Help in creating an Evil Sorcerer


Advice


If you are one of my players, turn around and walk away!

To everyone else...

I'm a newer GM. I have played some, but only martial characters, which leads to my current struggle.

For the current campaign I am running, I want to have a BBEG that is a sorcerer... Having never played a sorcerer, or even a spell caster, I was looking for advice to cook up a worthy foe for my players. I'm looking for tips on building the perfect villain, as well as using the baddie effectively against the party!

Campaign / Character Background:
We play an e6 game (so the max character level is 6, and you advance beyond 6 by earning extra feats, but no further levels). Advancing enemies beyond 6th level is generally done through templates and giving extra feats. I'm ok bending the rules for monsters and NPC's, but I don't want to go past 3rd level spells.

They fey are playing heavily into the campaign story, so I want to make the BBEG a gnome sorcerer with the Fey bloodline. I am also giving the fey template to beef up the baddie. This also gives the ability to shift into an alter ego... one the players hate with a passion. The players have already met the sorcerer (in his true form) several times, but are unaware of his power, and his evil intentions.

I wanted to go with sorcerer for the high CHA (the gnome is a master manipulator) and for the spontaneous casting (for story reasons). We are getting closer to the time when the players are going to find out that they are being manipulated, and will eventually have the big grand showdown.

I feel confident with the story side of things, but want the eventual showdown with the BBEG to be an interesting and challenging fight once they hit the epic portion of the campaign (level 6 with 5-10 bonus feats).

BBEG so far:

Male Gnome Sorcerer 6
NE Small Fey ((Humanoid), Gnome)
Init +6; Senses Low-Light Vision; Perception +3
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DEFENSE
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AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 48 (6d6+12)
Fort +5, Ref +6, Will +8
Defensive Abilities Defensive Training; DR 5/cold iron; Resist +4 to Will saves vs Mind Affecting effects, cold 10, electricity 10
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OFFENSE
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Spd 20 ft., Flight (30 feet, Good), Long Step (60 feet)
Melee +1 Bane (Human), Vicious Dagger +7 (1d3+1/19-20/x2) and
. . +1 Spell Storing Bone Dagger +7 (1d3-1/19-20/x2) and
. . Unarmed Strike +6 (1d2/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Dancing Lights (3/day), Deep Slumber (1/day), Entangle (1/day), Faerie Fire (1/day), Ghost Sound (1/day), Glitterdust (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 6, +6 melee touch, +6 ranged touch):
3 (4/day) Major Image (DC 20)
2 (7/day) Hideous Laughter (DC 22), Alter Self (DC 18), Mirror Image (DC 19)
1 (8/day) Silent Image (DC 18), Enlarge Person (DC 17), Color Spray (DC 18), Grease (DC 17), Entangle (DC 17)
0 (at will) Mending, Read Magic (DC 16), Mage Hand, Daze (DC 20), Light, Prestidigitation (DC 16), Ghost Sound (DC 17)
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STATISTICS
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Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 22
Base Atk +3; CMB +2; CMD 14
Feats Eschew Materials, Great Fortitude, Greater Spell Focus: Enchantment, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus: Enchantment, Toughness +6, Weapon Finesse
Skills Acrobatics +6, Bluff +11, Diplomacy +8, Fly +13, Intimidate +10, Knowledge (Arcana) +10, Knowledge (Nature) +10, Linguistics +4, Perception +3, Profession (Torturer) +8, Spellcraft +12, Stealth +10, Use Magic Device +15
Languages Aklo, Elven, Gnome, Goblin, Halfling, Other Language, Other Language, Sylvan
SQ Change Shape: Human (Su), Fey, Hatred +1, Illusion Resistance, Laughing Touch (9/day) (Su), Woodland Stride (Ex)
Combat Gear +1 Bane (Human), Vicious Dagger, +1 Spell Storing Bone Dagger; Other Gear Handy Haversack (empty)
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SPECIAL ABILITIES
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+4 to Will saves vs Mind Affecting effects (Ex) You get +4 to Will saves against Mind Affecting effects.
Change Shape: Human (Su) You can change into a specific individual of another form.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Flight (30 feet, Good) You can fly!
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Laughing Touch (9/day) (Su) Melee touch attack leaves target able to take only move actions.
Long Step (60 feet) (Su) Every 1d4 rds, can teleport up to listed distance as a move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Woodland Stride (Ex) Move through undergrowth at normal speed.

I'm thankful for anyone who has ideas, thoughts, or critiques.


Quick note why the Spell like ability for prestidigitation/ghost sound and the 0 level spell of the same name? The only reason I would do this would be if it was a bloodline or inharent power for the char. (I have not looked it up yet)
you should look at adding poations/scrolls of mage armor/protection to boost the armor class/ defenses a bit.

Will think about this and see what else I come up with

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The thing about e6 is that while players shouldn't be allowed to advance beyond level 6, you should ignore that rule for villains. Then you can still use the CR guidelines. You can make him a level 9 Sorcerer and give him some low level minions (say two CR 3 fey or elementals) to make a damn tough CR 10 encounter. Assuming your PCs are level 6 with a few bonus feats under their belt someone might die, but it's not unwinnable.


The Shadow Gambit feat will give this fellow the option of doing some damage too.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I had no idea that feat existed. Next character is an illusionist for sure.


VRMH wrote:
The Shadow Gambit feat will give this fellow the option of doing some damage too.

I didn't know it existed, either. That is certainly getting added.

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