Epic Pathfinder Summer Game - Need Advice / NPCs


Advice


Hey guys - tough to figure out which forum to use, so I'll just jump in here.

Quick Background:
4 long time PCs, made the day FR 3.0 came out, and played religiously until a few years ago want to brush off and update their characters to Pathfinder. Mix in a few veterans of PF, and we have a huge interest in a game aimed to start in May/June.

What I plan on using:
Everything from 3.0 until most current PF books - will be using the Epic Level Handbook for the majority of rules - heavily tweaking feats as needed.

What I need:
If anyone out there is interested in building some wicked ass bad guys to decimate a party, here is a good chance to see them used and used well.

Party Layout (so far):
LG Wizard 33 / Fighter 2 / Archmage 5 (from Faerun) ~Epic spells w/seeds
NG Ranger 10 / Fighter 10 / Tempest 10 / Whirling Dervish 10 ~26ish attacks
NG Cleric 25 / Druid 15 ~Saint
CN Ranger 20 / Gunslinger 20
CN Barbarian 30 / Legendary Dreadnought 10
LG Inquisitor 40
And one other player who has not decided - other than "gnome", lol

NPC Bad Guy Wishlist:
Any appropriate CR 40-50 Dragon that's got a fun gimmick
A personal antagonist to each of the PCs - around 35-40
Even something simple that focuses on 1 attack is fine (and easy to run)
Please avoid straight casters - I got that covered
Creative combos of Races/PrCs/Templates welcomed!

*Rules/Gear: level 35-40/CRs in the 40s-50s
*ANY books from 3.0 until now
*Please no gods/demi gods (that was our last campaign)
*Minor Artifacts okay, limit 1
*Weapon cap at +11, Armor cap at +15
*For sake of ease in running, stay away from short, 1 time use items (even "Wish", because I am an evil DM, and I love wishes)
*assume unlimited gold at these levels

NPCs that I plan on making personally:
a General, from Book of nine Swords, kensai
40 Hexblade lieutenant
End boss being a Draco-Demi-Lich Saint Cleric of Tiamat

General Campaign Info:
A World Will be Under Attack (think invasions like in Chronicles of Riddock)
Save the World
Lead Assault on Bad Guy - this will be the dracolich stronghold *probably* on an abyssal plane

Post any questions/bad guys/experience with converting to Epic Level!

Silver Crusade

Your Wizard's personal antagonist
Anti-Paladin Profane Hunter (mix Divine Hunter with Antipaladin) Insanely high saves, covers the sky in Smite Good arrows, take tones of crit focus feats with bow and a falcion and maybe add Radiant Charge.

Toss enough Sorcerer levels to use Teleportation and drive him nuts lol.


Update #1
Feat Progression updating ELH feat progression from every 3 levels to the PF ever 2 - netting 6 more feats.

General
Crusader 20 / Fighter 15 / Legendary Leader 5
(White Raven maneuvers, Leadership, Epic Leadership, Legendary Commander [roughly 56k 1st level followers)

Lieutenant #1
Ninja 15 / Sorcerer 10 / Daggerspell Mage 10
Work in progress

Lieutenant #2
Ranger 20 / Black Blood Hunter 10
Lycanthrope (probably wold), specializing in Vile damage (the bane of all epic characters!)

Female Consort / Bodyguard to the BBEG
Hexblade 25 / Platinum Knight 10 (converted to 'Chromatic')
Huge saves, 20% miss chance aura, -6 curse (going to augment with feats, might not seam like much, but its amazing)

After reviewing much of the feats in the ELH, they are on par with many high level feats from PF - its the magic that's gonna get me ><

@P33J - I love it! Feel like writing one up? =P

Silver Crusade

I've never played an RPG other than pathfinder and I've only been playing for 9 months. I can give you a concept, but the actual stat blocking is best reserved for those who know their crunch.

That said, I'll take a stab at it this week and give something you can laugh at, you're at level 40 right?

Silver Crusade

Here's what I would suggest 19 levels of Anti-Paladin Divine Hunter (you just swap out the relevant class abilities). The Paladin Capstone doesn't really give you anything against your Wizard.

1 Level of Black Blooded Oracle (now your Anti-Paladin lay-on hands cures you as a swift action).

20 Levels of Inquisitor with the Travel Domain (now you can teleport 200 feet/day as a move action).

Pick up a ring of continuation and a ring of evasion, now if you make any saves, you're not harmed at all (Stalwart is evasion for Fort and Will), you'll be limited to Medium Armor, but you're not really worried about Armor any way.

So you attack, immediately activating Smite Good, Judgements and Slayer,

Your attacks get to add your Charisma Modifier to your attack rolls, you add +6 for your Justice Judgement (you can use all the judgements at once if you like haha) use Greater bane for an additional +2 to attack as well.

Then you roll damage By now you've probably got a 20 in STR, so you've got a Composite (STR 5) Longbow with all your awesome enchantments on it and you're selected bond. You're probably at least a +5 enchantment damage so you're base damage with one shot fully loaded up would be (without factoring ammunition type or enhancements that increase damage dice:

(Bow)1d8+10+4d6+2(Greater Bane)+8(Slayer Destruction Judgement)+19(Smite Good)

So you've got 1d8+4d6+39 Damage on a single arrow, but you're not firing a single arrow, you're firing with rapid shot for 5 attacks per round, plus many shot, which is 6 attacks per round. You've probably got deadly aim up which takes away 5 to your accuracy (assuming you don't keep adding BAB after level 20. But adds 10 to damage, so no you've got 6x1d8+4d6+49 damage. Plus you're initiative will be out of this world with DEX sky high and Wisdom boosted to make your Inquisitor build solid, a Reactionary trait plus improved init and well you'll go first and be filling the sky with arrows of doom.

Silver Crusade

Backstory,

Kid was the son of a bandit, his dad was one of the first baddies your Wizard offed. Dad's bow wasn't anything to right home about, but then again, it was how he made his living, kept his kids fed, Dad wasn't really a bad guy, just a poor hunter who'd made a bad decision to fall in with some bandits for some quick coin to keep his family from starving.

When dad died, kid was sent out to look for him when he didn't come back home one night. Kid found the body, burnt to a crisp by MAGIC! He found his dad's bow and swore vengeance (not knowing dad was a bandit, thinking Wizard's the bad guy) becomes a paladin, Divine Hunter, but somewhere along the way he learns the Wizard wasn't the bad guy, but it doesn't matter he's consumed by revenge, makes a deal with a demon for some epic bow and some divine powers, falls into black/antipaladin gets blackblood as his gift from the demon, becomes and inquisitor, so he can track the wizard, now he's tracking him, he's got this epic bow, he knows the wizard is super awesome, so he knows his only chance is to get the jump on him and unleash hell with his smite powers and judgements. If he doesn't take you down in the first round or two, or gets hit by cap'n wizard, he casts expeditious retreat, uses his dimensional step ability and high tells it out of there.

So every few weeks the wizard gets bushwhacked by this guy, until there's either no escape for the pali or the Wizard starts taking the fight to him.


Thanks P33J! The backstory is awesome - what a cool way to throw the NPC at these guys. I love it!

And update on the fighter/ranger - after doing her initial rebuild/conversion to pathfinder, it's going to be 20 Ftr/10 ranger/10 dervish.

Anyone else have some fun ideas? Any old homebrew monsters/mounts lying around?

Silver Crusade

if the wizard's got cohorts, use Inquisitors for the Pali's cohorts, solo tactics, everybody takes a different batch of teamwork feats and creates synergy via solo tactics


There are a lot of Leadership/Epic Leadership/Legendary Commander feats in play already. Trying to balance the scaled on both ends is going to end up with 200,000+ level ones (minions!)

So, either a war encounter, or something like the Deathwing encounter from WoW (if you are familiar with that).


For the 'Saint', let's give him/her a polar opposite.

Neutral Evil Emberkin Aasimar Abyssal Sorcerer 20 / Darkfire Adept 10 / Diabolist 10

I hate to break your rule about straight casters, but...this was too good to throw against your 'Saint', especially with those druid levels.

Backstory:
When the very universe curses your existence, some people fight against it. But there are a few who take that curse and shape it to there own ends. This villain would be pitied, her mother carrying the seed of heaven while the father a tint of the 666 layers of the abyss. When the villain was born, she took the life of her mother.

Her magic coming from the abyss, fighting his/her celestial heritage drives the villain to seek out darker powers. The villain makes a pact with an agent of Asmodeus, and her powers grow darker. Paladins attempt to slay the villain only to be destroyed by the villain's pets, or a planar rupture the villain creates. The planar ruptures corrupt the land and nature itself. The villain sacrifices each noble soul slain to Asmodeus. The planar ruptures grow in power with each soul sacrificed, and the world grows closer to the Nine Hells.

If you want, I can stat you up a full sheet. Hehe, this evil character was fun to build!


Ganny please do!

This is basically what I am asking for in this thread - crowd sourcing the work on making bad ass epic NPCs =)


if the PCs have anywhere near the number of magic items they should at this point, it's probably going to be difficult to challenge them. the best way IMO is to use "it just happens" abilities. the other thing to remember is that scrying, movement (planar travel and teleportation), and negating an enemy's abilities are extremely potent abilities.

for instance, the Hidden Master ability that level 20 ninjas get is just straight invisibility. true seeing can't see through it, see invisibility, nothing. my guess is only a very precisely worded "wish" or "miracle" spell would do the trick (at least that's how i would rule it). take this ability, add the "fast stealth" rogue trait and a small host of "super sneaky" abilities on top of it, and you'll be able to confound and frustrate players to no end. add the "Ring of Counterspells" ability to both rings and every non-ring slot at 1.5x the cost for being an extra affect (plus 1.5x the cost for being in the "wrong" slot) to counterspell nonsense like Fairie Fire, Glitterdust, etc. Add a Mask of Goz and a wand of obscuring mist as a backup, and the NPC should be virtually undetectable while unleashing sneak attacks upon the party at will.

(it goes without saying that attacking from range is a must with this concept)

A solid combat might beto open with a few rounds of super-invisible-ninja NPC to really draw the players' focus towards an untargettable assailant, then teleport in the rest of your bad guy army to throw off the PC's while they're busy trying to literally do the impossible.

level 20 rogue is nice as well, again for the capstone ability that once per enemy per day the rogue can force the target to make a Fort save or die after hitting with a sneak attack. unfortunately ninja is an alternate class for the rogue, so you can't multiclass between the two (unless you want to pull the "GM fiat" rule to challenge truly epic characters).

if your goal is to really get under the PCs' skin and/or make them feel challenged, and not break RAW, i'd suggest something similar to a 20 ninja/10 assassin/10 arcane caster, or just 30 ninja/10 assassin. pull all the stops, it's epic level. You're looking at a 17d6-22d6 sneak attack before any other nonsense (feats/magic/etc) is factored in. Shadowdancer could be a very nice prestige class to throw into the mix as well. in addition, the NPC should have maxxed out dex/int/charisma to the low 40s (minimum) to be a challenge if the party is built anywhere near what i'd imagine they are.

must-have magic items/abilities for the NPC: Amulet of the Planes. Amulet of Proof Against Detection and Location. Quickened Dimension Door at will (on an item similar to Cloak of the Mountebank, use-activated as swift action, cost: 240k). Freedom of Movement. Continual haste on an item (cost: 240k gp). Rings of Counterspelling x2 (one with dispel magic, the other filled with greater dispel magic), in addition to "Counterspelling" on as many items as possible. Mask of Goz (added to a pre-existing head slot item), wands/staffs of fog cloud / solid fog / obscuring mist / etc.

The Blackfire Adept suggestion is very good as well. The level 10 "Riftward Breaching" ability is a really nice way to avoid scry-and-die, as well as mitigate the PCs from summoning extra help via Summon Monster/etc.

edit: Oh, right, cash isn't an issue. +5 stat books to all stats, +6 str/con/dex belts, +6 int/cha/wis hats, etc. if the level 35 lieutenants and level 40-45 captains/BBEG can't one-shot or two-shot a level 20 character, something is wrong. i'd recommend statting out a level 20 fighter to use for comparison. for instance 6d8+24d6+294 isn't bad for like level 24, but you shouldn't need to use Smite Good to get there at level 35 and any BBEG at that level should already have a 30-35 strength at a minimum. (look at pit fiends, CR 20. if your BBEG stats are lower than a pit fiend, something is wrong. if your level 35ish BBEG can't destroy a pit fiend in under 3 rounds, preferably under 2 full rounds, something else is wrong =)


one last thought for a wicked trap.

if you go with 20 ninja/20 wizard, you could use a high level illusion spell (like mislead or Super Major Image or whatever its called) along with Hidden Master to have the illusion appear to cast the level 9 Gate spell. it wouldn't fool True Seeing, but since characters aren't entitled to will saves for illusions until they actually interact with the illusion, you could trick any PCs who lack TrueSeeing into following the "bad guy" through planar gates into very nasty areas.

If you want to get really mean, have the party "save" a low level NPC that you plant in their path before the above listed trick. then while you are still ultra-invisible via Hidden Master, use a Silenced Magic Jar to take over the "rescued" NPC. have the NPC follow the party through the planar gate, then cast Widened Antimagic Field, which would be centered on the NPC. Dismiss the Magic Jar as a free action, dismiss the Gate as a free action, and leave the party in a 20' radius no-magic area for 200 minutes in the 9th layer of the Abyss. Their only options would be to stay 20' away from the helpless, innocent rescued NPC in an evil, deadly plane (which could justify some fast alignment changes), or to keep near the NPC and lose the use of all their great magic items while fighting high CR demons/devils who still keep their natural ability scores, natural attacks, natural armor, etc.


Very nice work dude!

I'm definitely gonna use this guy - i'll have to see about use those tricks tho.

I had to talk one of my players out of making a tarrasque w/monk levels - but I think he was only really joking.

Rest of them are still kind of messing around, except the wizard and the fighter/ranger, they are about finished.

We decided on using the Pathfinder rules for "free" spell slots above 9th level when taking wizard levels, therefor freeing up a few feat slots from taking Improved Spell Capacity.

Also, would like a ruling on the Devastating Critical epic feat - "Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + ½ your level + your Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.). "

I don't think any of the "main" bad guys are going to hurt from this - we use the rolling a 1 is a -20. But some caster bad guys might get hurt.


What sort of ruling? Seems pretty straight forward to me, Fort save or die.

That said death for a Epic, 20 something, spellcaster (nevermind a 35+) is a momentary speed bump at best I would think, unless you have some sort of house rule (or adventure set up) involving being permanently/semi-permanently killed i.e. no True Resurrection or the like or some sort of automatic delay in the return to life (spend at least 24 hours reforming your corpse then a bit more time returning to life etc.) And that's without considering Epic spell effects or Divine interactions Epic character sorts might have, particularly when pushing 40 or more.

In turn this makes Devastating Critical mostly a minion killer at best, useless at worst vs their main foes (assuming the boss sorts don't have any interest in intervening in their minions incapacitation/death).

Quote:
I had to talk one of my players out of making a tarrasque w/monk levels - but I think he was only really joking.

A 'Paragon' TMNT?


Goregutz, the Dwarven Lord of Orcs

After a troubling run-in with a succubus, the half-orc barbarian Goregutz died and was reincarnated by his druid friend, a Vanara. Long story short (pardon the pun) he is now a Dwarf. With literally nothing to lose, and everything to prove, Goregutz swore to himself that he would become the leader of the scattered Orc tribes, or die drowned in the blood of his opponents. He traveled to Hell and back (literally). He fought undead dragons. He scaled a creature as big as a small mountain and then cut his way though it's ear-canal and into it's brain where he single-handedly slew the ungodly beast. He succeeded.

Basically he is a STR and CON monster with one level of Alchemist for the mutagen/large size. Take the Invunerable Rager Archetype and add Raging Vitality + Raging Brutality for maximum fun. He uses a Greatsword. CHA and AC are his drop stats (no really, all he does is tank with DR/- and rage cycling to get the most out of the Flesh Wound rage power). I have no experience building such high level characters, so I'll leave the rest to you.

His starting stats are:

STR 17
DEX 10
CON 16
INT 11
WIS 10
CHA 7

Flavor wise, he always carries around a large mantle on his back which is made out of pointed stick which house the skulls of powerful enemies he has slain. Though brutish, he is very intelligent and is a very deductive reasoner. He does not think things through when caught up in the moment, and has a tendency to act without thinking in the heat of battle, but outside of that he is very calm and calculated (almost like a... Barbarian?) Though aligned CN, he sides with good over evil if given the chance.

Hope you like him.


Combining PF and 3.0? And at epic levels? Oooh! Ohhh! Pick me! Pick me!

anyhoo, I got some old 3.0 chars that you can mine for ideas.

The Juggernaut.
A great bodyguard, initiator or reoccurring boss (due to tankiness)
Originally was Barbarian 20, troll bloodline 2, then legendary dreadnought the rest.
Specifics, he was a boar totem barbarian human with the troll bloodline, he would focus on grappling and unarmed strikes and be largely defensive. He wore mithiral full plate and by epic levels took Improved Dr and Fast healing epic feats. because of his troll heritage, fast healing was doubled and barbarian + legendary dreadnought + Damage reduction feat ment he had quite decent DR. At Lvl 31 he had fast healing 18 and Dr 18. Pretty good for then, and ya, I based him off of the Juggernaut from X-men ^-^

Revised I would suggest you change him to an Invulnerable rager with the stalwart feats, take renewed vigour and regenerative vigour powers along with fast healer feat. Combine it with double heal rate from the troll bloodline and you are looking at 18d8 + 3x con as a standard and 12 +con fast healing every turn. Add in any Fast healing epic feats and you are looking at quite significant passive healing. Main problem will be loss of ragecycling :P Also take superstition, ghost rager, and human favoured class bonus to really beef up the saves. add in a courageous weapon and it becomes ridiculous. at lvl 40 you might be looking at somewhere around 40. 12 for levels, 12 for favoured class, 11 for Superstition, 1 for trait :P, say +4 for courageous (+8 enchant), and +6 for cloak of resistance. 1 for 1 per level is good and fort will be even higher. High DR, High saves, large passive healing, and huge hp pool will make you incredibly difficult to take down. You also have plenty of feats/powers to focus on your offence of choice, Beast totem for pouncing, hive totem and grappling, come and get me and dazing assault, or just straight up 2 hander ;p

Quick recap
Invulnerable barbarian 37, troll bloodline 2, unbreakable fighter 1
human, finding haleen trait
Feats, stalwart, improved stalwart, fast healer, combat expertise, toughness, raging vitality +4 feats
Epic feats, Damage reduction (x2), Fast healing (x2), improved combat reflexes?, +5 ish feats
Powers, Renewed vigour, regenerative vigour, superstition, ghost rager, improved dr (x3), +3-13 powers
You have 37 DR, 24 +con passive healing and 40 saves.
That fighter/ranger doing 26 attacks looses 962 damage on a full attack :D

next one in new post :P Its going to be an anti-spellcaster. (who doesn't like shutting down spellcasters high level ;)

Edit: @Swiftblade, Flesh wound is almost useless. Let me show you why. lets say you take 50 damage, the dc for this is therefore 50. at level 40, your basic fort save is something like 24. Therefore you need to roll a 26 on the d20 to pass it... AT LEVEL 40! Add in other bonuses like robe of resistance (+6), con score of 30 (+10), feats (say +6, being generous here) and your base fort save is now 46, so now you only need a 4. Congrats you blocked arrow 1 of 10 coming downwind. now lets actually take an attack you might expect at lvl 40, say a Devastation Spider, hitting for 18d10 +19, so average 114 damage. Dc 114... you need a base fort save of 94 just to have a chance of blocking it... Good luck.

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