To make a villian


Advice


Our GM is currently writing a campaign where one of us is the villian, since we want to be seriously challenged. I was selected to play the villian. Now I must create him. Unfortunately, since I will only be one guy versus at least 3, probably 4 others, I need a character that is fairly self-reliant, but still extremely combat viable. This is what I have come up with. Any help or advice would be most appreciated.

Human (Skilled, Eye for Talent)

Str 18+2racial = 20
Dex 14
Con 12
Int 13
Wis 8
Cha 15

1) Sorcerer (Draconic bloodline[Red]): Feat(Intimidating Prowess)
2) Fighter (Two Handed Fighter): Fighter Bonus Feat(Weapon Focus [Falchion])
3) Fighter (Two Handed Fighter): Feat(Arcane Armor Training), Fighter Bonus Feat(Dazzling Display)
4) Fighter (Two Handed Fighter):
5) Fighter (Two Handed Fighter): Feat(Arcane Armor Mastery), Fighter Bonus Feat(Weapon Specialization[Falchion])
6) Dragon Disciple:
7) Dragon Disciple: Feat(Leadership), Bloodline Feat(Toughness)
8) Dragon Disciple:
9) Dragon Disciple: Feat(Eldritch Claws)
10) Dragon Disciple: Bloodline Feat(Improved Initiative)
11) Dragon Disciple: Feat(Rending Claws)
12) Dragon Disciple:
13) Dragon Disciple: Feat(Improved Critical), Bloodline Feat(Skill Focus[Fly])
14) Dragon Disciple:
15) Dragon Disciple: Feat(Critical Focus)
16) Eldritch Knight: Combat Feat(Bleeding Critical)
17) Eldritch Knight: Feat(Shatter Defences)
18) Eldritch Knight:
19) Eldritch Knight: Feat(Greater Weapon Focus[Falchion])
20) Eldritch Knight: Combat Feat(Deadly Stroke)

I wanted to throw Quicken Spell, as well as the Blindfight line, in there too, but just couldn't see how to work it. Also, what kind of cohort should I get?


To be maximum nasty, i'd make either an Anti-Paladin (if you know they are going to be good), or a Wizard.

The Anti-Paladin will give you huge damage, great saves and toughness.

As a Wizard, you would be able to use planar binding spells etc to make sure you have lots of lackeys to protect you. Plus, they're the most versatile class, so you can tailor it to counter whatever they have, and use divination to keep an eye on what they're up to.


Take leadership.

Also, do they know you are the bad guy?
Are you working within the party but actually against them?

Or are you basicly playing "chess" vs. the rest of your gaming group?


I'd avoid multiclassing too much - two bases and two PrC seems like a little much. Depending on whether or not you'll have mooks when you face off against the party, and the kind of environment you fight them in, you're going to want to be, not optimized per se, but as effective as possible.


Mahorfeus wrote:

I'd avoid multiclassing too much - two bases and two PrC seems like a little much. Depending on whether or not you'll have mooks when you face off against the party, and the kind of environment you fight them in, you're going to want to be, not optimized per se, but as effective as possible.

Agreed.


Kryzbyn wrote:

Take leadership.

Also, do they know you are the bad guy?
Are you working within the party but actually against them?

Or are you basicly playing "chess" vs. the rest of your gaming group?

I do. At level 7. That's the whole reason I put his level up stuff, so you could see that.

I'm pretty sure they know, but as the GM isn't done writing it yet I'm not sure.

Mahorfeus wrote:
I'd avoid multiclassing too much - two bases and two PrC seems like a little much. Depending on whether or not you'll have mooks when you face off against the party, and the kind of environment you fight them in, you're going to want to be, not optimized per se, but as effective as possible.

While I realize that this build isn't exactly optimized, it still seems like a fairly effective build. Almost full BAB, up to 6th level spells, heavy armor (with 0% spell failure if it's mythril), flying, crits on 15, decently powerful natural attacks for if I get disarmed, extremely high strength, Intimidation effective both in and out of battle, and Leadership combined with Eye for Talent will give me a solid cohort. We're starting off at a high level, so theoretically the final confrontation won't occur until level 20.

Also, this character needs to be very rp capable, since he is the main villian and all and needs a good reason for being so. I believe that all these things make him a very viable character. And don't forget, I'll be able to hire plenty of minions/lackeys as well. I might even be allowed to use Leadership to take multiple cohorts, but our GM is still debating about that.

I would prefer if you told me what to do, rather than what not to do.


SigmaX0 wrote:

To be maximum nasty, i'd make either an Anti-Paladin (if you know they are going to be good), or a Wizard.

The Anti-Paladin will give you huge damage, great saves and toughness.

As a Wizard, you would be able to use planar binding spells etc to make sure you have lots of lackeys to protect you. Plus, they're the most versatile class, so you can tailor it to counter whatever they have, and use divination to keep an eye on what they're up to.

Both solid ideas. I've got a tiefling wizard character that I've been toying with (who's also a diviner), he would make an excellent cohort. The anti-paladin idea is very interesting as well, I'll look into that. Thank you.


Change fighter levels to Antipaladin levels, as I assume CE from Red Dragon Disciple. More fearsome, and you get full use of your Cha from Sorc/Antipal synergy, which leads to relevant saves and bypassing of DR.

Go for quicken, drop dazzling display line, you have better things to do with your actions.

Cohort = Cleric, your partner in vileness, creator of your undead army and the wildcard to bring you back when they eventually defeat you.

Assuming +6 to all physicals belt and Mithril Plate which means you should change your stat to the following:

Str - 15 (Increase by 1 with level raise, let DD and items do the rest)
Dex - 12 (You cannot benefit from more than 16 in terms of AC, but helps Initiative and Reflex)
Con - 14 (HP HP HP HP)
Int - 13 (Since I think stupid villains are stupid)
Wis - 8 (Mechanically silly, but CE dragon-antipal should be short-tempered and prone to rage)
Cha - 18 (+2 racial) (Boost on all levels but 1 for str)

Now you have a memorable engine of evil and destruction. Ideally, you should ride an undead dragon of sorts. Preferably a silver dragon zombie, to rub it into your most hated enemies' faces.


Kamelguru wrote:

Change fighter levels to Antipaladin levels, as I assume CE from Red Dragon Disciple. More fearsome, and you get full use of your Cha from Sorc/Antipal synergy, which leads to relevant saves and bypassing of DR.

Go for quicken, drop dazzling display line, you have better things to do with your actions.

Cohort = Cleric, your partner in vileness, creator of your undead army and the wildcard to bring you back when they eventually defeat you.

Assuming +6 to all physicals belt and Mithril Plate which means you should change your stat to the following:

Str - 15 (Increase by 1 with level raise, let DD and items do the rest)
Dex - 12 (You cannot benefit from more than 16 in terms of AC, but helps Initiative and Reflex)
Con - 14 (HP HP HP HP)
Int - 13 (Since I think stupid villains are stupid)
Wis - 8 (Mechanically silly, but CE dragon-antipal should be short-tempered and prone to rage)
Cha - 18 (+2 racial) (Boost on all levels but 1 for str)

Now you have a memorable engine of evil and destruction. Ideally, you should ride an undead dragon of sorts. Preferably a silver dragon zombie, to rub it into your most hated enemies' faces.

Like this idea. Still won't be able to get quicken, since the three feats I'll be losing by switching from Fighter to Anti-Pal will be that Dazzling Display line, but I still like it. I think this idea will largely depend on if the opposing party is good. We have a tendancy to play mostly Neutral characters. We shall see.


SOLIDER-1st wrote:
Kamelguru wrote:

Change fighter levels to Antipaladin levels, as I assume CE from Red Dragon Disciple. More fearsome, and you get full use of your Cha from Sorc/Antipal synergy, which leads to relevant saves and bypassing of DR.

Go for quicken, drop dazzling display line, you have better things to do with your actions.

Cohort = Cleric, your partner in vileness, creator of your undead army and the wildcard to bring you back when they eventually defeat you.

Assuming +6 to all physicals belt and Mithril Plate which means you should change your stat to the following:

Str - 15 (Increase by 1 with level raise, let DD and items do the rest)
Dex - 12 (You cannot benefit from more than 16 in terms of AC, but helps Initiative and Reflex)
Con - 14 (HP HP HP HP)
Int - 13 (Since I think stupid villains are stupid)
Wis - 8 (Mechanically silly, but CE dragon-antipal should be short-tempered and prone to rage)
Cha - 18 (+2 racial) (Boost on all levels but 1 for str)

Now you have a memorable engine of evil and destruction. Ideally, you should ride an undead dragon of sorts. Preferably a silver dragon zombie, to rub it into your most hated enemies' faces.

Like this idea. Still won't be able to get quicken, since the three feats I'll be losing by switching from Fighter to Anti-Pal will be that Dazzling Display line, but I still like it. I think this idea will largely depend on if the opposing party is good. We have a tendancy to play mostly Neutral characters. We shall see.

Not sure what you mean, but there are only two options:

- "I am using the feats lost from fighter to make sure I still get Dazzling": It takes a standard action to do it, which means it is a waste, con bleed is trivial if they have a cleric, and you do not benefit from making them flat-footed. to channel Admiral Ackbar: It's a trap. Spend the feats on Quicken Spell, Power Attack and stuff to improve saves.

or

- "I lose feats, meaning I have to give up Dazzling": One of them is Weapon Spec, which you no longer qualify for. Which is fine, as weapon spec damage is trivial at high levels.

The Antipaladin's abilities that matter works against all: Unholy Resilience (Cha to all saves), Aura of Cowardice (Penalty to fear saves), Plague-bearer (use claw and bite attacks and give them all manner of diseases). Smite Good is not all that amazing with only 4 levels, but if there IS a good guy in there, he is in for a nasty surprise. Touch of Corruption and Channel Energy will not do much, but can still be used for novelty purposes such as torture.

And of course, your sword must be a corrupted Holy Avenger ;)

I know that with the Aura of Cowardice, Dazzling Display might seem very good, but it is better to use a "Fear" spell (which the draconic bloodline gets as a bonus), and save the plethora of feats.


I like anti-paladin. They make great bad guys.
Make him undead and he can heal himself. Check out that graveknight template on d20pfsrd.com.
That having been said, they make "too focused" bad guys.

Inquisitors, however, can bane, judge and smite anyone. Take all 20 levels. Follow the most vile, CE god in the setting you play in.

Just my 2 cp.

EDIT: Even better, since its 3 or 4 guys against you, ask your DM if you can gestalt anti-paladin and inquisitor, and work towards the graveknight template.

OK...I'm making this guy for a BBEG in my game. Thanks for the idea session here ;)


If you go the Anti-Paladin route, you want to consider dropping the EK levels for either more Anti-Paladin, more Sorceror, or both.

I recommend Sorceror mostly to makeup for lost spell casting.


Hi, I´ve been doing the opposite, PAladin/Sorc/DD, and it truly rocks. Get yourself a few wands for the low lvl buffs, mirror image and blur, heroism, shield, haste. toss yourself a stoneskin and fireshield.- start the fight normaly, a few enervations, or even black tentacles to spread them out, go for the spellcasters 1st. GG

-if you can make room for quicken and spell perfection, you should be able to surprise them a bit.-


@ Kamelguru: The Dazzling Display feat line is three feats long. Dropping that would give me three free slots for feats. Switching from Fighter to Anti-Paladin would lose me three feats. Thus I have a standing balance of 0. But you're right, I forgot about not being able to get Weapon Specialization due to that, and thusly can still fit a metamagic feat.

@ Kryzbyn: Quite welcome! =P

@ Fallen_Mage: Switching EK to Sorc would grant me a grand total of 1 extra spellcasting level, and quite a bit of lost BAB as well as two feats. I don't imagine it'd be that worth it.

@ unopened: I seriously doubt I'll be able to fit enough feats to get spell perfection. Glad the good version of the idea is working though!


Actually, I would suggest going Sorc3 and Antipaladin2, since antipaladin4 gives you next to nothing worthwhile. Sorc 3 detracts one from BAB but allows you to achieve effective sorcerer progression of 14 and lv7 spells, while keeping the boost to saves, which is the main mechanical reason to Antipaladin.

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