| Borthos Brewhammer |
So after reading a bunch of things on these boards, I wish to create the BBEG who is a force specialist. I need some help though. I'm gonna make him a level 10 wizard force specialist. What are good options for spells known, for homebrew spells, for magic items for him, etc? Never built a BBEG wizard before.
| Thazar |
Basically it depends on how far you want to go with the whole force thing. But the EFS is an Immediate action so you can put that up right after casting a spell. It is also dismissable so you can drop it as a free action.
You start each round like this.
Drop EFS
Cast Spell
Raise EFS
Combine this with Stoneskin, Displacement, Fly, Mirror Image, etc to keep your caster alive and then use whatever spells you like for offense. Feeblemind for casters, Resilient Sphere on the healers, and wall of force to break up the party. Then try and pick them off one by one.
Without knowing you group it is hard to say what is overkill and what is not. You want to make it a challenge but you do not want to get a TPK. ;) or do you?!? :D
| Borthos Brewhammer |
Basically it depends on how far you want to go with the whole force thing. But the EFS is an Immediate action so you can put that up right after casting a spell. It is also dismissable so you can drop it as a free action.
You start each round like this.
Drop EFS
Cast Spell
Raise EFSCombine this with Stoneskin, Displacement, Fly, Mirror Image, etc to keep your caster alive and then use whatever spells you like for offense. Feeblemind for casters, Resilient Sphere on the healers, and wall of force to break up the party. Then try and pick them off one by one.
Without knowing you group it is hard to say what is overkill and what is not. You want to make it a challenge but you do not want to get a TPK. ;) or do you?!? :D
Well it's a group of 2 newbies and 2 kind of experienced. And I use "kind of" lightly. The 2 experienced ones are a ranger and a cleric, the newbies are a rogue and the other has yet to roll up cause he's in Mississippi.
I'm planning on this guy being the bad guy for the campaign, introducing him probably in the next session during the great battle with the Badger King.
I'm planning on them not fighting him now, but with this group, they might anyway, so he'll beat them, scare them, w/e. Don't want a TPK but a hard fight
| Sylvanite |
There was some good stuff in 3.5 for doing this. I don't know if you are playing with it or not, but you could steal ideas from it. I would check Complete Arcane for the Argent Savant. Also, the spell compendium had some cool force spells in it. I was a fan of Manyjaws even though it was not the most powerful thing ever. Races of Dragon had some fantastic sorcerer only force spells, but you could just give them to your wizard.
However, I would personally give him unique spells (which are one of the coolest rewards EVER and not used enough in games I have played). Advanced forms of the Mage Armor and Shield spells.
- Like, a version of Mage Armor as a 4th level spell that only lasts 10 min/level but is worth +6 armor and also has other abilities (possibly along the lines of some damage reduction, energy resistance, miss chance, bonuses to saves, grants a certain defensive feat etc....just pick a couple that you like).
- An advanced for of Magic Missile would be cool as a 3rd level spell. (Increased damage per missile with a reflex save or be knocked prone, but caps at 3 missiles....an even higher level version could shoot one bigger missile that had higher damage and a save vs. stun or daze) I think customized magic missile spells will be where it's at for your BBEG in terms of damage and some crowd control.
- A shield spell along the lines of the improved mage armor suggestion. Let it provide other abilities to make it worth the higher slot.
- Have your Wizard use Force beams or Orbs of Force to take out pillars and other environmental features to create some crowd control or an interesting battlefield, maybe causing things to fall on players.
- The Wand Dancer feat from Inner Sea Guide would allow you to do spring attack with spells, which could be interesting if he is hopping around behind strategically places walls of force or the like. Plus, his custom spells could be in there, so that way when the players win they only get as much access to the spells as you have left in the wands he uses....just have his spellbook be hidden or inaccessible. Though, if you have wizard players they will find it really cool to discover unique spells.