| Mark Hoover |
So, my party is going to run afoul of a worg in the next game. Said worg (or another, if things don't go well) will develop over the next few sessions into a major villain, having been transformed by a trip into the First World.
I'm thinking of applying the 3rd party Feyblood template that's on the SRD. I'm also thinking of making it a witch with the white haired witch archetype. Don't have the build right here in front of me but will post if there's a need/interest.
Please help with suggestions for feats. It's a CR 5 (worg + template + witch 3). The beast focuses mostly on ice spells and is all about stalking invisibly until it thinks the party's absolutely worn down, then melee focusing on 1, maybe 2 targets at a time.
| Mark Hoover |
Unseelie Worg
CR 5
XP 600
Male unseelie worg warlock (white-haired witch) 3
NE Medium magical beast (feyblood)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
HP 39 (4d10+3d6+7)
Fort +7, Ref +13, Will +5
DR 5/silver, resistance to cold 5
OFFENSE
Speed 50 ft., hair 5 foot reach
Melee bite +9 (1d6 plus trip), hair +9 (1d4+4 plus grapple; CMB +9)
Special Attacks constrict (1d4+5)
Spell-Like Abilities (CL 5th)
At will—invisibility
3/day—ghost sound, silent image
1/day—alter self, darkness, magic mouth, sleep (DC 12)
Spells (CL 3rd)
2nd – false life, frost fall (DC 16)
1st –chill touch (DC 15), icicle dagger, mage armor, unshakable chill (DC 15)
0th – daze (DC 14), guidance, resistance, touch of fatigue (DC 14)
Patron winter
STATISTICS
Str 10, Dex 19, Con 13, Int 17, Wis 6, Cha 12
Base Atk +5; CMB +10; CMD 15 (19 vs. trip)
Feats Agile Maneuvers, Two Weapon Fighting, Weapon Finesse
Skills Acrobatics +10, Perception +8, Stealth +10, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Aklo, Common, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ witch’s familiar (an Alloroka named Friegusz; a fey fox that can stand on hind legs and has hands)
Combat Gear Amulet of Fatiguing Frost (3 times/day use touch of fatigue at Close range as a breath weapon), Cloak of Resistance, 2 vials: liquid ice, 2 tanglefoot bags
| SmiloDan RPG Superstar 2012 Top 32 |
I don't think you need Two Weapon Fighting; both bite and hair are primary natural attacks.
Agile Maneuvers might be less than optimal, as you use your Int mod on Hair CMB. But it is still useful for the bite trip.
This might not be a big damage dealer, but it will be a really interesting combatant. I really like the synthesis of using fatigue and combat maneuvers (basically reducing your opponent's CMD by 2).
Is the DR really silver and cold iron?
I REALLY like worgs as villains. What's scarier than a big bad dog with the intellect of a human? It's not weird looking, it doesn't have weird abilities, it's just a wild animal that's as smart or smarter than you. And it's hungry and it's behind you.
| Mark Hoover |
You're standing right behind me aren't you SmiloDan?
It should be DR 5/Silver and Resistance to Cold 5 per the Feyblood template. I didn't know how 2 primary natural attacks would work but if he gets them both every round w/out having to have 2 weapon then I'll get rid of that.
You hit the nail on the noggin: he's not a damage dealer. At least, not all at once. He gets Unshakable Chill as one of his patron spells. I envision him dogging the party for a while(pardon the pun) invisibly, usint this power on one PC and slowly watching them wear down. Then at the point they actually start going toe to toe his "familiar" would hurl tanglefoot bags or deliver chill touches to hair-bound victims.
I too like worgs and have a pack of them surrounding the party's home town. As I've got a little bit of a Grimm/Fairy Tale thing going on they make perfect "big, bad wolves". The best is when they talk. Nothing seems to unnerve my players more than envisioning this thing, pacing at the edge of their campfire, and CHATTING with them as if playing with its food...
| Mark Hoover |
Oh, and one other thing to add to the low damage piece: I hope that, if given the chance, he can successfuly hold an opponent in his hair for 3 rounds. If he pulls this off said opponent will have been successfully pinned and on his attack on round 3 he can Coup De Grace as can his familar for a series of auto-crits.