carborundum
RPG Superstar 2010 Top 32
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I was fiddling around with my latest adventure and had originally planned to adapt a lich from a module as my BBEG.
Unfortunately he was a little underpowered for my needs and I went digging in my books for a CR14 or 15 wizard lich. Alas, no luck!
I considered tweaking the one in the Monster Manual but he needs TOTALLY redone. (Who picks Toughness for 3hp?) Since I don't have the time to build one from scratch this week, I thought I'd ask..
Has anyone got a CR14 or 15 lich lying around? Preferably using Spell Compendium, Libris Mortis, Book of Vile Darkness and all the other good splatbooks for a fully tweaked challenge.
If not, would you have any tips? Great feats/ spells/ items or tactics?
The party is level 12 with decent saves boosted by various items, using feats from every splatbook known to man.
Can't wait to see what vileness you folks produce!
| Admiral Jose Monkamuck |
I would be very happy to whip up some sort of vile and horrid monster to torment your players with. I just have a few quick questions:
1) Does it have to be a wizard, or can we swipe core/prestige classes from other WoTC books?
2) What value of gear can we play with?
3) Any OGL books allowed?
4) Any specific race we have to use for the base?
5) Are the players supposed to have fighting chance?
6) Can we design any minions to help him out?
Okay, number 5 is a joke, we both know the players should never have a fighting chance, but let me know about the others and I grab my various splat books and have a party.
| Turin the Mad |
I was fiddling around with my latest adventure and had originally planned to adapt a lich from a module as my BBEG.
** spoiler omitted **
Unfortunately he was a little underpowered for my needs and I went digging in my books for a CR14 or 15 wizard lich. Alas, no luck!
I considered tweaking the one in the Monster Manual but he needs TOTALLY redone. (Who picks Toughness for 3hp?) Since I don't have the time to build one from scratch this week, I thought I'd ask..
Has anyone got a CR14 or 15 lich lying around? Preferably using Spell Compendium, Libris Mortis, Book of Vile Darkness and all the other good splatbooks for a fully tweaked challenge.
If not, would you have any tips? Great feats/ spells/ items or tactics?
The party is level 12 with decent saves boosted by various items, using feats from every splatbook known to man.Can't wait to see what vileness you folks produce!
What caster level are you looking for ? >:) I already have a few one-eyed foes statted up for Pathfinder ...
carborundum
RPG Superstar 2010 Top 32
|
Whooo! Thanks guys!
It's not actually a one-eye but an Olman Zombiemaster gone (very) bad, and the reason for the empty village in STAP.
Riffing from Torrents of Dread, Varnhold Vanishing and Crimson Throne Acropolis of the Thrallkeepers), I had the history as follows.
The Zombiemaster, instead of keeping his zombies for defence of the village, has them digging under the pyramid. They find an old ruin (Acropolis of the Thrallkeepers) where he discovers seductively interesting relics, and also notes on lichdom. It's forbidden, but he's screwed by this stage. (It's actually a temple to Dagon, and he's been whispering in the zmbiemasters ear for months at this stage.)
Using a ritual similar to the one in Varnhold Vanishing, he steals and imprisons the souls of the village in soul-jars, leaving their bodies infused with negative energy. The bodies become his fast zombies with their original class levels, and some of the souls empower his transition to lichdom.
He wants more, needs more, but the digging isn't going fast enough. He needs more bodies. He sends his zombies to raid the Bullywug villages on the island. Unfortunately, the zombies stumble upon the spawning pools first and take mostly young females captive, many of whom are ready to spawn. The Bullywugs are incensed and send their crack commando's. They decimate the zombie ranks and the Zombiemaster has to send in his Mohrgs and also fight himself. He paralyses and later dominates a load of the crack fighters. They become his new defense force, while his remaining zombies keep digging for relics.
He's a skilled potion maker and any backup will be well buffed on potions, as will he. As far as backup is concerned, he's used Mohrgs, PF Fast Zombies with Fighter 4 on top, and Dominated Bullywugs with class levels (Cleric 7 with Augmented and Rapid Summoning, Fighter 9 with weapon specialization bow or spiked chain, and Ninja 7).
He has definite Necromantic talents, and has definitely used Dominate Person - so he can't specialize and drop Enchantment. He's an Olman Zombiemaster - possibly Caster Level 13, and in any case with 13 class levels to make him CR15. It would be nice to bump his Charisma to get the Paralysis save up. Another idea is to make him Caster Level 11 but then also let him Spellstitch himself. (This will also leave him with a few spells to use when the Spellthief has sucked his head empty.)
Any books are fine, and with PC stats and equipment. He will need to stay out of melee or will die in a single round. I kind of need to be careful with Death Effects since the party have no Cleric, just a Dragon Shaman to remove effects and use a Cure Moderate wand. On the other hand, they are kind of iconic for necromancers, and they have Action Points.
How's that? :-)
| Turin the Mad |
I've not done anything like that in 3.5, but I've got something you can use. This is in Pathfinder stats - feel free to use it as written. ^_^
Advanced Solaric Cyclops Lich Sorcerer 12th (undead bloodline)
CR 15
(insert lich's name here)
NE Male Large undead
Patron Gawd: Urgathoa
Senses: darkvision 60', low-light vision; Perception +56, Sense Motive +14; see invisibility
Space/Reach: 10’ / 10’
Feint DC: 28 (10 +13 bab +5 WIS)
Speed: 40’
Defenses
- DR 10/-- against nonlethal damage (ex)
- immune to cold and electricity; Resist Fire 20 (ex)
- resist energy 30: acid, fire and sonic
- protection from energy (120 points) x3: acid, fire and sonic
- fear aura (Su) 30', DC 27 = DC 29 <shaken lasts 22 rounds>
- channel/turn resistance +4
- DR 15/bludgeoning and magic
- rejuvenation (Su)
- undead traits
AC: 21 = 29 (+9 natural); flat-footed AC: 18 = 26 (with extended mage armor and shield)
Incorporeal Touch AC: 20; flat-footed incorporeal touch AC: 17 (+4 mage armor, +4 shield)
Touch AC: 12 (10 -1 size +2 DEX +1 dodge); flat-footed touch AC: 9
Hit Points: 256 = 300 with headband +15 temporary hp from(extended false life) (22 total HD (90) +132 = +176 CHA +12 favored class +22 toughness <10d8 racial (45) +12d6 class (45)>); ferocity (remains conscious and can continue fighting at negative hit points; is still staggered while doing so (losing 1 hp/round))
Saving Throws
- Fortitude +17 = +19 (base 7 racial +4 sorcerer +6 = +8 Cha)
- Reflex +9 (base 3 racial +4 sorcerer +2 Dex)
- Will +16 (base 3 racial +8 sorcerer +5 Wis)
BAB: +13/+8/+3
- Melee AB: +21 (bab 13 -1 size +9 STR)
- Power Attack Melee: +16
- +2 spectral hand: +23 incorporeal melee touch, delivering as part of casting a touch spell
- touch attack (Su) +21 melee (1d8+11 negative energy plus DC 27 = 29 Fortitude saving throw to negate permanent paralysis)
- CMB: +23 = +25 bull rush (13 +1 size +9 STR)
- Power Attack CMB: +18 = +20 bull rush
- Ranged AB: +14 (bab 13 -1 size +2 DEX)
- CMD: 35 = 37 vs. bull rush (10 +13 bab +1 size +9 STR +2 DEX)
ABILITY SCORES: 28 STR (+9), 14 DEX (+2), 24 CON (+7), 14 INT (+2), 20 WIS (+5), 22 CHA (+6) = 26 (+8) with headband
SKILLS:
- Knowledge (arcane) & (religion) +17 (12 ranks each +3 trained +2 INT)
- Linguistics +4 (2 ranks +2 INT)
- Perception +56 (22 ranks +3 trained +16 racial +5 WIS +4 alertness +6 skill focus)
- Sense Motive +14
- Stealth +6
- Survival +18 (10 ranks +3 trained +5 WIS)
- Use Magic Device +29 = +31 (20 ranks +3 trained +6 = +8 CHA)
Languages: Common, Cyclops, Giant, Abyssal, Draconic and Infernal
FEATS: Simple Weapons Proficiency, Martial Weapon Proficiency – Greataxe, Dodge, Toughness, Skill Focus - Perception, Alertness, Power Attack (-5 melee attack and cmb to gain +10 damage / +15 with two-handed weapons / +5 with off-hand weapons), Cleave, Great Cleave (standard action - imposing a -2 penalty to AC - to make a single attack at full AB against a foe within reach / if this hits, he can make an additional attack at the same AB against a foe adjacent to the previous foe and within reach – as long as he continues to hit he can attack foes adjacent to previous foes but cannot hit a foe more than once), Improved Bull Rush, Eschew Materials (11th/Sor 1st), Spell Focus/Greater Spell Focus - Necromancy (11th/bab 7) & (13th/bab 8), Extend Spell (15th/bab 9), Silent Spell (17th/bab 10), Combat Casting = d20+19/d20+21 to cast defensively (17th/ Sor 7th), Quick Draw (19th/bab 11), Quicken Spell (21st/bab 12)
SQ:
- Flash of Insight (Su) (1/day as an immediate action = able to select the exact result of one die roll before the roll is made. This can alter actions taken only by the Cyclops.)
- Corporeal undead that were once humanoids are treated as humanoids for the purposes of which of his spells affect them.
- Solaric Immunities (Ex): Solaric creatures are immune to the negative effects of bright light. Thus, if the base creature normally took penalties in bright light, it no longer does so. Bright light that would normally dazzle or blind the base creature no longer has any
negative effect. Solaric creatures are immune to searing light
and to spells and effects with the light subtype (such as flare,
[/i]sunbeam[/i], and sunburst). - Sun Savior (Ex): In sunlight or within the radius of a daylight spell, each of the solaric creature’s speeds increases by +10 feet, and the solaric creature gains a +2 morale bonus on attack rolls, checks, and saves. These bonuses have NOT been factored into this statblock.
Spell-like Abilities (CL 22nd unless indicated otherwise = concentration +28 = +30 / combat casting = +32 = +34):
- grave touch (6/day, CL 12th)
- grasp of the dead (1/day, CL 12th, SL 6th) (60’ range to a 20’ radius burst, 12d6 slashing damage + unable to move for 1 round, DC 22/24 Reflex halves damage & negates movement restriction)
- flare 3/day (DC 16 = 18)
- light at will
- flame blade 1/day
- heat metal 1/day (DC 18 = 20)
- continual flame 1/day
- scorching ray 1/day
- daylight 3/day
- searing light 2/day
- flame strike 1/day (DC 21 = 23)
- greater teleport 1/day - destination must be an area lit by a daylight spell or sunlight
- sunbeam 1/day (DC 23 = 25)
- sunburst 1/day (DC 24 = 26)
Spontaneous Arcane Spellcasting: (DC 13/15* = 15/17* + spell level, CL 12th)
Close Range: 55’; Medium Range: 220’; Long Range: 880’
Cantrips (DC 16/18* = 18/20*) (9 known = dancing lights, detect magic, flare, prestidigitation, read magic and touch of fatigue*) (6/day)
1st Level (DC 17/19* = 19/21*) (chill touch*, mage armor ^, magic missile, shield, ray of enfeeblement* and true strike (8/day -1 precast = 7 remaining)
2nd Level (DC 18/19* = 20/22*) (blindness/deafness*, false life*^, ghoul touch*, resist energy^^^, see invisibility^ and spectral hand* (7/day -5 = 2 remaining)
3rd Level (DC 19/21* = 21/23*) (dispel magic, lightning bolt, protection from energy^^^, ray of exhaustion*, vampiric touch*) (7/day -4 = 3 remaining)
4th Level (DC 20/22* = 22/23*) (animate dead*, bestow curse*, enervation* and fear* ) (7/day)
5th Level (DC 21/23* = 23/25*) (cloudkill, wall of stone and waves of fatigue* ) (6/day)
6th Level (DC 22/24* = 24/26*) (eyebite*) (3/day); could also quicken 2nd level spells, quicken silent OR quicken extend 1st level spells, extend/silent 4th level spells & extend OR silent 5th levels.
Gear:
- unholy symbol of Urgathoa set with a pallid crystal caster level 5th, faint aura of conjuration (evil), necklace slot, price = 3,300 gp / pale opaque pink finger-length crystal / wearer can eat spoiled food and drink spoiled liquid as if fresh and wholesome, tasting as good as it did before it spoiled / seasoning with 5+ ranks of Profession – cook / cure and inflict spells and effects that duplicate these spells heal the wearer, flashing with black or white energy when it converts the energy into a form that does not harm the wearer / death knell 1/day)
-
+4 headband of alluring charisma (slot: headband | moderate transmutation | caster level: 8th | 4,000 gp) - +2 Large greataxe(hardness 9/ x hp | moderate evocation | caster level: 8th | 8,3xx gp)
+13,700 gp for any additional gear (from the original CR 12 write up)
delabarre
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Using a ritual similar to the one in Varnhold Vanishing, he steals and imprisons the souls of the village in soul-jars, leaving their bodies infused with negative energy.
I hate when that happens. Those soul-jars always smell like old sweat socks on the inside.
| Admiral Jose Monkamuck |
Alright, here’s my 3.5 contribution to the downfall of your players.
Str: 10 (0)
Con: -
Dex: 16 (+3)
Int: 29 (+9)
Wis: 16 (+3)
Cha: 18 (+4)
Wizard 3, Master Specialist 10 (Complete Mage), Litch
HP: 13d12 (84 average, 156 max)
AC: 21 (10 base, +5 natural, +3 dex, +3 wis from Monk’s Belt)
Initiative: 9 (3 dex + 4 improved initiative + 2 Belt of Battle)
Fort: 9 (4 base +5 Vest of Resistance)
Reflex: 12 (4 base + 3 dex +5 Vest of Resistance)
Will: 18 (10 base +3 wis + 5 Vest of Resistance)
Feats:
Spell Focus and Greater Spell Focus Necromancy, Extra Spell Anti-life Shell (Complete Arcane), Improved Initiative, Violate Spell (vile darkness)
Class Abilities
Familiar, Scribe Scroll, Caster Level +2 for Necromancy Spells, Minor, Moderate and Major School esoteric.
Minor School Esoteric – Whenever you cast a necromancy spell all allied undead within 60ft get Turn Resistance 10 for 10 rounds (maybe minutes)
Major School Esoteric – Whenever you cast a necromancy spell all allied undead within 60ft get fast heal 10 (check Complete Mage for duration)
Skills
Concentration: 16 (16 ranks)
Spellcraft: 25 (16 ranks + 9 int)
Spot: 19 (8 ranks + 3 wis, +8 racial)
Listen: 19 (8 ranks + 3 wis, +8 racial)
Others as needed, lots of skill points left.
Spells per day 5/8/7/7/7/6/4/3, DC 19 + spell level +2 for Necromancy, Caster Level 13 or 15 for necromancy.
1st-Shield, Magic Misslex2, True Strike, Shocking Grasp, Mage Armor, Ray of Enfeeblementx2
2nd- Bull’s Strength, Violated Magic Missle, Ghoul Touch, Spectral Hand, Ray of Stupidityx3
3rd- Rust Ray, Displacement, Arcane Sight, Lightening Bolt, Vampiric Touchx3
4th- Shout, Violated Fireballx2, Violated Lightening Bolt, Charm Monster, Ray Deflection, Enervation
5th- Power Leech (Book of Vile Darkness), Wrack, Violated Burning Blood, Feeblemind, Greater Blink
6th- Antilife Shell, Violated Cone of Cold, Violated Mass Fireshield, Greater Anticipate Teleport
7th- Avasculate, Violated Chain Lightening, Sword of Darkness
Rod of Greater Chaining 2/day, Olman Zombie Masters only (113400, modified from Complete Arcane)
+6 Headband of Intellect (36,000)
Monk’s Belt (13,000)
Belt of Battle (12,000)
Vest of Resistance (25,000)
Okay, this one should be a lot of “fun” for your players. Okay from what you said the players like to go to melee, which is bad for him. I gave him the feat extra spell which doesn’t say anywhere that the spell must be one the spellcaster can learn. That can potentially be a double edged sword if the players ever pick up on it and are running spellcasters. If so it’s up to you whether or not to allow it. If you don’t want to allow it just drop off one daily use of the rod and give him a scroll of antilife shell along with some ranks of use magic device. It they can’t reach him they can’t hurt him.
The first spell you lead off with is Avasculate, it’s why he has that rod of chaining. Anyone hit immediately loses ½ their hp, and can make a fort save not to stunned for 1 round. If the party is grouped up at all they can all end up kissing half their hp goodbye as soon as the fight start. That will definitely get their attention.
He’s got some good defensive spells. The order of importance is: Antilife Shell – Violated Mass Fireshield – Greater Blink – Ray Deflection - Displacement (if something happens to the blink) – Shield – Mage Armor. I sincerely hope the party gives him a little bit of warning so he can spell up. He should probably have a few skeletons out a good distance whose only purpose is to warn him of incoming. Greater Anticipate Teleport is a 24 hour spell and so will ALWAYS be active. Be sure to include as many of his allies/minions in the Violated Mass Fireshield as possible.
The debilitating spells are fun. Sword of Darkness and the Violated Burning Bloods should be dropped as soon as possible since they are ongoing. Feeblemind and Wrack and remove combatants in battle in one shot without killing them. Power Leech set for Wisdom or Dexterity can screw someone over and raise his stat pretty quickly.
The violated spells are fun. Violate Spell metamagic feat adds one level to the spell and makes it evil. One half of all damage done is considered vile damage and can only be healed on consecrated ground. It doesn’t change the energy type, so if they are immune or have enough resistance they can end up taking no damage. Still he has spells from cold, electric and fire that all have the feat applied.
The Belt of Battle is in there to boost his initiative a little, and let him get an extra spell off on the first round.
He still has a few feats left to pick, you can select those for him. Feel free to look for any fun stuff that might make this worse. I did the best I could with just a quick search of relevant books. I gave him 18, 16, 16, 14, 10, 10 for stats, one of the 10s went towards Con. If you really want him to have more HP give him Unholy Toughness, he’ll get his charisma on each HP just like his con used to apply. If you want the party can find notes among his belongings later describing how an undead can achieve this ability.
I made him formerly human because that's what I remember the Olman as being all human, if not see if you can get him something with an Int bonus. More spells and highter save DCs are always nice.
I didn't include all the lich abilities as a) you should know what they are and b) I'm lazy. I may have forgotten some of the skill bonuses from being a lich as well.
Enjoy and let us know what exactly you use and how it went.
carborundum
RPG Superstar 2010 Top 32
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WOW o WOW o WOWEE!!!!!
Turin, awesome stuff - I'd never explored the PF Sorceror bloodlines before. That 12d6 grabbing hands is begging to be a signature custom spell. The template has got me burrowing through my Advanced Bestiary and cackling!
Solaric creature on a lich - that's just nasty! Immune to all the serious light spells, free teleport back outside... you evil bugger! I love it!
Admiral, fantastic! Master Specialist is perfect! I'd forgotten about that too! The Monks Belt is a nice touch, and Violated spells are perfect! I also love Avasculate, and Chaining it will be sweet - especially with that DC! Point it at the guy with the most armour (and hp) then sit back and listen to them squeal! I'll have to make it some kind of evil minor artifact as it looks a little overpowering to give it to the group at this point. Or maybe let them have it but say it gives a -2CL when carried by non-evil casters. I love him - I can use him as-is! Just a few more tasty feats, I'll think about them tomorrow.
My one concern is his anti-life shell. I'm pretty sure it'll only last one round. The fighter will bounce off it, the spellthief will steal it, and the shocked lich will teleport out to rethink his strategy :-)
I don't want to deny the party their best tricks, but when the lich returns... some sort of Fortification will be in effect for sure! Or two skeleton champions with Tower shield delaying and giving him cover before and after casting!
Thank you both - I couldn't have asked for more. I'll try to hit them with him on Wednesday, though they have to deal with a Huge, Awakened, acid-vomiting Pitcher Plant first :-)
| Turin the Mad |
WOW o WOW o WOWEE!!!!!
Turin, awesome stuff - I'd never explored the PF Sorceror bloodlines before. That 12d6 grabbing hands is begging to be a signature custom spell. The template has got me burrowing through my Advanced Bestiary and cackling!
Solaric creature on a lich - that's just nasty! Immune to all the serious light spells, free teleport back outside... you evil bugger! I love it!Admiral, fantastic! Master Specialist is perfect! I'd forgotten about that too! The Monks Belt is a nice touch, and Violated spells are perfect! I also love Avasculate, and Chaining it will be sweet - especially with that DC! Point it at the guy with the most armour (and hp) then sit back and listen to them squeal! I'll have to make it some kind of evil minor artifact as it looks a little overpowering to give it to the group at this point. Or maybe let them have it but say it gives a -2CL when carried by non-evil casters. I love him - I can use him as-is! Just a few more tasty feats, I'll think about them tomorrow.
My one concern is his anti-life shell. I'm pretty sure it'll only last one round. The fighter will bounce off it, the spellthief will steal it, and the shocked lich will teleport out to rethink his strategy :-)
I don't want to deny the party their best tricks, but when the lich returns... some sort of Fortification will be in effect for sure! Or two skeleton champions with Tower shield delaying and giving him cover before and after casting!
Thank you both - I couldn't have asked for more. I'll try to hit them with him on Wednesday, though they have to deal with a Huge, Awakened, acid-vomiting Pitcher Plant first :-)
Hrm ... the spell thief ... does he have to see the spells or have some kind of detect magic or something up ?
carborundum
RPG Superstar 2010 Top 32
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Nope. If she gets to use sneak (and she has Bracers of Gravestrike for 3x daily sneak undead) then she can sacrifice sneak dice for:
- active spells (not personal)
- memorized spells
- spell-like abilities(low CL luckily)
- energy resistance
Waittaminute... she can only steal spells as if the caster had cast them on her - so stealing buffs is fine, but no stealing Personal spells. Let's see, Antilife shell is... range 10'. Drat!
It's up for grabs unless I deny her sneak damage - Fortification, for example. Which I don't want to overuse.
| Turin the Mad |
Nope. If she gets to use sneak (and she has Bracers of Gravestrike for 3x daily sneak undead) then she can sacrifice sneak dice for:
- active spells (not personal)
- memorized spells
- spell-like abilities(low CL luckily)
- energy resistance
Waittaminute... she can only steal spells as if the caster had cast them on her - so stealing buffs is fine, but no stealing Personal spells. Let's see, Antilife shell is... range 10'. Drat!
It's up for grabs unless I deny her sneak damage - Fortification, for example. Which I don't want to overuse.
No - it emanates from the caster to a 10' radius ... however, it does mean the spellthief cannot steal such spells as delay death and fire shield. Swap out antilife shell for delay death and you're really cooking on gas. ^_^
I do recommend that the lich's not-inconsiderable paralysis DC be used to good effect - also, I did not do much gear-wise. What about a variety of permanent spells (such as arcane sight) replacing gear ?
EDIT: Do remember this lich, originally, is part of a group of four (living) villains ...
| Turin the Mad |
Something tells me you have them in a nice black folder, which you sleep with under the pillow.
On another note, and not for now... is a Ghost Lich possible, or is it just wrong? :-)
I can see a truly, powerfully motivated / traumatically destroyed lich that was messily dispatched (permanently) returning as a ghost ... although I have no idea just how the two templates would interact. :)
Hrmmm ...
carborundum
RPG Superstar 2010 Top 32
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<giggle> my apologies to your players!
Admiral, I just read through the stats properly and spotted the "Olman Zombie Masters only" note for the rod of chaining. Nice touch!
I was wondering about Chained Avasculate - if no-one saves do they all lose half their hitpoints, or does the initial target lose half and the rest 1/4?
I'm hoping to have him make his first appearance this evening, but given how long my group do over combats, it might be next week. I'll have a squad of Violated Fireshielded undead arrive first and then let him make his entrance, fully buffed. He will demand his stuff back and give them a chance to leave. If they're smart, they'll take it.
| Turin the Mad |
<giggle> my apologies to your players!
Admiral, I just read through the stats properly and spotted the "Olman Zombie Masters only" note for the rod of chaining. Nice touch!
I was wondering about Chained Avasculate - if no-one saves do they all lose half their hitpoints, or does the initial target lose half and the rest 1/4?
I'm hoping to have him make his first appearance this evening, but given how long my group do over combats, it might be next week. I'll have a squad of Violated Fireshielded undead arrive first and then let him make his entrance, fully buffed. He will demand his stuff back and give them a chance to leave. If they're smart, they'll take it.
My gut reaction to the chain is that you have "full power" on target prime, "half power" on the secondary targets, each of which has their own save to make.
carborundum
RPG Superstar 2010 Top 32
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Well, he made an entrance.
They slammed the door shut and leaned against it. He fireballed it open; the door glowed red, then darkened, then fire blew into the room! This burned some PCs. They went "Ooops! Maybe we should give them back."
He yelled "You'll pay for messing with my experiments!" and they decided to fight. The spellthief went to check out the back door in case there were more baddies. The dragon shaman, the two-shields fighter, the sniper and the wizard went towards the voice. The DS took a few arrows before spraying the Fireshielded skellies with his Acid breath. None of them saved and they immediately looked the worse for were. The sniper followed up with a 9d6 Fireball from a wand and again I rolled 1's and 2's for saves. Even with the Fireshield, the combined damage from all those failed saves wiped all 4 skeleton mooks out.
This caused some unrealistic bravado to break out.
The wizard turned his (permanent) arcane sight on the remaining undead (the lich) and began to worry. Strong aura, Strong casting power, Strong active spells, Strong items... oh dear. A chained Avasculate took half the hitpoints from the Dragon Shaman, and stunned him. It also damaged and stunned the sniper for a round. The wizard used an immediate action to dimension door out of the way... which got him caught in the Greater Anticipate Teleport.
At the back door, the spellthief threw a patch from her Bag of Tricks into the hall, creating a Terror Bird which began to attract arrows.
Which is where we left it.
The wiz will be out for 3 rounds, two others are out for the next round, and the fighter who's left will not get through the Antilife shell. I could easily kill the rest of the party before the wizard reappears, which would be a surprise. That would be a change of pace for our game :-) We've had one death in 11 levels!
The other thing is, the lich in my STAP campaign is working with the beholders and mind flayers in Golismorga (don't like Kopru). The party could have learned this but they slaughtered the refugee ex-dominated Bullywug I put in to give them all the info and background. They now have zero information and know they could be in too deep. Realistically, going by the motivation and character of my lich, the back door should have a beholder as well as a few skellies. Should I do it? It makes it an EL18 encounter or so.. but one the party chose by not finding out what was going on.
Dramatically it would be fantastic for the wizard to reappear, wonder why no-one is standing where they were an instant ago, realize he's been trapped in a loop for a bit, then notice the corpses. The lich and beholder can then tell him to hand over the eggs and dominate him too. The player has a decent chance of making the save and faking the dominate, letting him sneak out and teleport the corpses back to Sasserine for raising. Then they can plan, scry and PROPERLY prepare!
So - to Beholder or not to Beholder?
Why would the lich want Bullywug eggs?
(I'm thinking of some sort of phylactery/construct creation at the minute)
Phew! Thanks again for the statblocks guys! Next session he opens with the grasping hands (on the stunned guys with rubbish reflex saves), and a quickened something nasty, then uses the Belt of Battle for an enervation on top!
| Turin the Mad |
As regards the uses of bullywug eggs: Froghemoths, or worse ... beholder-bullywug chimeraic abominations that conveniently resemble froghemoths. This is a lich after all, and what's to stop an immortal wizard from indulging in a century-long experiment of that sort "just because" ?
^_^
carborundum
RPG Superstar 2010 Top 32
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The group is kind of used to CR-appropriate encounters and will squeak a bit. Still, I've said for years that not everything is a perfect challenge - some stuff they can do in their sleep, other stuff is callenging or lethal. Now they will have to believe me :-)
I reckon I can have some sort of portal to Golismorga in his lair and skip the first half of Lightless Depths this way - seeing as how this sidequest has taken on a life of its own :)
Lets say he kills the other four of the party before the wizard reappears from his Anticipate Teleport. The wizard has the eggs at the minute, and they did not detect as magical to his Arcane Sight. Luckily, the lich has already used Nondetection on various items used by his slaves so it's a simple matter to say he failed the caster level check and to upgrade the eggs to valuable possession. Or they could just radiate negative energy, which the lich can see with a Lifesense ability/ spell/ Ex ability.
So the wizard reapears, but no-one is standing where they should be, and his friends look dead, and there's possibly a Beholder in the corner. The lich screams, "Hand them over, thief!" in his best Dalek voice, and then...?
| Turin the Mad |
If the beholder positions - as it should - to bathe the characters in its anti-magic cone without zapping the lich in the process, all the better. However, one thing to remember is that when casting a dimension door or the like ... is that one has to state where one is going when it is cast. The lich knows exactly where the wizard will pop out at thanks to that anticipate teleport. I recommend that the beholder ready its eyes to zap away immediately upon "popping in", the lich then uses its arcane sight to discern a likely target for a targeted greater dispel magic - if a sufficiently glowy ring is present, he dispels it, if the wizard is simply pulsing with various 'buff' spell auras - the ones from his now-deceased allies may well disappear right upon "popping" in - the lich tac nukes his remaining buffs. If not glowy enough for the lich to care about, the lich 5' steps and pokes him directly - in order to paralyze him. Don't forget about the lich's fear as well. Once poked, successful or not, then have him request the return of his property...
carborundum
RPG Superstar 2010 Top 32
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Cue babbling reply without direction :)
The anticipate teleport gives him three rounds, and the wizard has already indicated exactly where he was going. He was heading ten feet behind the lich! Although with the antilife shell, that is not going to be possible. (Does he just get pushed to the next square, or is it a 'teleport mishap' in that case?)
I can't have the beholder in place to antimagic the wizard, and have the lich paralyse him though - it's a Supernatural ability. Hmmmm... (And the fear only seems to work on 5HD or less enemies. That may need to get tweaked!)
The lich & beholder have three rounds to decimate the rest of the party and swap places. Let's say the wizard appears ten feet in front of a Beholder with central eye closed. The beholder says "Don't move." and his eyes shine with barely restrained rays (obvious choreographed ready action). The lich pokes him, hopefully paralyzes him, and giggles about "Don't move".
The wiz has a metamagic rod of still spell, so could in theory teleport away... Except what's to stop the lich breaking his hand and taking his stuff? Waittaminute, if he's paralyzed, how can he answer the lich about where his stuff is? D'oh!
Or does the paralysis wear off in the antimagic zone? Don't think so, it's Instantaneous and Permanent. How to be vicious and yet leave an escape for at least one player...?
| Turin the Mad |
The beholder would definitely be on deck to nuke the wizard with readied eyes. Instead of deigning to grace the wizard with his august presence's physical contact, the lich could elect to have a spectral hand deliver, say, a ghoul touch - or some other nasty 4th level or less necromantic touch spell with a high Fort DC - upon the mage's arrival.
After all, the lich could slaughter them all - say if the wizard refuses to surrender the lich's eggs - and use an arcane variant of reincarnate - as there was one in 1e, just be sure to fudge the chart you use in advance to queue up magical critters instead of humanoids - as an experiment, then deposit the new meat in Golismorga stark nekkid as they wake up ... The lich then scrys the new life he deposited in the 'fish bowl' to see how well they perform ...
carborundum
RPG Superstar 2010 Top 32
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About the antilife shell - let's say there was no anticipate teleport and the wizard tried to dimension door beside the lich. What would happen to him then? Would he be pushed 10' away or would he have to take 1d6 damage and appear somewhere within 100'?
| Turin the Mad |
** spoiler omitted **
| Admiral Jose Monkamuck |
I like the idea of reincarnating them. They were stupid and got themselves into this situation. This gives them an interesting and amusing way to try and get out of it.
If you happen to have a copy of the Hackmaster Player's Guide lying around I'd look up the wizard version of reincarnate from there. It has some really fun and powerful entries (troll, hungry rust monster, ogre, quickling) and some not so powerful enries (ring-tailed lemur, candy-stripe rot grub). It's also a wizard spell. If the litch doesn't like what they come back as he can always kill them and try again.
carborundum
RPG Superstar 2010 Top 32
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Outside they jumped into a Secure Shelter in the woods, with Nondetection on top. They saw a few Beholders scouting several minutes later, and after a nervous night in the forest, they teleported back to Farshore in the morning. The Lich and his friends are on their to-do list :-)
I've tied the lich in with The Lightless Depths, so they'll be back after Golismorga I think. More of which in my new thread in the STAP forum. Thanks guys - put him down for two kills, with more to come!
Do they go on the Kill Board if the players stabilised with Action Points? They would otherwise have been at -36 hitpoints =)
| The Admiral Jose Monkamuck |
I believe that is what Turin used to call a Technical Kill. That's when the rules as writen say you're dead but the house rules say you get to live. Seems to me the AP revives would come under that rules.
It certainly counts as a kill in my book.
I'd see him grabbing some extra undead, teleporting over to the area just before daybreak and having the undead hit the party from two sides while he waits a turn and then uses the Fly spell to fly overtop and cast spells downward. Just a quick thought. After all who says the party isn't on his to do list as well?
| Turin the Mad |
I believe that is what Turin used to call a Technical Kill. That's when the rules as writen say you're dead but the house rules say you get to live. Seems to me the AP revives would come under that rules.
It certainly counts as a kill in my book.
** spoiler omitted **
I would count 'em as a kill too. Good stuff! :)
carborundum
RPG Superstar 2010 Top 32
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I'll put 'em on the Kill board :-)
There's bound to be blood around - they lost around 400 hit points between them, mostly from attacking his botany experiments, but he got them good too!
I was already planning on using the Heroes of Horror trick; he scries on one through their own mirror, murdering their reflection in front of their eyes before delivering a message. The PC then has no reflection for a few days...
Not sure about attacking them yet though, I want to get STAP moving forward before they're even more ahead of teh curve. Maybe he just sends them a warning that way.
"And stay out!"
| Turin the Mad |
Turin the Mad wrote:Turin you are just evil. I will be stealing your bad guy though just in case I need him.I've not done anything like that in 3.5, but I've got something you can use. This is in Pathfinder stats - feel free to use it as written. ^_^
** spoiler omitted **...
My group ran into this bad guy and his three buddies this past Sunday. Fortunately, my group has several players that think - or have learned to think - very tactically, and it made the difference. If they had done the "kick in the door and start stabbing" approach, 3 or 4 of them would have died in the first round, maybe two...
I will post all four stat blocks in my CoT campaign journal in the next few days as well...