I need help building a group to oppose my party...
All opponents must be greenskins (orcs, goblins etc...)
All opponents must Evil
The opponents should function like an adventuring party themselfs
I expect 4 baddies, but 5 or 6 can be allowed
Total gear = 400.000 gp
I would like for the loot to include:
- adamantium fullplate
-falcata (enhanced to +3 total)
The party is:
Wizard conjuist (controller)
Inquisitor (main melee)
-All level 11
I want the fight tone long, so the baddies should be focused on defense...
Allowed books are: CRB, APG, UC, UM & UE
The Falcata can be utilised best by a Rondolero Duelist or a Holy Vindicator.
I would probably had the party include:
- A Half-Orc scarred witch doctor (or possibly an Urban barbarian 1 / Scarred Witch Doctor 5 / Eldrich Knight 5 if you would rather make a battle caster with tons of Hp)
- A Fire Bomber Alchemist goblin
- An Ironskin Monk hobgoblin
- A Half-Orc Oracle 7 / Holy Vindicator 4 (give him the falcata and the adamantine armor)
This is a well-balanced party that is both strong mechanically and flavorful.
Hmmmm, I feel like this isn't want you are looking for:
Giant Orc Guy CR 11
Giant Orc Barbarian (Invulnerable Rager) 11
CE Large humanoid (orc)
Init +4; Senses darkvision 60 ft.; Perception +15
AC 20, touch 10, flat-footed 17 (+7 armor, +3 Dex, -1 size, +3 natural)
hp 209 (11d12+132)
Fort +19, Ref +9, Will +9; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities ferocity; DR 16/lethal, 8/—; Resist fire 2, extreme endurance
Weakness light sensitivity
Speed 30 ft.
Melee +1 furious greataxe +21/+16/+11 (3d6+28/×3)
Ranged +1 adaptive composite longbow +15/+10/+5 (2d6+12/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (42 rounds/day), rage powers (increase damage reduction +3, quick reflexes, savage intuition, superstition +4)
Str 32, Dex 18, Con 30, Int 10, Wis 13, Cha 6
Base Atk +11; CMB +20; CMD 35
Feats Extra Rage, Extra Rage, Extra Rage Power, Power Attack, Raging Vitality, Toughness
Skills Acrobatics +15, Climb +12, Intimidate +5, Knowledge (nature) +14, Perception +15, Survival +9, Swim +12
Languages Common, Orc
SQ fast movement, tireless rage
Other Gear +1 breastplate, +1 adaptive composite longbow, +1 furious greataxe, belt of physical perfection +2, cloak of resistance +2
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Increase Damage Reduction +3 (Ex) While raging, your DR increases by 1.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (42 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Savage Intuition You may enter a rage at the beginning of combat without using an an action.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Here is something more defender-y:
Stalwart Defender CR 10
Male Half-Orc Fighter (Phalanx Soldier) 7/Stalwart Defender 4
NE Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +15
AC 35, touch 16, flat-footed 29 (+12 armor, +5 shield, +1 Dex, +2 natural, +2 deflection, +5 dodge)
hp 168 (4d12+7d10+99)
Fort +18 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10 (+2 bonus vs. Trample attacks), Will +12
Defensive Abilities orc ferocity, uncanny dodge
Speed 20 ft.
Melee heavy shield bash +21/+16/+11 (1d4+10) and
+3 bardiche +25/+20/+15 (1d10+13/19-20)
Special Attacks phalanx fighting, ready pike
Str 30, Dex 18, Con 26, Int 13, Wis 12, Cha 6
Base Atk +11; CMB +21; CMD 40 (42 vs. bull rush, 42 vs. drag, 42 vs. overrun, 42 vs. trip)
Feats Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Iron Will, Lunge, Stalwart, Toughness, Weapon Focus (bardiche)
Traits brute (apg), threatening defender
Skills Acrobatics +5 (+1 jump), Climb +9, Intimidate +15, Knowledge (dungeoneering) +8, Knowledge (engineering) +5, Perception +15, Survival +5, Swim +9 (+13 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ defensive powers (bulwark, halting blow), orc fighter, defensive stance, deft shield, orc blood, stand firm
Combat Gear sipping jacket; Other Gear +3 full plate, +3 heavy steel shield, +3 bardiche, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +2
+14 Con to determine death from negative HP. Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Bulwark +5 (Ex) In defensive stance, add ACP to DC of bluff/acrobatics to move past you without AoO.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Stance (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Deft Shield -1 (Ex) shield -1 check penalty, -1 attack penalty for tower shields.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Halting Blow (Ex) In defensive stance, AoO provoked by movement stops foe from moving if it hits.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Phalanx Fighting (Ex) Polearms and spears are one-handed if wielded along with a shield.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Sipping jacket (1/day) Pour potion into linining, then use it up to 24 hrs later as a swift action.
Stalwart Forgo dodge AC bonus for equivalent DR
Stand Firm +2 (Ex) +2 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
His AC is pretty high, and he uses a reach weapon and a shield at the same time from polearm fighter. He also stops movement when he hits with an a AoO, so he can defend spell casters pretty well probably.
Nilbig is goblin spelled backwards. They heal when damaged and get damaged when healed. Old school but they updated them with the complete tomb of horrors.
Ranged character for disrupting the casters. Alchemists bombs for the summoned mobs. Anitpaladin, tank type to be the nilbog. Even a magus or inquistor.
Wow nasty stats the players have. That will be tough.
Here's a solid arcane caster. other party members coming up.
Orc Scarred Witchdoctor 11 (conservative interpretation: doesn't get bonus spells for high Con)
Scarshield (+5 enhancement to natural armor) (minutes)
Evil Eye (-4)
1)endurance 3)Extra Hex 5)diehard 7)improved initiative 9)Tenacious survivor 11) Split Hex
+6 Con belt (36k)
Still Spell Rod (11k)
Still spell Rod, lesser (3k)
Adamantine Full Plate +3 (25½ K)
Ring of Protection +2 (8k)
light shield +3 (9k)
Glove of storing (10k)
Str 12, Dex 12, Con 26, Int 6, Wis 12, Cha 6.
AC 34 (+5 natural armor, +12 armor, +4 shield, +1 dex, +2 deflection), touch 13, FF 33, CMD 19 (CMB +6)
Fort +11, Ref +4, Will +8; Spell Resistance 23; Protection from Fire 120 points. HP 11d6+99 (140)+1d10+10 temp hp.
Spells Memorized (Endurance Patron)(precast and included in stats)
6: Unwilling shield (Will negates DC 24)
5: Spell Resistance, Prying Eyes
4: Spite, greater infernal healing, Dimension door
3: Vampiric touch, protection from energy, dispel magic, agonizing rebuke
2: False Life, See invisibility, whatever
1: Ill Omen, whatever.
Notes: With Prying Eyes prowling about 11 hours per day, the group should have sufficient warning for at least the minutes/level buffs.
Tactics: Hover above the battlefield, spamming hexes with Split Hex. Draw metamagic rod with glove of storing in case casting is needed.
Notable defenses: Vampiric Touch 5d6 triggers on the first person to strike him in melee. Spell Resistance, Protection from Fire. Can be healed while dead and revived from healing up to 8 rounds after death.
If I were doing a badguy party I would scan the boards for popular builds. You can build a pretty decent party within your specs (level 11 is a good level). For example:
Orc Life Oracle 2/ Knight of the Sepulcher Anti-paladin 9
Touch of the Crypt allows him to use LoH on himself.
Lifelink to constantly feed HPs to his party.
Identify a Good character and Smite him.
Take the Extra Lay on Hands feat multiple times and Greater Mercy.
This is your meat shield, LoH every round will make him seem like he has unlimited HPs.
City-raised Half-orc Evangelist Cleric 11
+3 Inspire Courage? Yes please.
Growth Subdomain plus the Half-orc favored class ability will let him swift Enlarge for most, if not all, of the combat.
Combat Reflexes, Weapon Focus (Whip), Whip Mastery, Improved Whip Mastery, and Lunge equals a 20 ft. threaten and a 40 ft. melee attack range.
Don't let the PCs end turns within 5ft. of an enemy so that they will provoke constant AoOs (not to mention they won't be able to full attack).
Goblin Synthesist Summoner 11
Quadruped plus Pounce for the win!
Take primary attack evolutions until his number of attacks is maxed out (5).
Extra Evolution multiple times plus Goblin favored class bonus equals tons of evolutions.
This guy won't need a complicated plan, just pounce brutalize everyone.
A rogue type just because we have a warrior type, a divine caster, and an arcane caster
Hobgoblin Ninja 11
Invisible Blade master trick (swift action Greater invisibility) equals full attack sneaks attacks on anyone that can't see invisible creatures.
Two-weapon fighting, Improved two-Weapon fighting, and Extra Ki multiple times to keep the fun going.
+3 Falcata (Hobgoblin favored class bonus will give him proficiency.)
I would say that is is a pretty defensive party. The anti-oradin (AO) and the synthesist are going to have great ACs. If the PCs don't focus the AO down, use his LoH to keep him up. Start with Detect Good and Smite. Have the synthesist cast Life Conduit early so he will seem to have nearly as many HPs as the AO. Focus him anyone can see invisible. I would have the reach cleric start with a swift action Enlarge, a move action Inspire Courage, and a standard action spell based on need. For example, if the PCs summon, have him throw up a Communal Protection from Good. If not, start with Blessing of Fervor. Also, have the reach cleric stand 15ft. behind the others so that the PCs will pay for approaching. The Ninja should go invisible as soon as possible and stay that way. He should full attack sneak attack anyone in his path, especially if they approach the Evangelist. I hope that helps, have fun!
Many great ideas... Thank you all who have contributed!
I won't use any of the npc's who are enlarged or use much sneak attack because I find this too offensive for THIS battle. They are none the less great builds that will be used at other encounters.
I'll probably use:
1 Nilbog cleric
1 goblin Zen archer
1 halforc witch
1 board 'n sword hobgoblin fighter...
Many of your ideas will be incorporated, so again, Thanks.
(I will not post in this thread anymore...)