17th+ level wizard BBEG


Advice


So my PC are running through skull and shackles and by they end they want to to take down the hurricane king. The AP does provide stats but I have changed things.

In my world he is known to cast 9th level arcane spells and is thought to be a wizard. He drinks all the time and does whatever seams fun in moment. He does not rule in any real sense so much as no one has been able to knock him off the hill.

My party has witch and cleric has full casters but that is not as flexible as the sorc/wiz list. How far should I have the wizard push it before decides that he is no longer amuses and will simply find some thing else to do.

At his level he can have numerous bound or simed minions, clones, demi planes or simply the ability to hide really well.

How should I build him and to what level should I take him to lead to an exciting conclusion. What actual threats does a 14th level party pose to a 17th level wizard. They will not have all that long to prepare. A few days at most.


I would say dumb down the actual 9th level spells that he uses to something utilitarian like time stop for more buffs.

Typically I like my wizard bosses to hide behind a veil of Fickle Winds, Displacement, Blur, and Mirror Image giving the players all the chances to hit him that they want with few consequences allowing the fight to continue for upwards of 10 rounds which ends up feeling pretty epic for the players.

I'm unfamiliar with his original build, is he meant to be a blaster, controller, summoner, or somewhere in between?


As written he is martial. My PCs scoff at they idea of a high level non caster being the real threat unless taken by surprise.

Blaster I think would be most fun and least likely to end in a few lucky rolls.


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You could turn the tables on them and make him something which has access to 9th level wizard spells but which is not a wizard or sorcerer. This is a flame oracle I put together a while ago. Adding the Spirit Guide archetype gives him access to a range of wizard spells including some high level blast effects like prismatic spray, sunburst and meteor swarm. He isn't really all that concerned about damage, if he was there would be a level of crossblooded sorcerer, but he happily chucks out dazing evocations all day long.

With Miracle he gets to engage in all of the high level caster tricks, creating simulacra, personal demi planes, binding outsiders like succubi etc. With paragon surge he can access any of the many utility spells in the cleric list when needed (although each choice is fixed for the day).

Defence wise his saves are decent, his AC is OK although will jump significantly when he uses form of flame (-2 size, +3 dex, +4 natural, put the shield down first then pick it back up after the change, it lasts 18 hours) along with increased HP (+4 con) and various immunities (bleed, crits, sneak attack) and a little DR. He also has a range of defensive spells at hand.

Offensively he should always be flying, fickle winds to shut down archers and then throw whatever direct damage or disabling effect you want. He can chuck quickened flame strike every round with a level 5 spell slot for a free 15d6 on top of dazing empowered flame strike or whatever your preferred blast might be. Dazing people inside blade barriers is a bit mean. He can also happily hide inside areas of deeper darkness as he has the see in darkness quality from the Heavens Spirit. If you want to be very mean you can surge for heighten spell to negate any heightened continual flames they may have.

Larger scale destruction is accomplished with earthquake and control weather.

Flame Oracle:
Male half-elf (Varisian) oracle (spirit guide) 18 LE Medium humanoid (elf, human)
Init +15; Senses darkvision 90 ft., see in darkness; Perception +26

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Defense
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AC 39, touch 20, flat-footed 34 (+8 armor, +5 deflection, +5 Dex, +5 natural, +6 shield)
hp 183 (18d8+90)
Fort +28, Ref +28, Will +31 (+11 vs. charm and compulsion); +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity

--------------------
Offense
--------------------
Speed 30 ft.
Oracle Spell-Like Abilities (CL 18th; concentration +33)
. . Constant—endure elements
. . 1/day—prismatic spray, prismatic wall

Oracle (Spirit Guide) Spells Known (CL 18th; concentration +33)

. . 9th (4/day)—fiery body[APG], meteor swarm (DC 33), miracle (DC 33)

. . 8th (6/day)—mass cure critical wounds, incendiary cloud (DC 30), frightful aspect, stormbolts[APG] (DC 32), earthquake, sunburst (DC 32)

. . 7th (8/day)—blasphemy (DC 31), control weather, mass cure serious wounds, dictum (DC 31), fire storm (DC 31), prismatic spray, repulsion (DC 29), reverse gravity, summon monster VII

. . 6th (8/day)—banishment (DC 28), blade barrier (DC 30), chain lightning (DC 30), mass cure moderate wounds, greater dispel magic, fire seeds, heal, wind walk

. . 5th (8/day)—commune, mass cure light wounds, fickle winds[UM], flame strike (DC 31), greater forbid action[UM] (DC 27), overland flight, plane shift (DC 27), summon monster V, telekinesis, true seeing

. . 4th (9/day)—blessing of fervor[APG] (DC 26), cure critical wounds, death ward, dimensional anchor, discern lies, freedom of movement, order's wrath (DC 28), rainbow pattern (DC 26), wall of fire

. . 3rd (9/day)—blindness/deafness (DC 25), borrow fortune[APG], cure serious wounds, daylight, deeper darkness, fireball (DC 27), invisibility purge, magic circle against evil, magic circle against good

. . 2nd (9/day)—cure moderate wounds, delay poison, grace[APG], hold person (DC 24), hypnotic pattern (DC 24), levitate, minor image (DC 24), mirror image, pilfering hand[UC], remove paralysis, resist energy, silence (DC 23)

. . 1st (9/day)—ant haul, burning hands (DC 25), color spray (DC 23), cure light wounds, detect evil, murderous command[UM] (DC 23), remove fear, remove sickness[UM] (DC 23), sanctuary (DC 23), shield of faith

. . 0 (at will)—create water, detect magic, detect poison, ghost sound (DC 22), guidance, light, mage hand, purify food and drink (DC 22), scrivener's chant, spark[APG] (DC 24), stabilize

. . Mystery Flame
. . S spirit magic spell; Spirit Heavens Wandering Spirit

--------------------
Statistics
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Str 7, Dex 20, Con 20, Int 18, Wis 13, Cha 34
Base Atk +13; CMB +11; CMD 31

Feats Craft Wondrous Item, Dazing Spell[APG], Divine Protection[ACG], Empower Spell, Greater Spell Focus (evocation), Noble Scion Of War[ISWG], Quicken Spell, Spell Focus (evocation), Spell Perfection (Flame Strike)[APG]

Traits irrepressible, magical lineage (flame strike)

Skills Bluff +35, Diplomacy +38, Disguise +15, Intimidate +15, Knowledge (arcana) +25, Knowledge (planes) +25, Knowledge (religion) +25, Perception +26, Sense Motive +22, Spellcraft +25, Use Magic Device +18; Racial Modifiers +2 Perception

Languages Auran, Common, Elven, Ignan, Infernal, Varisian

SQ bonded spirit, bonded spirit hex (heaven's leap), elf blood, no breath, oracle's curse (haunted), revelations (form of flame, gaze of flames), spirit (), stardust

Gear wand of cure light wounds, +5 mithral light steel quickdraw shield, mulberry pentacle ioun stone, amulet of natural armor +5, belt of physical might +6 (Dex, Con), bracers of armor +8, circlet of persuasion, cloak of resistance +5, eyes of the eagle, handy haversack, headband of mental superiority +6, ring of freedom of movement, ring of protection +5, tome of clear thought +1, tome of leadership and influence +2, 37 gp, 8 cp


Nice I may use that.

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