +6 Dexterity, +1 natural)
hp: 201 (18d6+136)
Fort +14, Ref +12, Will +13
Immune poison, Resist acid 10, cold 10, electricity 10, fire 10, DR 10/magic, SR 31
Speed 30 ft, fly 60 ft (good)
Melee bite +13 (1d6+4), two claws +13 (1d4+4)
Spells Known: 9th (DC 27)-Soul Bind (3/day)
8th (DC 26)-Clone, Polar Ray (5/day)
7th (DC 25)-Delayed Blast Fireball, Form of the Dragon II, Greater Teleport, Prismatic Spray, Spell Turning (6/day)
6th (DC 24)-Chain Lightning, Create Undead, Freezing Sphere, True Sight (7/day)
5th (DC 23)-Cloudkill, False Vision, Mind Fog, Nightmare, Overland Flight, Prying Eyes (7/day)
4th (DC 22)-Animate Dead, Arcane Eye, Black tentacles, Dimension Door, Phantasmal Killer, Stoneskin (7/day)
3rd (DC 21)-Dispel Magic, Displacement, Fireball, Hold Person, Magic Circle against Good (8/day)
2nd (DC 20)-Alter Self, Blur, Daze Monster, Invisibility, Scorching Ray, Shatter (8/day)
1st (DC 19)-Alarm, Burning Hands, Disguise Self, Identify, Magic Missile, Shield (8/day)
0 (DC 18)-Arcane Mark, Bleed, Detect Magic, Flare, Mage Hand, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue
Spell-like Abilities (CL 18)
3/day-Darkness, Poison, Unholy Aura
1/day-Blasphemy, Contagion, Desecrate, Horrid Wilting, Summon Monster IX (fiends only), Unholy Blight, Unhallow
Special Attacks Smite Good (1/day)
Str 18, Dex 22, Con 26, Int 18, Wis 15, Cha 24
BAB +9, CMB +18, CMD 34
Feats: Combat Casting, Elemental Substitution, Extend Spell, Improved Counterspell, Improved Familiar, Improved Initiative, Maximize Spell, Spell Focus (Evocation), Spell Penetration, Split Ray, Widen Spell
Skills: Bluff +28, Fly +27, Knowledge (Arcana) +25, Knowledge (The Planes) +25, Perception +20, Spellcraft +25
SQ Familiar (Quasit), Metamagic Adept, New Arcana, School Power (Evocation)
Combat Gear: Bead...
BACKGROUND: He has one horn (placed as if to suggest the absence of a second), powerful magic, and powerful minions, most notably the Shadow Demon, Venger's personal spy and assistant. He has vast magical powers, such as nature control, matter transmutation and energy projection.
Over a thousand years old, Venger was once good, but fell under a corrupting influence that may or may not be associated with Venger’s Master (He Whose Name Cannot Be Spoken and is a terror on other worlds). Soon after falling under the sway of evil Venger unleashed a horde of Dragons (he may have summoned Tiamat) which resulted in the death of a Wizard named Merlin. With his foe out of the way, He constructed his Labyrinth – a small pocket universe which has been attracting victims for a milennia. He has trapped a few foes in his labyrinth - a spellbinder named Lukyan, Tiamat (a five headed Dragon) whom even Venger fears, The Dungeon Master (His father – who is seeking a way to break the curse on Venger), and Karena (his sister) who has been recruiting the many people in the Labyrinth to fight a war against Venger (a war that she is losing).GETTING THE PLAYERS INVOLVED
• The PCs are transported into Venger’s Labyrinth where they must battle peoples and creatures of this unknown land in order to find some solution to their escape.
Venger is a powerful Villain who is capable of showing up and smiting a low level group of Adventurers trapped in his Labyrinth unless they can quickly find some way to protect themselves.
| Nether Saxon |
Since I am using Venger in my Forgotten Realms campaign, I am also going to write him up as a fey'ri warlock and see what that looks like.
Oh please, by all means, do. You just made my daydreams with that.
:-)By the way, I had all but forgotten about the show... Thanks for bringing back memories.
| Kain Darkwind |
The AC and equipment was the other thing I transferred directly over from the Animated Series Handbook. I think that his DR 10/Magic and high hit points go a long way to preventing his AC from being a liability. Also Venger is not a melee fighter and the kids almost never encountered him solo. Therefore any encounter he is used in should include several mooks to draw the attention of the tanks away from Venger while he picks the PCs off one at a time.
DR 1,000/magic is still useless as an effective defense for a CR 20. Unless it is a very low magic campaign, DR X/magic loses its punch around 6th level.
I do like the conversion you did though. Very cool.
Dungeon 147 did a Critical Threat conversion of Demodragon, if you have that lying around.
| Brother Fen |
Basically this:
Hank Ranger 7
Erik Fighter 7 (Shield Specialist)
Diana Monk 7
Presto Wizard 7 (His hat functions as a Rod of Wonder)
Sheila Rogue 7
Bobby Barbarian 7 (written up using halfling bonuses and penalties because of his age.)
Uni CR 3 UnicornBobby also appears as an Easter Egg in Baldur's Gate 2, thus establishing that "The Realms" is the Forgotten Realms setting.
The cartoon show predated the Forgotten Realms' inclusion in D&D so the original setting was no doubt a part of Greyhawk. It was possibly worked into the Forgotten Realms setting by the game designers as a retcon.
Lolth was also originally in the Greyhawk setting and later stolen whole cloth for Forgotten Realms.