| ParagonDireRaccoon |
I'm looking for advice and suggestions on four NPC bad guy builds. They're a rival party to the PCs. They are made with 20 pt buy and are equipped with 95000 gp (in between 11th and 12th level PC gear).
Here is the first:
Wozak Skullbearer
LE Half-Orc Urban Ranger 12
Str 22 (16 +2 racial +2 belt +2 levels)
Dex 12 (10 +2 belt)
Con 16 (14 +2 belt)
Int 15 (14 +1 levels)
Wis 10
Cha 10
Feats-
1st Imp. Initiative
2nd Power Attack
3rd Cleave
5th Skill Focus- disable device
6th Great Cleave
7th Death or Glory
9th Vital Strike
10th Furious Focus
11th Imp. Vital Strike
Skills-
Climb 6 +15
Disable Device 12 ranks +20
Intimidate 12 ranks +17
Knowledge (dungeoneering) 10 ranks +15
(geography) 6 ranks +11
(local) 6 ranks +11
Perception 12 ranks +15
Ride 6 ranks +10
Survival 12 ranks +15
Swim ranks 2 ranks +11
Languages- Orc, Common, Abyssal, Draconic
Equipment: Adamantine Breastplate +3 (DR 2/-), Belt of Physical Perfection +2, Handy Haversack, Greataxe of Life Stealing (as Sword of Life Stealing), Cloak of Resistance +4, Ring of Protection +3, Ring of Sustenance, Wand of cure light wounds, Wand of lesser restoration
| ParagonDireRaccoon |
Here is the second:
Dahakia Thrune
CN Chelaxian (dual talented human) Cleric
Domains- Destruction, Healing
Str 10
Dex 12 (10 +2 belt)
Con 12 (10 +2 belt)
Int 10
Wis 27 (16 +2 racial +6 headband +3 levels)
Cha 18 (16 +2 levels)
Feats-
1st Imp. Initiative
3rd Selective Channeling
5th Versatile Channeling
7th Quicken Channeling
9th Extra Channel
11th Improved Channel
Skills-
Healing 5 ranks +15
Knowledge (religion) 7 ranks +10
Spellcraft 12 ranks +15
Equipment- Headband of Inspired Wisdom +6, Adamantine Breastplate (DR 2/-) +3, Handy Haversack, Cloak of Resistance +4, , wand of cure light wounds, Ring of Sustenance, Belt of Physical Might +2, Ring of Protection +2
| ParagonDireRaccoon |
If you're going to spend a point on Int, drop it from 14 to 13 and boost Wis to 12. That gets him 2nd level casting, +1 to Will saves, and +1 to Perception/Survival skill checks.
Thanks Mackenzie! I forgot about ranger spellcasting, I've never played a ranger to high enough a level to use 2nd level spells.
| ParagonDireRaccoon |
Dahakia is level 12, I forgot to add that. She doesn't worship a god, I was going to make her a cleric of Dahak but wanted to build her around versatile channeling. She has positive channeling and spontaneous cure spells, so does negative channeling at a penalty.
Here is the third:
Hellstrael
LE Elf Sageblooded Sorcerer 12
Str 10
Dex 16 (14 +2 levels)
Con 12 (13 -2 racial +1 levels)
Int 26 (16 +2 racial + 6 headband +2 levels)
Wis 12
Cha 10
Feats-
1st Eschew Materials, Imp. Initiative
3rd Combat Casting
5th Empower Spell
7th Craft Wondrous Item, Spell Focus (transmutation)
9th Dazing Spell
11th Spell Penetration
Skills-
Appraise 12 ranks +23
Bluff 12 ranks +15
Craft (alchemy) 12 ranks +23
Diplomacy (*) 12 ranks +12
Fly 12 ranks +18
Knowledge (arcana) 12 ranks +25
(the planes) 12 ranks +23
Perception (*) 12 ranks +15
Spellcraft 12 ranks +25
Use Magic Device 12 ranks +15
Equipment- Headband of Vast Intelligence +6 (crafted by Hellstrael), Robe of the Archmagi, Handy Haversack
Spell known-
6th Disintegrate
5th Baleful Polymorph, Wall of Force
4th Dimension Door, Enervation, Summon Monster IV
3rd Haste, Lightning Bolt, Tiny Hut, Fly
2nd Invisibility, Rope Trick, Acid Arrow, Glitterdust, Resist Energy
1st Magic Missile, Prot. from Evil, Grease, Comprehend Languages, Summon Monster I
Even though Hellstrael (I'll probably change the name, would be more fitting for one of the evil outsider bloodlines) is evil, protection from evil is useful for any adventurer. It is the least optimized build that I've posted, but is built around dazing spell. This is why I post asking for suggestions, Mackenzie greatly improved Wozak and all my builds can be improved on.
Just a Mort
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Dazing spell demands fireball. You can make that cleric a hangover cleric if you worship horus. You can even have an animal companion for more lulz. You don't need combat casting, its poor tactics if a full caster needs to cast defensively. Switch it out for spell focus evocation.craft wondrous... why does he need it, as gm you can give them any gear you want. Get toughness instead. focus should be evocation, spell penetration not required for fighting pcs.
Empower also a little questionable as your bloodline is wrong for blasting, you won't do much damage. Use the robes of arcane heritage so sorc can get his 15th lv bloodline power which can be used to increase dc of the fireball by 2. I think nothing short of a rogue will make the save against dazing fireball...and rogues can be dealt with with cleric greater forbid action. Or a dazing channel.
For the ranger, give him a reach weapon, armor spikes, combat reflexes, and dazing assault. Watch for daze fort save fun as the party attempts to move past him to the sorc and cleric.
Just a Mort
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Okie got some free time, but no comp, so sorry about formatting.
Half orc ranger:
Str 16 (put lvl up abilities here +2 racial)
Dex 14
con 14
int 10
wis 14
cha 10
Lv 1: Combat reflexes
lv 2: rapid shot
lv 3: power attack
Lv 5: quickdraw
lv 6: many shot
lv 7: improved init
lv 9: iron will
lv 10: deadly aim
lv 11: dazing assault
Human dual talent cleric:
Str 10
dex 12
con 12
int 10
wis 16 (+2 racial)
cha 18 (+2 racial, all level ups here)
Alignment: LN
God: Horus
Domains: feather, nobility
Lv 1 feat: selective channel
lv 3 feat: versatile channel
lv 5 feat: boon companion
lv 7 feat: improved init
lv 9 feat: improved channel
lv 11 feat : quicken channel
Half elf sage sorcerer
Str:10
Dex:14
Con: 14
Int: 18 (racial +2, all level ups here)
Wis 10
Cha 10
Lv 1 feat: Toughness
lv 3 feat : spell focus evo
lv 5 feat: gsf evo
lv 7 feat: craft wondrous(if you really must), improved init(bloodline feat)
Lv 9: elemental spell (acid)
lv 11: additional traits(wayang spell hunter and magical lineage on fireball so dazing fireball is a 4th level spell!)
use human favored class to get more spells.
lv 1 spells: grease, liberating command, protection from evil, mage armor, magic missile, enlarge person, burning hands, identify
lv 2 spells: glitterdust, see invisibility, rope trick, invisibility, create pit, mirror image, darkvision
lv 3 spells: fly, haste, fireball, aqueous orb, dispel magic, invisibility sphere, stinking cloud
lv 4 spells: dimension door, greater invisibility, enervation, stoneskin, dragons breath, summon monster IV, wall of ice
Lv 5 spells: animal growth, overland flight, baleful polymorph, teleport
4th party member:
Half elf bard (ancestral arms for longbow profeciency)
Str: 14
dex: 16
Con : 14
Int: 10
Wis: 10
Cha: 14
Lv 1: point blank shot
lv 3: precise shot
Lv 5: rapid shot
Lv 7: improved initiative
Lv 9: many shot
Lv 11: deadly aim
human fcb for more spells.
Lv 1 spells: ear piercing scream,liberating command, saving finale, timely inspiration, hideous laughter, grease, solid note, vanish
lv 2 spells: glitterdust, blistering invective, gallant inspiration, blur, mirror image, cacophonous call, sound burst, heroism
lv 3 spells:daylight, good hope, haste, fear, dispel magic
Lv 4 spells: heroic finale, freedom of movement, dimension door, cure critical wounds
Just a Mort
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Cleric's animal companion (to be ridden by ranger):
Ankylosaurus
Str 22, Dex 18, Con 14, Int 3, Wis 12, Cha 8
Feats:
Lv 1 - Iron Will
Lv 2 - Combat Reflexes
Lv 5 - Narrow Frame
Lv 8 - Power Attack
Lv 10 - Extra Item slot (Cloak, for cloak of resist)
Ranger rides large ankylosaurus and uses a reach weapon. If someone provokes an AOO from either of them, both lash out, the ankylosaurus has a +12 to hit(unbuffed), to give a DC 21 fort save or get dazed for 1 round. The ranger has a +11 to use dazing assault on the next approaching person who provokes aoo, with also a DC 21 fort save on hit.
The ranger should spend his level 3 spell on the ankylosaurus on greater magic fang.
Cleric can channel neg energy 9 times per day with DC 22 will save or get dazed for 1 round (DC 23 if traits are given to the rival party for sacred conduit).
Sorcerer can throw dazing fireballs at DC of 21, DC 23 if robe of arcane heritage is in.
Some tactics: Use invisibility sphere to sneak up on the party. Always keep the sorc's see invis up at all times, use the rods of extend if need be to prevent players from sneaking up on the rival party. Keep the bard's heroism on for Anklylosaurus, and ranger, using rods of extend. Try to enlarge both the ranger and the ankylosaurus before sticking them onto the party, and get the cleric to give animal companion divine favour, and bard gives ranger blur. Ranger takes greater magic weapon from the cleric so his weapon becomes a +3.
Items Group needs(to cut down to bare essentials):
Ranger: +1 reach weapon, +1 falchion, armor spikes, Composite Longbow with +3 str rating, Breastplate for ranger, cloak of resist +2, str +2 belt?
Animal companion: At least MW studded leather armor, cloak of resist +2?
Cleric : 2 Rod of reach, chain shirt, several holy symbols, cloak of resist +2, cha +2 headband?
Bard: +1 composite longbow with +2 str rating, Chain shirt, cloak of resist +2, dex +2 belt?
Sorcerer: 1 rod selective spell(lesser), cloak of resist +2, int +2 headband?
Miscellaneous items: 2 Rod of extend (lesser), pearls of power (lv 1)
If there's extra gp: Robes of arcane heritage (for sorc), 1 rod of persistent (lesser), 1 lesser rod of selective spell, 1 lesser rod of elemental spell (lightning)
| ParagonDireRaccoon |
Thanks everyone! The NPCs are are for a half-reverse dungeon adventure- the PCs will be taking one route to the dragon guarding an artifact, while the NPCs are taking a different route. The players will play monsters trying to stop the NPCs for half the encounters. The NPCs will have to overcome traps (chosen by the players) and groups of monsters played by the players. If the NPCs survive, the PCs will have to fight them after fighting the dragon. If the NPCs are close to full strength, I'll let the PCs do a videogame style level up so they're at full hp and spells. The NPCs have to be powerful enough to have a chance to overcome the traps and encounters.
That said, Just a Mort's NPCs are an improvement over my builds.
Just a Mort
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I think drop haste on the sorcerer, give him communal resist energy and one of the cleric's reach rods instead. The sorcerer will start combat with 2 rods in hand, he will drop 1 depending on if he is using communal resist energy or selective dazing fireball. Oh gosh. Forgot to put dazing. Swop out craft wondrous/ one of the greater spell focus.
Actually you can get the cleric's cohort(leadership domain) to be a wizard with item creation feats and not participate in the adventure at all, freeing the sorc from craft wondrous.
If they are expected to dungeon crawl, the ranger and bard should have oils of bless weapon/wand of bless weapon(bard can umd it no prob), cold iron and silver weapons, cold iron,silver arrows and 5 adamantium arrows. Give the ranger a few potions of enlarge person so he can drink it. Trying to figure if the ranger can afford to take undersized mount so he can drink potions of enlarge person while mounted (I think the ranger can drop quickdraw/improved init).Rival party should carry a few scrolls of obscuring mist and scrolls of abundant ammunition (yay endless supply of adamantium arrows in case of iron golems) just in case.
If the sorcerer can be human, switch toughness for spell penetration, and human bonus feat to greater spell penetration. If not, just switch toughness for piercing spell. I expect the rival party to be able to ace knowledge checks, to know when SR applies.
Switch the bard's level 11 feat for clustered shot, to better deal with DR, sound burst for invisibility.
I thought it was just a kill pcs matter, so I did not factor in spell resistance into play.
Cleric uses leadership domain, sorry. The cleric will prepare spells like align weapon(just in case of good outsiders), communal resist energy, airwalk for the party and always leave some spell slots open. Then spend the rest of the time using dazing channel. Always try to get the cleric to put the communal resist energy up rather then the sorcerer unless there is no choice.
Give the rival party a swarmbane clasp. Just in case your players get funny.
Ranger should use his lv 1 slots on delay poison for whole party, with pearls of power, and prepare versatile weapon(for anklyosaurus buddy) and barkskin.