| TSD |
I'm looking for options in building an NPC that functions as a minor boss villain for a campaign I'm running.
My original idea was some kind of cavalier flying around hurling javelins with a Blinkback belt or similar item, or maybe a repeating crossbow. Someone who can occasionally do a drive by dive bombing with a lance or sword if needed.
From a flavor stand point cavalier seems the right class pick. The problem would become what mount to use? Cavalier mount section says "The GM might approve other animals as suitable mounts." so its not a problem for me to do something fun and creative as a 1 off bad guy at the end of the current adventure.
I was looking at building him in the level 10-12 range my players are a strong 6 man group at level 9 with a cleric, fighter, rogue, summoner, wizard, and magus and destroy most things in their level range with ease so giving him some powerful and even cheesy options so he's a real threat is okay by me.
Looking for suggestions on the mount, build, and equipment. Or even suggestions for a totally different class that could fit the same playstyle.
| Rynjin |
He can take the Monstrou Mount Feat to get a Hippogriff or Griffon, which are pretty cool creatures for your guy.
Do you allow 3rd party material of any sort? Path of War and Ultimate Psionics both have a Feat that allows for a Dex based thrower (add Dex to damage with Light weapons, requiring Wepaon Finesses for the former, and Dex to damage with Thrown weapons only for the latter).
Thoough I think, actually, Antipaladin might be a great choice as well.
At 11th level, you can have permanently one of the creatures off of Summon Monster 3-6, with the Advanced Template as a Fiendish Servant.
So, for Summon Monster VI you can have a permanent Fiendish Advanced Griffon as a mount.
Then he can Smite Good your party, and fire away! Plus, being an Antipaladin gives him amazing saves and quite a few immunities as well, making him even harder to take down. Make him an undead (JuJu Zombie, perhaps?) and he can even heal himself as a Swift like a normal Paladin can, offsetting somewhat the massive pounding single creature encounters usually end up as.
Honestly though, a straight up Bow is your best bet if you want him to be any sort of threat. Both Thrown weapons and Crossbows suck pretty hardcore for the most part.
Dafydd
|
Offering another option. Alchemist (perhaps with a few master chemist levels) with wings and lots of kabooms.
Level 12 would mean a very hardy and agile mutate form, 6d6 bombs (With a possible DC around 22). You can also add in a very powerful set of natural attacks too.
Another option is the Aerokinetist from Occult Playtest. Flying, ranged, con based so lots of HP too, and a good dex for dodging/flying/ranged attacking.
Eltacolibre
|
Ogre Mage (CR 8) with the fighter creature simple template (CR+2), (Devilbound Immolation devil+1) and Advanced Template (+1).
Immolation devil to give you some protection against fire, so they will have to use acid to take down the ogre mage regeneration. Either way you should have enough feats to do a flyby attack with your sword.
| TSD |
Thoough I think, actually, Antipaladin might be a great choice as well.
At 11th level, you can have permanently one of the creatures off of Summon Monster 3-6, with the Advanced Template as a Fiendish Servant.
So, for Summon Monster VI you can have a permanent Fiendish Advanced Griffon as a mount.
Then he can Smite Good your party, and fire away! Plus, being an Antipaladin gives him amazing saves and quite a few immunities as well, making him even harder to take down.
This sounds good. Raining death on my players where 4 of 6 characters are good aligned sounds like a nice challenge.
I'm guessing I'll have to invest in a nice composite longbow, but what mods? Obviously his stat order of importance would be something like Dex > Str > Chr > Con. Human for the extra feat, toss in rapid shot, many shot, deadly aim, and what else?