Artemis Thunderfist
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I'd like to make an NPC who is a living wall. His sole purpose is to use stuff like the Bodyguard/In Harms Way feats to stop my PCs from hurting my two big bad evil girls (1/round). The only requirement be that he is a half-orc and LN.
He would be lvl 6 (CR 5). Does anybody have any suggestions? I don't see any reason to actually need heavy armor to accomplish this and I'm thinking I could have some fun with a combat maneuver monk.
Edit: I should note that I am not at all concerned with him being weak by himself. The intent of this is to make attacking the BBEGs before taking him out will multiply the difficulty of the encounter significantly. They will heavily utilize compulsion enchantment spells so in the opportunities that they are able to actually reach the sisters, he will shut them down.
ROCK CR 5
XP 1,600
Male half-orc monk 6
None Medium humanoid (orc, human)
Init +3; Senses darkvision 60 ft., Perception +2
DEFENSE
AC - 16, touch - 16, flat-footed - 13 (+3 Dex, +3 Monk)
hp - 37 (6d8+6)
Fort +6, Ref +8, Will +7, +2 vs. enchantment spells and effects
Defensive Abilities - evasion, still mind ; Immune disease
OFFENSE
Speed - 50 ft, High Jump, Slow Fall
Melee - flurry of blows +6/+6/+1 (1d8+2)
Special Attacks - Flurry of Blows, Ki Pool, Stunning Fist
STATISTICS
Str 15, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +8 (+10 disarm & trip); CMD 22 (24 vs. disarm & trip)(26 vs grapple)
Feats - Bodyguard, Combat Reflexes, Improved Disarm, Improved Trip, Improved Unarmed Strike, In Harm's Way, Mobility, Stunning Fist
Languages Draconic, Orc, Sa'hali
SQ - ac bonus, bonus monk grapple cmd and stunning attack times (4x), bonus monk ki pool (2x), darkvision, fast movement, high jump, intimidating, maneuver training, orc blood, orc ferocity, purity of body, slow fall
SPECIAL ABILITIES
Stunning Fist(Ex) 8/day; DC 15 Fort; Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw, in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
Bonus Monk Grapple CMD and Stunning Attack Times (4x): Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Bonus Monk Ki Pool (2x): Add +1/4 point to the monk's ki pool.
| Chris P. Bacon |
An Honor Guard Cavalier from the Order of the Dragon is a safe bet. Durable, mobile, mount takes up a lot of space, and can easily have reach.
Reynard_the_fox
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I would suggest one with Bodyguard/In Harm's Way and another with either tripping or the Stand Still/Steady Engagement feats. Reach weapons are probably a good idea, too - in fact, if they use a reach weapon and quaff a potion of Enlarge Person when combat starts, your allies will have a helluva time reaching the targets.
You may also consider having a Cleric or other friendly spellcaster to cast defensive buffs and do some battlefield control. Combine the enlarged dudes with, say, Stone Call, and laugh as they try to make it towards you while repeatedly being tripped and thwacked when they get up and move closer.
Artemis Thunderfist
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Oh I like both of these ideas. I am a big fan of reach weapons. The cavalier may be the way I go but I would have to be flexible about no mount. I was planning to have the ultimate showdown in a great hall but outdoors in a large garden may work wonderfully. Using a potion of enlarge person with a halbard wielding fighter 3/honor guard cavalier 3 may be just the thing. With lvl 3 fighter I get armor training and I can get 2 AoO with combat reflexes in full plate (thus 2 Bodyguard attempts). Alternatively I could pump dex to 18 and use a +1 breastplate to get 4 attempts at a -3 to AC total.
This encounter is set up with 4 bodyguards who are all CR 5 and the two sisters who together are a CR 9. The goal is that the PCs must defeat the bodyguards independently (without killing them) before attempting to kill the sisters.
The PCs will be lvl 6-7 when they do this and the point will be that they can only defeat the sisters (who will not view them as enemies initially) if they first subversively can deal with each of the bodyguards/brothers. Otherwise a CR 9 becomes a CR 12.
Each one has a roleplay weakness that can be exploited 140 years ago, the eldest brother Dorn made a deal with the sisters great grandfather, an oracle of Asmodeus, to help emancipate them from slavery in echange for serving his house until the end of their days. Asmodeus then granted the brothers eternal life.
*Rock - This guy, who desires freedom from serving the family. Finding a way to break the deal will break his allegiance.
*Valen - A human bard (possibly rogue) is greedy and can be distracted from the assault by the promise of gold/riches.
*Torq - An orc who just loves killing and has an unchecked history of rape and murder. The indentured servants and cropsharers who the sisters rule hate him above all the brothers and would happily incapacitate him if an attempt were to be made to kill the sisters. However stopping the servants from killing him will be a challenge in and of itself.
*Dorn - A half-orc ranger who made the pact with his brothers. All he wants is his brother's freedom and to die. He is the key to finding the other brother's weaknesses.
| Chris P. Bacon |
If you don't want to go mounted, maybe also throw in the Beast Rider archetype and pick a good animal and have them both fight on foot.
EvilPaladin
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Oh I like both of these ideas. I am a big fan of reach weapons. The cavalier may be the way I go but I would have to be flexible about no mount. I was planning to have the ultimate showdown in a great hall but outdoors in a large garden may work wonderfully. Using a potion of enlarge person with a halbard wielding fighter 3/honor guard cavalier 3 may be just the thing. With lvl 3 fighter I get armor training and I can get 2 AoO with combat reflexes in full plate (thus 2 Bodyguard attempts). Alternatively I could pump dex to 18 and use a +1 breastplate to get 4 attempts at a -3 to AC total.
Note that Bodyguard/In Harms Way [IIRC] only applies to adjacent creatures. Also note that for some weird reason the Halberd doesn't have reach. Unless you houserule these away.
| Duderlybob |
Personally, I'd make him the Armor Master Archetype for Fighters, and give him some kind of Fire-Forged Heavy Armor. 3 DR, and resistance to fire? Maybe layer in a nice piece of light armor like a quilted cloth armor and make that an Eel Hide one, so he's Lightning resistant to boot. Adamantium's a good choice if you want his armor to be really narly, since that can equal a 6 DR on the tank, and that's one heck of a wall to tackle. Personally I just love special materials for equipment. Makes great loot since even if it's not enchanted, it's a good foundation to do so.
Adding to that, I'd give him these feats if you're thinking reach weapon:
Combat Expertise
Improved Trip
Power Attack
Pushing Assault
Felling Smash
Combat Reflexes
Weapon Focus
It goes away from the whole Bodyguard feat build, but with this tidy collection of feats, this guy's able to do one nasty combo and play the role of a bodyguard quite well. Basically, he puts himself in between the evil sisters and the party, anyone who rushes him will provoke an AoO, he swings with Pushing Assault, on a hit, they're knocked back 5ft, and he gets to make a trip attack against them thanks to Felling Smash. I'd possibly switch Weapon Focus to Catch Off-Guard if he won't have room to step back on occasion when the successfully breach his defenses, or if the party has Step Up as a feat. That way he can still pull of the strategy by cracking them in the face with the haft of the weapon for similar results.
So in essence, anyone who tries to close distance with him is provoking an AoO, and since he's a level 6 fighter, he's got one heck of a good chance to hit, and an even better chance to trip once that's done, and since the trip happens at reach, the party can't even effectively AoO a return fire attempt even if he fails.
Going against that build forces the party to focus on him, rather than physically getting in the way, he just aggros them hard. And when they begin to focus on taking him down first since he's keeping anyone trying to engage in melee from doing their job? 3 DR every hit, resistant to fire and lightning... they're going to wish they had tried negotiating unless the dice decide they hate this guy.
Reynard_the_fox
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FYI, I think having one guy with Bodyguard/In Harm's Way is fine (particularly if he also specializes in Bull Rush), but your best bet of protecting people is to stop the PCs from reaching them in the first place. Remember, Bodyguard is only +2 AC, and both it and In Harm's Way are immediate actions (so 1/round max). If they manage to surround the guard and his charge, your BBEG is going down fast. Difficult terrain, tripping, reach, and straight-up bodies in the way are probably the way to go.
Magda Luckbender
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The objective of the bodyguards is to force the foe to face them first, before that foe can attack whomever they guard. If Bodyguard/In harms Way comes into play than the Bodyguards have already failed. Bodyguards must stop an attack further away then "already attacking the client". Like Reynard said just above, good tools are difficult terrain, reach, tripping, and threat of honking big AoOs. Preferably all four.
One bodyguard could carry around a stand-up tower shield that can give the client total cover. Don't let it get in the way of wielding a polearm. Perhaps a Large bodyguard can carry a Medium tower shield on its back?
Do your PCs like to rush the enemy? If so, the bodyguards could work as a team and use Paired Opportunists. Another +1 trait bonus is possible, for total +5 to hit on all AoOs. This also applies to CMB for e.g. trip attempts, but only on AoOs. Perhaps consider this tactic if some of your PCs have very good AC and usually move about with impunity.
Two large bodyguards wielding polearms, with assorted battlefield control feats, should be pretty effective. Toss in all the extras to boost both bodyguards' numbers to the standards of a PC. Have them use smart tactics, such as 'ready an action to attack the first foe to come within reach'. The first PC in will face at least 4 hard-hitting attacks.
If the PCs warn your little group they are coming, then the gloves can come off. Have a nice selection of buffs on hand to amplify both bodyguards: Enlarge Person, Bulls Strength, Cat's Grace, Weapon of Awe, Energy Resistance (PC's favorite energy) and whatever else you think appropriate. It might even be appropriate for one (or both!) of the bodyguards to have a Shield Other spell going (several ways to do this without the bodyguards being spell casters) on the client.
Aziraya Zhwan
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There's a third-party class called the Armiger that's pretty much entirely built around protecting nearby teammates.