| krevon |
I friend of mine asked for some help creating some villains for his game.(I don't play in it for clarity)
He has asked for a vampire that is around level 12-15.
I suggested the vampire be a blackguard(anti-paladin), he liked the idea.
He also told me to use a 20 point by with no negative stats.
With that said, what would your opinions be on base creature?
What about splitting focus between SLA's and melee?
He also wants the BBEG to have lieutenants
I has thinking an oracle rather that a cleric for a high priest. I can picture the vampires ego not wanting competition with his patron
A fighter that would be his master at arms or even stalwart defender
A bard for a espionage expert
A cavalier for a field marshal
The idea I have is that the BBEG is approached in stages. Like the PC's must overcome the lies of the Bard and clear their name before they can advance. Maybe even stopping the Bard from send intel on the PC's.
Then as the PC's approach the BBEG's stronghold, they face the marshal and small mounted contingent
The final fight could be between the oracle, fighter, and BBEG.
Any idea's would be appreciated, thanks in advance.
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| Ubercroz |
| 1 person marked this as a favorite. |
Not entirely related - but I had my players in a campaign fight a clan of hobgoblins. I made several "Hobgoblin Heroes" that they had to fight.
#1 was a spring attacking rogue with a falchion, I remember cheating on the spring attack rules, but it was homebrew so I allowed it. I think I let feint when he wasn't supposed to. I probably made up a reason as to why it was fine.
#2 was a buff heavy cleric with an adamantine mace. He buffed his minions and sundered equipment. He never dealt damage anyone, but had a crazy high AC and lots of HP.
#3 was a wizard who had an earth elemental companion. The wizard wore a Mask of Goz and dropped stinking clouds all over the field. The huge earth elemental was of course unphased and the Mask let the wizard act normally. Lot's of fun.
#4 was an illusionist bard who had several animal companions. He created illusionary fakes of his companions and buffed them all with performance, using debuff or control spells when he had the chance.
The last the Hobgoblin King who had a pet red dragon and wore a crown of blasting. He was a fighter and used a greatsword. I gave him some feats that let him do all kinds of crazy stuff for free actions or swift actions. I would have to pull him out to really remember.
The goal of each of these fights was to make the players reframe how they deal with normal encounters.
| Corvino |
It depends on the tone your friend is aiming for. Is the campaign completely straight-faced Tolkienesque high fantasy or is there a dose of fun as well? Is it darker and edgier, with loads of gore and dark themes?
An Alchemist could fit really well from a flavor point of view if you're okay with B-Movie references. What vampire doesn't need a mad scientist? From a story (if not a game mechanics) point of view he could assemble a small army of Flesh Golems that the players need to fight through, or use formulae mixed with a town's drinking water to transform locals into monstrous henchmen. Stereotypes are fun!
Generally with a Vampire though you do get a number of other options. Having one of the Lieutenants as a dominated former ally or enemy is an option, and one that might allow the players a tactical advantage. Vampires are exactly the sorts who get a kick out of humiliating foes, so perhaps a former vampire hunter is forced to play bodyguard? Drop a few hints about this to the party as well, and a well placed protection from evil spell might win them an ally at the right moment.
| FunnyMan21 |
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I'm too lazy to go through and format this for the board. Uses a falchion which it can throw abilities on with its bonded ability. Should be a pretty tough fight if the party isn't ready for it. I wanted to see what the vampire bbeg would look like so I stated it up. It's splendid ring is the most expensive item on the guy, but a BBEG should have a at least one cool item.
Vampire BBEG (CR 15, XP 51,200)
Male Human Vampire Antipaladin 14 (Pathfinder RPG Advanced Player's Guide 118)
CE Medium undead (humanoid, human)
Init +7; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 38, touch 17, flat-footed 36 (+13 armor, +1 Dex, +8 natural, +5 deflection, +1 dodge)
hp 200 (14d10+112); fast healing 5
Fort +26, Ref +20, Will +21; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, fortification 25%; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10; SR 22
Weakness vampire weaknesses
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Offense
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Speed 20 ft.
Melee +1 cold iron spiked gauntlet +25/+20/+15 (1d4+11) and
+1 silver spiked gauntlet +25/+20/+15 (1d4+10) and
+5 living steel falchion +30/+25/+20 (2d4+20/18-20) and
slam +19 (1d4+5)
Special Attacks channel negative energy 6/day (DC 23, 7d6), aura of sin, blood drain, children of the night, create spawn, dominate (DC 23), energy drain (2 levels, DC 23), smite good
Spell-Like Abilities (CL 14th; concentration +20)
At will—detect good
Antipaladin Spells Prepared (CL 11th; concentration +17):
4th—greater invisibility, inflict serious wounds (DC 20)
3rd—blade of dark triumph[UM] (DC 19), deadly juggernaut[UC]
2nd—corruption resistance[APG] (DC 18), invisibility, litany of defense[UC], silence (DC 18)
1st—death knell (DC 17), doom (DC 17), murderous command[UM] (DC 17), murderous command[UM] (DC 17), protection from good
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Statistics
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Str 30, Dex 16, Con —, Int 13, Wis 12, Cha 23
Base Atk +14; CMB +24; CMD 43
Feats Alertness, Cleave, Cleaving Finish[UC], Combat Reflexes, Dazzling Display, Dodge, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Power Attack, Shatter Defenses, Toughness, Weapon Focus (falchion)
Skills Acrobatics +1, Bluff +18, Diplomacy +20, Handle Animal +12, Intimidate +33, Knowledge (religion) +5, Perception +16, Sense Motive +30, Stealth +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, change shape, channel negative energy, cruelties (cruelty [paralyzed], cruelty [shaken], cruelty [staggered], cruelty [stunned]), fiendish boons (fiendish boon [weapon]), gaseous form, shadowless, spider climb, touch of corruption, unholy resilience
Combat Gear cloak of the hedge wizard (abjuration), jaunt boots; Other Gear +4 fortification (light) full plate, +1 cold iron spiked gauntlet, +1 silver spiked gauntlet, +5 living steel falchion, amulet of natural armor +2, belt of giant strength +4, headband of alluring charisma +4, ring of splendid security
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Special Abilities
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Antipaladin Channel Negative Energy 7d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blood Drain (Ex) Suck blood for 1d4 CON dam when pin foe and gain 5 Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Paralyzed, DC 23) (1 rd, DC 23) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Shaken, DC 23) (14 rds, DC 23) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Staggered, DC 23) (7 rds, DC 23) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels
You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Cruelty (Stunned, DC 23) (3 rds, DC 23) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Falchion) Intimidate check to demoralize can affect those within 30' who see you.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dominate (DC 23) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +4, 3/day) (14 minutes, 3/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Fortification 25% You have a chance to negate critical hits on attacks.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Jaunt boots (3/day) When make 5 ft step, move up to 15 ft without AoO.
Leadership (Base Score 20) You attract loyal companions and devoted followers.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of splendid security This extravagant ring is heavy with precious jewels. Even were the ring itself not magical, it would be worth thousands.
As fashions go in and out of style (or as your fancy shifts), you can alter the appearance of your armor, clothing, and even weaponry as you see fit at will as a standard action; this change is illusory and does not affect the actual abilities of gear or weapons (although drastic changes in size are beyond the scope of this ability).
A ring of splendid security’s primary purpose, though, is to grant you protection from harm. As long as it is worn, the ring grants you a +5 deflection bonus to AC, a +5 resistance bonus on saving throws, and spell resistance 22.
Construction
Requirements Forge Ring, minor image, resistance, shield or shield of faith, spell resistance; Cost 90,000 gp + 7,200 xp
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (5/day) (Su) +6 to hit, +14 to damage, +6 deflection bonus to AC when used.
Spell Resistance (22) You have Spell Resistance.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (7d6, 13/day) (Su) You can inflict 7d6 damage, 13/day
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
| Bacon666 |
I actually had a group like this once...
Leader succubus vampire bard (buffer/face)
Captain succubus vampire anti paladin (enforcer)
Lieutenant human oracle (divine - cant remember which kind...)
Lieutenant human wizard (arcane... Mine was a transmuter)
Mooks human fighters or warriors (half shieldwall, half archers)
The 2 succubi had granted the lieutenants succubies gift of +2 casting stat...
It was a great fight btw...