Help me tweak my bad guys


Advice


So I'm building some bad guys for an upcoming adventure. Most of them were built trying to make a class/concept work. Most of these guys will be fighting along side some oni (ogre magi and tweaked rakshasa), though survivors of initial battles will be fighting together against the PCs.

Dual-Weapon Fighter

Spoiler:
DUAL FIGHTER CR 14
Male Human Fighter (Weapon Master) 15
LN Medium Humanoid (Human)
Init +7; Senses Perception +17
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DEFENSE
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AC 33, touch 17, flat-footed 30. . (+13 armor, +1 shield, +3 Dex, +2 natural, +4 deflection)
hp 184 (15d10+75)
Fort +19, Ref +15, Will +13
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OFFENSE
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Spd 20 ft.
Melee +3 Corrosive, Shock Sword, Two-Bladed +29/+24/+19 (1d8+18/1d8+18/17-20/x2) and
. . +3 Defending Sword, Two-Bladed +31/+26/+21 (1d8+21/17-20/x2)
Special Attacks Deadly Critical: Sword, Two-Bladed (1/day), Reliable Strike: Sword, Two-Bladed (3/day), Weapon Training +4: Sword, Two-Bladed
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STATISTICS
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Str 20/24, Dex 16/20, Con 16/20, Int 7, Wis 14, Cha 7
Base Atk +15; CMB +22; CMD 39 (43 vs. Disarm43 vs. Sunder)
Feats Bleeding Critical, Blind-Fight, Combat Reflexes (6 AoO/round), Critical Focus, Double Slice, Exotic Weapon Proficiency: Sword, Two-Bladed, Greater Weapon Focus: Sword, Two-Bladed, Greater Weapon Specialization: Sword, Two-Bladed, Improved Critical: Sword, Two-Bladed, Improved Two-weapon Fighting, Lunge, Power Attack -4/+8, Staggering Critical (DC 25), Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Sword, Two-Bladed, Weapon Specialization: Sword, Two-Bladed
Traits Indomitable Faith, Reactionary
Skills Acrobatics +17, Climb +4, Escape Artist +2, Fly +2, Perception +17, Ride +2, Stealth +2, Swim +4
Languages Common
SQ Weapon Guard +4: Sword, Two-Bladed (Ex)
Combat Gear +3 Corrosive, Shock Sword, Two-Bladed, +4 Fortification, Light, Glamered Mithral Full Plate, +3 Defending Sword, Two-Bladed; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +4, Cloak of Resistance, +5, Ring of Protection, +4
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SPECIAL ABILITIES
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Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Deadly Critical: Sword, Two-Bladed (1/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Lunge -2 to AC for +5' reach
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Reliable Strike: Sword, Two-Bladed (3/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Staggering Critical (DC 25) Critical hit staggers target
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Guard +4: Sword, Two-Bladed (Ex) +4 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +4: Sword, Two-Bladed (Ex) +4 to hit and damage with your chosen weapon.

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Master Chymist

Spoiler:
DR JEKYLL CR 14
Male Tiefling Alchemist 7 Master Chymist 8
LE Medium Outsider (Native)
Init +4; Senses Darkvision (60 feet); Perception +18
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DEFENSE
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AC 24, touch 17, flat-footed 20. . (+7 armor, +4 Dex, +3 deflection)
hp 138 (8d10+7d8+45)
Fort +15, Ref +17, Will +11
Resist cold 5, electricity 10, fire 5, Poison Resistance +4
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OFFENSE
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Spd 30 ft.
Ranged Bomb +18/+13/+8 (8d6+4 Fire)
Special Attacks Bomb 8d6+4 (19/day) (DC 17), Explosive Bomb
Spell-Like Abilities Darkness (1/day)
Alchemist Spells Known (CL 12, 18 melee touch, 17 ranged touch):
4 (4/day) Stoneskin, Spell Immunity, Freedom of Movement
3 (5/day) Elemental Aura (DC 17), Haste (DC 17), Arcane Sight, Fly, Thorn Body
2 (6/day) Resist Energy, Resist Energy, Blur (DC 16), Elemental Touch (DC 16), Fire Breath (DC 16), Fire Breath (DC 16)
1 (6/day) True Strike, True Strike, Shield, Disguise Self, Enlarge Person (DC 15), Bomber's Eye (DC 15)
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STATISTICS
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Str 16/20, Dex 14/18, Con 14, Int 17/19, Wis 10, Cha 6
Base Atk +13; CMB +18 (+22 Grappling); CMD 35 (37 vs. Grapple)
Feats Brew Potion, Extra Discovery, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Step Up, Throw Anything, Toughness +15, Weapon Focus: Claw
Traits Anatomist, Bully
Skills Acrobatics +21, Appraise +8, Bluff +15, Climb +4, Craft: Alchemy +22, Escape Artist +3, Fly +7, Heal +4, Intimidate +17, Knowledge: Arcana +17, Perception +18, Ride +3, Stealth +23, Survival +4, Swim +4 Modifiers Alchemy +7
Languages Abyssal, Common, Draconic, Elven, Oni, Tengu
SQ Brutality (+4), Dual Mind (Ex), Evasion (Ex), Fast Poisoning (Swift Action) (Ex), Feral Mutagen (Su), Grand Feral Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (4/day) (Su), Greater Mutagen (Su), Mutagenic Form: Chaotic Evil (Ex), Persistent Mutagen (DC 17) (Su), Poison Use, Scent (Ex), Sticky Poison (4 uses) (Su), Swift Alchemy (Ex)
Combat Gear +3 Fire Resistance, Fortification, Light Chain Shirt; Other Gear Belt of Physical Might, STR & DEX +4, Boots of Speed, Cloak of Resistance, +4, Corrosive, Unholy Amulet of Mighty Fists, Handy Haversack (empty), Headband of Vast Intelligence, +2: Bluff, Ring of Electricity Resistance, Minor, Ring of Protection, +3
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SPECIAL ABILITIES
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Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anatomist +1 to confirm critical hits.
Bomb 8d6+4 (19/day) (DC 17) (Su) Thrown Splash Weapon deals 8d6+4 fire damage.
Brutality (+4) At 3rd level, a master chymist’s taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her mutagenic form deals +2 damage when attacking with simple weapons and natural
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dual Mind (Ex) The chymist’s alter ego gives her a +2 bonus on Will saving throws in her normal and mutagenic forms. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC; if she succe
Evasion (Ex) This mutagen functions as the rogue ability of the same name, except that it only applies in the chymist’s mutagenic form.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Grand Feral Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (4/day) (Su) At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagenic Form: Chaotic Evil (Ex) A master chymist’s mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memo
Persistent Mutagen (DC 17) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 1 hour/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Scent (Ex) The master chymist gains the scent ability in her mutagenic form.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Sticky Poison (4 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this di
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Red Mantis Assassin

Spoiler:
RED MANTIS ASSASSIN CR 14
Male Human (Azlanti, Pureblooded) Fighter 5 Red Mantis Assassin 10
LE Medium Humanoid (Human)
Init +6; Senses Perception +27
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DEFENSE
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AC 27, touch 16, flat-footed 21. . (+9 armor, +6 Dex, +2 natural)
hp 159 (5d10+10d8+75)
Fort +17, Ref +17, Will +13
Defensive Abilities Bravery +1, Fading (5/day), Red Shroud (10rounds) (5/day)
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OFFENSE
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Spd 40 ft.
Melee +1 Bane, Corrosive Sawtooth Sabre +19/+14/+9 (1d8+4/19-20/x2) and
. . +1 Bane, Shock Sawtooth Sabre +19/+14/+9 (1d8+4/19-20/x2)
Special Attacks Prayer Attack (DC 22), Sneak Attack +4d6, Weapon Training: Blades, Light
Spell-Like Abilities Mantis Doom (3/day), Summon Mantis (1/day)
Red Mantis Assassin Spells Known (CL 10, +14 melee touch, +18 ranged touch):
4 (2/day) Invisibility, Greater, Modify Memory (DC 19)
3 (4/day) Shifting Sand (DC 18), Haste (DC 18), Fly, Versatile Weapon
2 (5/day) Bull's Strength (DC 17), See Invisibility, Blur (DC 17), Mirror Image (DC 17), Darkness
1 (7/day) True Strike, Disguise Self, Enlarge Person (DC 16), Ventriloquism (DC 16), Vanish
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STATISTICS
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Str 14, Dex 19/23, Con 16/20, Int 12, Wis 10, Cha 16/20
Base Atk +12; CMB +14; CMD 33
Feats Alertness, Blind-Fight, Combat Reflexes (7 AoO/round), Defensive Combat Training, Double Slice, Exotic Weapon Proficiency: Sawtooth Sabre, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Iron Will, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Sawtooth Sabre
Skills Appraise +9, Bluff +23, Disguise +23, Intimidate +23, Knowledge: Local +19, Knowledge: Nature +9, Perception +27, Sense Motive +2, Stealth +24, Survival +8
Languages Azlanti, Common, Elven
SQ Armor Training 1 (Ex), Death Mantis Form (1/day) (Su), Mask of the Mantis, Resurrection Sense (Su), Ring of Forcefangs
Combat Gear +1 Bane, Corrosive Sawtooth Sabre, +1 Bane, Shock Sawtooth Sabre, +3 Mithral Agile Breastplate; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, DEX & CON +4, Boots of Striding and Springing, Cloak of Resistance, +5, Eyes of the Eagle, Glove of Storing, Handy Haversack (empty), Headband of Alluring Charisma, +4, Mask of the Mantis, Ring of Forcefangs, Robe of Blending
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SPECIAL ABILITIES
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +1 (Ex) +1 Will save vs. Fear
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of apportunity per round, and may make them while flat-footed.
Death Mantis Form (1/day) (Su) Polymorph into a giant mantis 1/day
Fading (5/day) (Su) At 8th level, the Red Mantis assassin can become ethereal as a free action a number of times each day equal to her Constitution modifier (minimum 1/day) for an instant as she is attacked by a weapon or is forced to make a Reflex saving throw. She mus
Mantis Doom (3/day) (Sp) At 9th level, a Red Mantis assassin may use creeping doom as a spell-like ability three times per day. This version of the spell summons swarms of venomous praying mantises, but the effects are otherwise the same as the spell.
Mask of the Mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Prayer Attack (DC 22) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (10rounds) (5/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Ring of Forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.

Note: When first added, the magic missile spell for this ring will have all its charges expended - as the ring absorbs charges, these can be un-spent.

Construction
Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

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Hellknight

Spoiler:
HELLKNIGHT CR 14
Male Human Fighter (Two-Handed Fighter) 5 Hellknight 10
LE Medium Humanoid (Human)
Init +3; Senses See in Darkness; Perception +18
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DEFENSE
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AC 28, touch 15, flat-footed 25. . (+12 armor, +3 Dex, +1 natural, +2 deflection)
hp 128 (15d10+30)
Fort +16, Ref +12, Will +9
Immune fire; Resist acid 10, cold 10, fire 30, Force of Will - Charm, Force of Will - Compulsion, Force of Will - Figment
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OFFENSE
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Spd 40 ft., Dimensional Hop (100/day)
Melee +1 Axiomatic, Shocking Burst Falchion +24/+19/+14 (2d4+13/15-20/x2)
Special Attacks Agile Feet (3/day), Lawbringer, Overhand Chop, Shattering Strike +1, Smite Chaos (4/day), Weapon Training: Axes
Spell-Like Abilities Detect Chaos (At will), Dimensional Hop (100/day), Discern Lies
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STATISTICS
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Str 20/24, Dex 13/17, Con 14, Int 8, Wis 10, Cha 12/16
Base Atk +15; CMB +22 (+27 Sundering); CMD 37 (40 vs. Sunder)
Feats Blind-Fight, Critical Focus, Furious Focus, Greater Sunder, Improved Critical: Falchion, Improved Sunder, Intimidating Prowess, Power Attack -4/+8, Staggering Critical (DC 25), Sundering Strike, Weapon Focus: Falchion, Weapon Specialization: Falchion
Skills Acrobatics +1, Climb +5, Escape Artist +1, Fly +1, Intimidate +26, Knowledge: The Planes +1, Perception +18, Ride +1, Stealth +1, Swim +5
Languages Common
SQ Aura of Law (Ex), Fearsomeness (3/day) (Ex), Hell's Knight (Su), Hellknight Armor 3 (Ex), Hellknight Domain: Travel, Infernal Armor (Su), Order of the God Claw, Pentamic Faith (Ex), Tracker (3/day) (Su)
Combat Gear +1 Axiomatic, Shocking Burst Falchion, +3 Determination Hellknight Plate; Other Gear Amulet of Natural Armor +1, Belt of Physical Might, STR & DEX +4, Cloak of Resistance, +5, Headband of Alluring Charisma, +4, Ring of Protection, +2
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SPECIAL ABILITIES
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Agile Feet (3/day) (Su) For 1r, you ignore difficult terrain.
Aura of Law (Ex) The power of a Hellknight’s aura of law (see the detect law spell) is equal to his Hellknight level.
Blind-Fight Re-roll misses because of concealment, other benefits.
Critical Focus +4 to confirm critical hits.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Dimensional Hop (100/day) (Sp) Teleport 100'/day.
Discern Lies (Sp) At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Fearsomeness (3/day) (Ex) Intimidate can cause frightened instead of shaken
Force of Will - Charm +2 (Ex) +2 save vs. charm spells.
Force of Will - Compulsion +6 (Ex) +6 save vs. compulsion spells.
Force of Will - Figment +4 (Ex) +4 save vs. figment spells.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Sunder +2 to Sunder, excess damage is transferred to the wielder.
Hell's Knight (Su) At 10th level, a Hellknight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hellknight remains within 100 feet of the weapon -
Hellknight Armor 3 (Ex) Hellknight Armor -3 check penalty, +3 max DEX.
Hellknight Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Immunity to Fire You are immune to fire damage.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Infernal Armor (Su) As long as he wears Hellknight armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, he gains the ability to see perfectly in darkness of any kind, resistance
Lawbringer (Su) Your attacks are considered Lawful for the purpose of overcoming damage reduction.
Order of the God Claw The pentomic Order of the God Claw extols variations and virtues of five lawful deities, distilling select tenets into a dogma far from any one god's faith. Although the God Claw venerates aspects of Abadar, Asmodeus, Iomedae, Irori, and Torag, it is
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Pentamic Faith (Ex) Prepare spells from many additional domains.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
See in Darkness The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Smite Chaos (4/day) (Su) +3 to hit, +10 to damage, +3 deflection bonus to AC when used.
Staggering Critical (DC 25) Critical hit staggers target
Sundering Strike Critical hit's confirmation roll is a Sunder maneuver check.
Tracker (3/day) (Su) Summon an Animal to aid you.
Weapon Training: Axes +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

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All of the above foes will have fairly intimate knowledge of the PCs and most will be able to plan their attacks. The PCs will be a human rogue/fighter, a half-elf cleric, a half-elf two-handed fighter, a human TWF rogue, a human paladin and a halfling wizard. All but the wizard also took Leadership for monstrous cohorts. The party will be level 15 when they start the adventure and are generally slightly above their calculated APL on power level (due to tactics and gear).

Any suggestions are welcome and thanks ahead of time!

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