campaign 5 part bad guy team need help building


Advice


So based on the other thread (how do you like builDing campaign)
I'm designing a 5/6 man team for baddies

First was the the dark chick I dunno it screams dervish dancer to me not sure why

Next is bezerker the two handed fighter (maybe a thunder striker?)

The master mind would be a homunculus wizard (love homunculus and wanna have fun with them)

The dragon is a two part boss once third boss (disguised as a human) maybe wizard? Then final boss as a dragon (wanting dragon to be true bbeg behind it all)

Then the big bad guy (one everyone thinks is in charge (even he thinks it)) i'm thinking paladin or antipaladin (depending on players alignments (this one will have a normal paladin complex (i'm the best not you I make rules)

Setting: not sure

main cities: undead city and capitol city (depending on alignment)

Mcguffin:soul reaver (based off raveners soul powers) and some holy sword? Depending on alignment again

Need help with stating some guys, and some fluff/ side quests, advice, working on two main swords (side stories where they come in and if pcs use them of just bbeg)

Last is how do I set them (pcs) on road to fight bbeg?


Maybe summoner instead of dd for first boss


Dragons are usually sorcerers, not wizards.

You could have the antipaladin be a grave knight as well, so that he commands undead and whatnot

What level are these guys supposed to be? Any race restrictions or anything like that?


For your casters or any enemy you want to stick around for a while, an armiger cohort/ally can work well to make them more survivable against an adventuring party.


Let's say 17-20th lvl no race/class restrictions

For the paladin/anti battle i'm thinking he sits in his throne room on his throne sending hordes of troops at the pcs until he finally has to get up and do it him self

The bezerker i'm thinking a bar bar brother of the paladin (parents liked paladin better so only attention he received was when he broke stuff) maybe a short guy with a little guy complex

The mastermind I'm thinking the PCs walk through the,house/ building bunch of little homunculus who pcs can pprobably walk through with out attacking, if they kill wizard with out killing them they swarm the PCs with the "champion homunculus" the wizard created for his defense

so when they defeat the engineer boss he traps his soul in his homunculus (a beast bonded witch can do it) so maybe the homunculus boss is a witch?

Anyway the (which? Wizard) boss in the homunculus shoes up for final show down along with others


Here is a dervish dancing drow noble
She is kind of weak imo, but if you give her time to buff and/or more gold, she could be a pain in the ass

Drow noble:

Drow Noble CR 17
XP 102400
Female Drow, Noble Bard (Dervish Dancer) 17
CE Medium humanoid (elf)
Init +12; Senses darkvision 120 ft., low-light vision; Perception +26
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Defense
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AC 36, touch 23, flat-footed 28 (+9 armor, +8 Dex, +4 natural, +4 deflection, +1 insight)
hp 199 (17d8+119)
Fort +16, Ref +22, Will +20; +2 vs. enchantments, +4 vs. bardic performance, sonic, and language-dependant effects
Immune magic sleep; Resist elven immunities; SR 28
Weakness light blindness
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Offense
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Speed 60 ft.
Melee +4 corrosive burst scimitar +24/+19/+14 (1d6+24/15-20/×2+1d10 acid+1d6 acid)
Ranged +2 adaptive composite shortbow +26/+21/+16 (1d6+7/×3)
Special Attacks bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, battle dance: inspire courage, battle dance: inspire greatness, battle dance: inspire heroics
Spell-Like Abilities
Constant—detect magic
At will—dancing lights
At will—deeper darkness, faerie fire, featherfall, levitate
3/day—quickened
1/day—dispel magic, divine favor, suggestion
Bard (Dervish Dancer) Spells Known (CL 17th; concentration +23):
6th (3/day)—greater scrying (DC 22), project image (DC 22), dance of a thousand cuts
5th (5/day)—greater heroism, greater dispel magic, shadow walk (DC 21), greater bladed dash
4th (5/day)—cure critical wounds, dimension door, dominate person (DC 20), greater invisibility, freedom of movement
3rd (6/day)—glibness, cure serious wounds, haste, scrying (DC 19), dispel magic, good hope
2nd (7/day)—heroism, invisibility, alter self, silence (DC 18), mirror image, glitterdust (DC 18)
1st (7/day)—timely inspiration (DC 17), saving finale (DC 17), undetectable alignment (DC 17), anticipate peril (DC 17), disguise self, cure light wounds
0 (at will)—know direction, mage hand, detect magic, read magic, ghost sound (DC 16), prestidigitation (DC 16)
--------------------
Statistics
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Str 13, Dex 27, Con 20, Int 12, Wis 18, Cha 22
Base Atk +12; CMB +13; CMD 36
Feats Dervish Dance, Great Fortitude, Improved Critical (scimitar), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (), Toughness, Weapon Finesse
Skills Diplomacy +13, Intimidate +22, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +6, Knowledge (planes) +9, Knowledge (religion) +9, Perception +26, Perform (dance) +34, Spellcraft +17, Stealth +22, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ battle dance, battle dance: leaf on the wind, battle dance: rain of blows, battle dance: razor's kiss, dance of fury, fleet, jack of all trades: class skills, jack of all trades: trained skills, poison use, well versed
Combat Gear Ring of counterspells, Runestone of power (1st level) (1/day), Runestone of power (2nd level) (1/day), Runestone of power (3rd level) (1/day), Dragon bile (5); Other Gear Celestial armor, +2 Adaptive Composite shortbow (Str +0), +4 Corrosive burst Scimitar, Amulet of natural armor +4, Belt of physical might (Dex & Con +6), Cloak of resistance +4, Handy haversack (empty), Headband of mental prowess (Wis & Cha +6), Ioun stone (dusty rose prism), Ring of protection +4
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Special Abilities
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Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (6 targets) (DC 24) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +5 (Su) +2 competence bonus for one ally on a skill check.
Battle Dance (swift action) (42 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Battle Dance: Inspire Greatness (Su) Grants self 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Battle Dance: Inspire Heroics (Su) +4 to saving throws and +4 to AC for one ally.
Battle Dance: Leaf on the Wind (Su) Standard action to start/maintain, gain bonus to AC, Ref, & heal 1hp/bard level.
Battle Dance: Rain of Blows +4 (Su) Gain dodge bonus to AC, Ref saves & extra attack as haste.
Battle Dance: Razor's Kiss (Su) All attacks with manufactured weapons count as Improved Critical.
Dance of Fury (Su) Move speed and make full attack. Must move 5 ft between attacks.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Fleet (+30') (Su) Gain an enhancement bonus to speed when battle dancing.
Jack of All Trades: Class skills (Ex) All skills become class skills.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Deeper Darkness) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Ring of counterspells Counters this spell when it's cast on you.
Spell Resistance (28) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

EDIT: Updated to level 17. Quicken deeper darkness is nice, plus a lot of very powerful buff spells. If you caught her unaware, she is pretty easy prey but if she scrys you she would be ready.


Alright it's official evil pcs good guy bosses so paladin not antipaladin (main one it affects)

Guess it would effect motive too

The bad pcs go to capitol city to "spy" it to assassinate the king (paladin) and his "secret service" get in the way. Could bee a good dragon trying too stop the evil PCs withput revealing his true nature (because dragons are rare)

As for dragon being "man behind the man" what about a advisor sorcerer are there any archetypes that are advisor ish

Or it could just really be a sorcerer and not connected to dragon at all

@cwheezy that's a cool build she would probably have more money than normal too (I like,my npc's to have PC gold for boss battles)


The drow I posted actually has pc wealth for level 17, It is sad that no undead, although bad guy vs bad guy can be fun

Here is a paladin man:

Spoiler:

King Paladin CR 17
XP 102400
Male Human Paladin 18
LG Medium humanoid (human)
Init +8; Senses Perception +16
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Defense
--------------------
AC 41, touch 19, flat-footed 37 (+12 armor, +6 shield, +4 Dex, +4 natural, +4 deflection, +1 insight)
hp 211 (18d10+108)
Fort +29, Ref +24, Will +25; +2 vs. death
DR 5/evil; Immune aura of righteousness, charm, compulsion, disease, fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee light shield bash +21/+16/+11/+6 (1d3+17/×2) and
+5 holy longsword +26/+21/+16/+11 (1d8+22/19-20/×2+2d6 vs. Evil)
Ranged +2 adaptive composite longbow +20/+15/+10/+5 (1d8+19/×3)
Special Attacks aura of faith, Channel Energy 9d6, smite evil
Spell-Like Abilities
At will—detect evil
Paladin Spells Prepared (CL 15th; concentration +23):
4th (4/day)—holy sword, death ward, king's castle (DC 22), litany of vengeance
3rd (4/day)—dispel magic, magic circle against evil, good hope, litany of sight
2nd (5/day)—martyr's bargain, martyr's bargain, resist energy, litany of righteousness, paladin's sacrifice (DC 20)
1st (6/day)—protection from evil, lesser restoration, divine favor, divine favor, bless weapon, grace
--------------------
Statistics
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Str 25, Dex 18, Con 18, Int 12, Wis 10, Cha 26
Base Atk +18; CMB +22; CMD 44
Feats Combat Reflexes, Deadly Aim, Fey Foundling, Greater Mercy, Improved Initiative, Leadership, Power Attack, Toughness, Ultimate Mercy
Traits seeker
Skills Acrobatics +3 (-1 jump), Appraise +2, Bluff +9, Climb +6, Diplomacy +22, Disguise +9, Escape Artist +3, Fly +3, Heal +5, Intimidate +9, Knowledge (nobility) +11, Knowledge (religion) +11, Perception +16, Ride +3, Sense Motive +14, Spellcraft +15, Stealth +3, Survival +1, Swim +6
Languages Common, Elven
SQ aura of courage, aura of good, aura of justice, aura of resolve, divine bonds (weapon [4/day]), lay on hands, mercies (mercy [cursed], mercy [diseased], mercy [exhausted], mercy [fatigued], mercy [paralyzed], mercy [poisoned])
Other Gear Celestial plate armor, +5 Light steel shield, +2 Adaptive Composite longbow (Str +0), +5 Holy Longsword, Amulet of natural armor +4, Belt of physical perfection +6, Boots of speed (10 rounds/day), Cloak of resistance +5, Goggles of night, Headband of alluring charisma +6, Ioun stone (dusty rose prism), Ioun stone (pale green prism), Ring of freedom of movement, Ring of protection +4, 476 GP
--------------------
Special Abilities
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Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10' radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Aura of Righteousness +4 (10' radius) (Su) You are immune to compulsion. Allies within aura gain a morale bonus to saves vs compulsion.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +5) (18 minutes) (4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (9d6) (17/day) (Su) You can heal 9d6 damage, 17/day
Leadership (Base Score 26) You attract loyal companions and devoted followers.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Paladin Channel Positive Energy 9d6 (8/day) (DC 27) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Smite Evil (6/day) (Su) +8 to hit, +18 to damage, +8 deflection bonus to AC when used.
Ultimate Mercy Expend 10 uses of lay on hands to bring a dead creature back to life


He is a bad man when he smites evil, otherwise he is mostly average, with pretty good saves and an ok AC


Awesome haven't been able to get on here in a while lol but that is good

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