Working on a villain


Advice


Hello folks! So, I've been working on a new campaign using a lot of elements from the new "technology guide". One of the things I want to do is to have the players challenge a guy in the "power armor" artifact, so I've been trying to make a villain that would (mechanically) want this artifact. A few conditions I have are:

1) This guy needs high (14 +) int. He need a reason to be clever/ strategic type. Ideally a lot of skills.

2) He needs to be able to use the armor (so no arcane casters for one)

3) He should be about levels 7 to 9

So, my current ideas were this:

1) Siege gunner: this guy has "int" grit, a bonus to knowledge (engineering) (which synergizes well with technology), and decent skills. Feal like I could have him wield a siege weapon (like a double hackbut or a culverine).

2) Fighter (tactician)+ "Student of war" prc: The style of the SoW & tactician fits with the type of villain I want to make.

3) A custom thing: I'm tempted to simply take a techslinger and give it int to grit.

Other options: A second-order villain ("the dragon" trope) could wear the armor, with another mastermind is in the distance (probably a technomancer)

I was hoping someone would have some other ideas. What do you guys think?


Bump


Slayer plus a dip into a relevant heavy armor class (or picking up the feat) would give you a tactical martial character that would seem to fit well.

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