Way of the Wicked custom antagonists


Advice


I am preparing to run a group of 6 players through Ways of the Wicked and am trying to prepare some custom content and could use some build help. Here is what I am trying to do.

I am planning to do a prologue to the game, where the players (6 of them) are given premade npcs (the future antagonists). The way that these mini adventures (over the first 2 sessions) will appear to be the backstory (see crime) of the player characters, really giving the players the feel of how they are perceived as monsters. What they are not going to necessarily know is, that they are also getting a prelude to the npcs that will eventually be hunting them.

I am picturing this group as a diverse group of 'inquisitor' types, kind of the somber good guys that are borderline in alignment. They are ruthless in their pursuit of 'evil'. I plan on beefing them up with some custom gear that will allow them to survive group encounters and things, as these guys don't always work alone. I am thinking that they are kind of 'witcher' types, or the last witch hunter types.

I want each of the villains, (good guys) to be different class and build wise. This is where I need some assistance. Any interesting builds that I can put together for a group like this?


I recommend using Sir Richard as one of these as he is a recurring protagonist throughout the campaign, my players now hate him. Apart from that Cleric, Inquisitor, Warpriest (have at lease one of these be one of the warrior nuns from book 2) , Oracle and a monk or Sacred fist warpriest.

In the various product threads for books 1-3 I have posted my rebuilds of most of the encounters from those books and some additional encounters (particularly for book 2)


Okay, I think I have some ideas starting.

Inquisitor - need a good build

Sorcerer - parents made some sort of a deal with a devil and he doesn't know it, was orphaned and given to the church

Rogue - Kind of a mercenary that got into the inquisitors, plays similar to an inquisitor, but is basically using his power to confiscate riches from the people who he is doing wrong, and is hoarding it for his/her retirement. Need a good stand alone rogue build

Paladin - Sir Richard build of some kind, probably an optimized Paladin build.

Warpriest - need a good optimized build here

Oracle - I have no clue on these builds, again, tough, stand alone type.


Brimgoth the Feral wrote:

Okay, I think I have some ideas starting.

Inquisitor - need a good build

Sorcerer - parents made some sort of a deal with a devil and he doesn't know it, was orphaned and given to the church

Rogue - Kind of a mercenary that got into the inquisitors, plays similar to an inquisitor, but is basically using his power to confiscate riches from the people who he is doing wrong, and is hoarding it for his/her retirement. Need a good stand alone rogue build

Paladin - Sir Richard build of some kind, probably an optimized Paladin build.

Warpriest - need a good optimized build here

Oracle - I have no clue on these builds, again, tough, stand alone type.

i like all of these ideas, but perhaps the rogue could be an Investigator instead? This would really round out the group well.


What level do you want them at?
I have Sir Richard and several companions statted out for their appearence in Book 2 , which I think include an Inquisitor and a Warpriest and I am happy to post them for your use.


Sir Richard and his men at level 10 has a Warpriest an inqquisitor and the paladin. However the others are not what you wanted however I have this file prepared

Spoiler:

Brother Artos Vashion
Human inquisitor of Mitra the Shining Lord 10 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +7; Senses Perception +22
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Defense
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AC 33, touch 16, flat-footed 31 (+11 armor, +4 deflection, +1 Dex, +1 dodge, +2 natural, +4 shield)
hp 129 (10d8+76)
Fort +14, Ref +8, Will +16; +1 morale bonus vs. fear
Defensive Abilities fortification 50%
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +1 bane flaming longsword +20/+20/+15 (1d8+18/19-20 plus 2d6 vs. and 1d6 fire) or
. . gauntlet (from armor) +18/+18/+13 (1d3+17) or
. . unarmed strike +18/+18/+13 (1d3+17 nonlethal)
Special Attacks bane (10 rounds/day), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 10th; concentration +16)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 10th; concentration +16)
. . 4th (2/day)—divine power, forceful strike (DC 20)
. . 3rd (4/day)—litany of righteousness[UC] (DC 19), magic vestment, communal resist energy[UC], greater shield of fortification[ACG]
. . 2nd (6/day)—detect thoughts (DC 18), inheritor's smite, communal protection from evil[UC], see invisibility, shared judgment
. . 1st (7/day)—divine favor, ear-piercing scream[UM] (DC 17), heightened awareness[ACG], shield of faith, wrath[APG]
. . 0 (at will)—acid splash, daze (DC 16), detect magic, detect poison, resistance, stabilize
. . Domain Spellkiller inquisition
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Statistics
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Str 20, Dex 12, Con 18, Int 10, Wis 22, Cha 12
Base Atk +7.5; CMB +18; CMD 28
Feats Disruptive, Heavy Armor Proficiency, Instant Judgment[UC], Judgment Surge[UM], Outflank[APG], Paired Opportunists[APG], Power Attack, Shared Judgment[UC], Shielded Caster[APG], Weapon Focus (longsword)
Skills Acrobatics -4 (+4 to jump), Appraise +1, Bluff +2, Climb +0, Diplomacy +2, Disguise +2, Escape Artist -4, Fly -4, Heal +7, Intimidate +20, Knowledge (arcana) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +22, Ride -4, Sense Motive +25, Spellcraft +14, Stealth +9, Survival +20, Swim +0
Languages Common
SQ monster lore +6, solo tactics, spellkiller, stern gaze +5, track +5
Other Gear +2 full plate, +2 moderate fortification heavy steel shield, +1 bane flaming longsword, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of inspired wisdom +4, ring of protection +2, 150 gp
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Special Abilities
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Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Disruptive +4 DC to cast defensively for those you threaten.
Fortification 50% You have a chance to negate critical hits on attacks.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Instant Judgment May pronounce or change a judgment as an immediate action
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shared Judgment Extend a judgment to an adjacent ally instead of enacting a second judgment.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred, DC 21) After defeating enemy, gain +2 sacred bonus to AC for 10 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Track +5 Add the listed bonus to survival checks made to track.

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Brother Carthus Donnagin CR 9
XP 6,400
Human cleric of Mitra the Shining Lord 10
LG Medium humanoid (human)
Init +2; Senses Perception +7
Aura divine presence (30 ft., DC 21, 10 rounds/day), nimbus of light (30 ft., 10 rounds/day)
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Defense
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AC 29, touch 17, flat-footed 26 (+8 armor, +4 deflection, +2 Dex, +1 dodge, +4 shield)
hp 114 (10d8+66)
Fort +13, Ref +9, Will +17; +1 morale vs. fear, +1 morale bonus vs. fear
Defensive Abilities warm shield (1d6+1 fire, DC 14)
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +1 longsword +13/+13/+8 (1d8+4/19-20)
Ranged light crossbow +12/+12 (1d8+1/19-20)
Special Attacks channel positive energy 7/day (DC 19 [21 to damage undead], 7d6 [+10 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 10th; concentration +16)
. . 9/day—touch of glory (+10)
Cleric Spells Prepared (CL 10th; concentration +16)
. . 5th—breath of life (DC 21), disrupting weapon, flame strike[D] (DC 21), flame strike (DC 21)
. . 4th—divine power, fire shield[D], holy smite (DC 20), spell immunity (2)
. . 3rd—daylight, dispel magic, magic circle against evil, prayer, searing light[D]
. . 2nd—admonishing ray, aid (3), bless weapon[D], find traps, spear of purity[UM] (DC 18)
. . 1st—bless, divine favor, protection from evil, shield of faith[D], shield of faith, shield of faith, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Glory, Sun
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Tactics
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Before Combat If given the chance, Brother Carthus casts aid on Sir Richard, bless weapon on Mad Meinhard and shield of faith, and protection from evil on himself.
During Combat Brother Carthus is a true believer in Sir Richard having a destiny. He does all he can to keep the paladin alive and in the fight, even at grave risk to his own safety.
Morale Brother Carthus is fearless in the face of evil and will stand by Sir Richard to the bitter end.
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Statistics
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Str 14, Dex 14, Con 16, Int 12, Wis 22, Cha 14
Base Atk +7.5; CMB +12; CMD 26
Feats Alignment Channel, Channel Smite, Combat Casting, Extra Channel, Improved Channel, Selective Channeling
Traits indomitable faith
Skills Acrobatics -1 (+7 to jump), Appraise +2, Bluff +3, Climb -1, Diplomacy +3, Disguise +3, Escape Artist -1, Fly -1, Heal +20, Intimidate +3, Knowledge (planes) +15, Knowledge (religion) +15, Perception +7, Ride -1, Sense Motive +7, Spellcraft +15, Stealth -1, Survival +7, Swim -1
Languages Celestial, Common
Combat Gear lesser extend metamagic rod, lesser reach metamagic rod[APG], scroll of communal protection from energy (CL 10th), communal protection from energy (CL 10th), communal protection from energy (CL 10th), wand of cure moderate wounds; Other Gear +2 breastplate, +2 heavy wooden shield, +1 longsword, crossbow bolts (10), light crossbow, belt of mighty constitution +2, headband of inspired wisdom +4, phylactery of positive channeling, wooden holy symbol of Mitra
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 7d6 (7/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divine Presence (30 ft., 10 rounds/day, DC 21) (Su) Allies in 30 ft gain sanctuary with enhanced DC. If attack, ally breaks aura for self, creator breaks for everyone.
Nimbus of Light (30 ft., 10 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 10 dam to undead each rd and dispels [Darkness] spells.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +10 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +10 (9/day) (Sp) Grant +10 to a CHA-based skill or ability check.
Warm Shield (1d6+1 fire, DC 14) (Sp) Creatures attacking you take fire damage; you're protected from cold.

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Erik the Falconer (Erik Varning) CR 9
XP 6,400
Human wizard 10 (Pathfinder Player Companion: Familiar Folio 11)
NG Medium humanoid (human)
Init +4; Senses Perception +13
Aura elemental manipulation (30 ft.)
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Defense
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AC 25, touch 17, flat-footed 20 (+4 armor, +2 deflection, +4 Dex, +1 dodge, +4 shield)
hp 87 (10d6+50)
Fort +10, Ref +11, Will +12; +1 morale vs. fear
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Offense
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Speed 60 ft.
Melee quarterstaff +8/+8 (1d6+1)
Special Attacks intense spells (+5 damage)
Wizard Spells Prepared (CL 10th; concentration +17)
. . 5th—cone of cold (DC 24), empowered fireball (DC 22), empowered fireball (DC 22), teleport
. . 4th—detonate[APG] (DC 23), empowered scorching ray (2), shout, stoneskin
. . 3rd—dispel magic, fireball (DC 22), fireball (2, DC 22), haste, lightning bolt (DC 22)
. . 2nd—mirror image (2), scorching ray, scorching ray (3), web (DC 19)
. . 1st—burning hands (DC 20), enlarge person (2, DC 18), mage armor, magic missile (2), shield
. . 0 (at will)—detect magic, light, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
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Tactics
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Before Combat Erik has mage armor almost always up and casts bear's endurance and stoneskin on Sir Richard (trying to keep the sometimes foolhardy paladin alive). Before entering the sanctum he also casts stoneskin on himself.
During Combat Erik is a disciple of the gospel of boom. He loves large impressive evocation spells and he expertly uses them every round. He keeps teleport in reserve however.
Morale Erik is neither a fanatic (like Richard and Carthus) nor a crazy person (like Meinhard).
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Statistics
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Str 10, Dex 18, Con 18, Int 24, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 22
Feats Combat Casting, Elemental Spell[APG], Empower Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Spell Specialization[UM]
Skills Acrobatics +5 (+17 to jump), Appraise +8, Bluff +1, Climb +1, Diplomacy +1, Disguise +1, Escape Artist +5, Fly +5, Heal +3, Intimidate +1, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +21, Knowledge (history) +21, Knowledge (nature) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +13, Ride +5, Sense Motive +13, Spellcraft +21, Stealth +5, Survival +3, Swim +1
Languages Aquan, Auran, Common, Draconic, Ignan, Terran
SQ arcane bond (arcane familiar, hawk [protector]), loyal bodyguard, shield master, versatile evocation
Combat Gear lesser maximize metamagic rod, lesser selective metamagic rod[APG], pearl of power (3rd level), pearl of power (4th level), potion of cure moderate wounds, scroll of cone of cold, scroll of detonate, scroll of passwall; Other Gear quarterstaff, belt of mighty constitution +2, headband of vast intelligence +4, belt pouch, fine robe, spell component pouch, diamond dust (worth 1,000 gp), 135 gp
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Special Abilities
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Admixture Associated School: Evocation
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Manipulation (10 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Arcane Familiar
Hawk (protector) (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +24
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 43 (1d8)
Fort +3, Ref +6, Will +9
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +10 (1d4-2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 10, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 14
Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Fly +7, Perception +24, Sense Motive +12, Spellcraft +10; Racial Modifiers +8 Perception
SQ loyal bodyguard, shield master
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fly (60 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Shield Master (Su) Familiar can take half damage done to you, as shield other

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Meinhard Mott aka "Mad Meinhard" CR 9
XP 6,400
Human barbarian (armored hulk) 10 (Pathfinder RPG Ultimate Combat 28)
CG Medium humanoid (human)
Init +2; Senses Perception +14
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Defense
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AC 31, touch 14, flat-footed 29 (+12 armor, +4 deflection, +1 Dex, +1 dodge, +5 natural, -2 rage)
hp 180 (10d12+110)
Fort +19, Ref +9 (+1 bonus vs. trample attacks), Will +8; +1 morale vs. fear, +1 morale bonus vs. fear, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 2/—
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Offense
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Speed 70 ft. (60 ft. in armor)
Melee +4 furious greatsword +28/+28/+23 (2d6+22/19-20) or
. . 2 claws +18 (1d8+6/×3)
Ranged javelin +15/+15 (1d6+11)
Special Attacks pounce, rage (34 rounds/day), rage powers (beast totem[APG], greater beast totem[APG], lesser beast totem[APG], guarded stance +2, quick reflexes, superstition +4, witch hunter[APG])
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Tactics
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Before Combat Meinhard Mott is a superstitious sort and mostly does not care to have arcane magic used on him. Still, he glady excepts any aid the cleric gives him. When he goes into battle against evil the cleric usually pauses to bless his weapon.
During Combat 'Rage and charge' sums up both Meinhard's battle strategy and philosophy of life. He is a born weapon-breaker and loves to shatter the prized weapon of his foe.
Morale Meinhard respected only one man in his life -- his brother Franz. They disagreed about everything. Meinhard certainly never cared for the flighty young trophy wife his brother got saddled with. But deep down he loved his brother. And now he's certain that the people before him caused his brother's death.

Mad Meinhard is going to rip them open and carve his brother's names in their guts. No surrender! No retreat!
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Statistics
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Str 30, Dex 14, Con 28, Int 8, Wis 10, Cha 12
Base Atk +10; CMB +24; CMD 35 (36 vs. overrun)
Feats Extra Rage, Extra Rage Power[APG], Extra Rage Power[APG], Raging Vitality[APG], Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +11 (+23 to jump), Appraise +0, Bluff +2, Climb +19, Diplomacy +2, Disguise +2, Escape Artist -2, Fly -2, Handle Animal +6, Heal +1, Intimidate +15, Perception +14, Ride +2, Sense Motive +1, Stealth -2, Survival +11, Swim +15
Languages Common
SQ indomitable stance, resilience of steel
Other Gear +3 full plate, +4 furious greatsword, javelin (5), amulet of natural armor +2, belt of giant strength +4, boots of striding and springing, poorly maintained traveller's garb, ratty sackcloth bag, coinage and jewelry (worth 2,385 gp), 2,385 gp
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Special Abilities
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Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Guarded Stance +2 (9 rounds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Pounce (Ex) You can make a full attack as part of a charge.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (34 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resilience of Steel +3 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.

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Sir Richard Thomasson Havelyn CR 9
XP 6,400
Human paladin (tempered champion) 10 (Weapon Master's Handbook 7)
LG Large humanoid (human)
Init +0; Senses Perception +13
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 33, touch 15, flat-footed 32 (+11 armor, +5 deflection, +1 dodge, +2 natural, +5 shield, -1 size)
hp 134 (10d10+75)
Fort +20, Ref +12, Will +17 (+5 resistance vs. enchantment); +1 morale vs. fear, +1 morale bonus vs. fear
Defensive Abilities fortification 50%; DR 10/adamantine (100 points); Immune charm, disease, fear
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +2 longsword +28/+28/+23 (2d8+33/19-20) or
. . +3 bane keen longsword +29/+29/+24 (2d8+34/17-20 plus 2d6 vs. )
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 6/day (DC 20, 5d6), sacred weapon (1d10, +0, 0), smite evil 4/day (+5 attack and AC, +10 damage)
Paladin Spell-Like Abilities (CL 10th; concentration +15)
. . At will—detect evil
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Tactics
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Before Combat Before entering the Sanctum, Sir Richard pauses to cast vestment of the champion, bless weapon, bull's strength, protection from evil, activates his divine bond to make his sword keen and +3, and finally casts divine favor.

During that time the wizard casts stoneskin and bear's endurance on Sir Richard.

Brother Carthus casts aid.
During Combat Sir Richard smites first and asks questions later. He heads straight for the altar, hoping to disrupt the ritual and see that it's evil is stopped. Any who get his way earn his special attention.

He prefers to focus on one enemy at a time. He wastes little time on banter but does issue his battle cry "For Balentyne! My father, know that this day ye shall be avenged!"

Yes, he talks like that. Like father like son.
Morale Like his father, Sir Richard never retreats especially from evil.

He will either be victorious or die. However, the wizard does not share Sir Richard's fanatic zeal. If Sir Richard falls the wizard is quick to use teleport.
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Statistics
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Str 26, Dex 10, Con 18, Int 10, Wis 14, Cha 20
Base Atk +10; CMB +28; CMD 35
Feats Bless Equipment, Extra Lay on Hands, Power Attack, Shield Focus, Toughness, Weapon Focus, Weapon Specialization
Traits hatred of the dark prince, resilient
Skills Acrobatics -5 (+3 to jump), Appraise +1, Bluff +6, Climb +3, Diplomacy +19, Disguise +6, Escape Artist -5, Fly -7, Heal +3, Intimidate +6, Knowledge (religion) +14, Perception +13, Ride -5, Sense Motive +21, Stealth -9, Survival +3, Swim +3
Languages Common
SQ divine bond, divine bond (weapon +2, 2/day), lay on hands 12/day (5d6), mercies (frightened, poisoned, shaken)
Combat Gear potion of cure moderate wounds (2); Other Gear +2 champion full plate, +2 moderate fortification heavy steel shield, +2 longsword, +3 bane keen longsword, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of alluring charisma +2, ring of inner fortitude (minor)[UE], seducer's bane[UE]
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bless Equipment Std Act: Bless single item (see text) for 5 rounds.
Damage Reduction (10/adamantine [100 points]) You have Damage Reduction against all except Adamantine attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +2, 10 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fortification 50% You have a chance to negate critical hits on attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Frightened) (Su) When you use your lay on hands ability, it also removes the frightened condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 5d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Smite Evil (4/day) (Su) +5 to hit, +10 to damage, +5 deflection bonus to AC when used.

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Sister Sara Edderley
Human warpriest of Mitra the Shining Lord 10 (Pathfinder RPG Advanced Class Guide 60)
N Large humanoid (human)
Hero Points 1
Init +0; Senses Perception +16
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Defense
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AC 31, touch 15, flat-footed 29 (+11 armor, +4 deflection, +2 dodge, +5 natural, -1 size)
hp 134 (10d8+81)
Fort +15, Ref +7, Will +15; +1 morale vs. fear, +1 morale bonus vs. fear
Defensive Abilities fortification 25%, sacred armor (+2, 10 minutes/day); Resist fire 10
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +2 holy naginata +21/+21/+16 (2d8+25/×4 plus 2d6 vs. evil) or
. . +2 naginata +21/+21/+16 (2d8+25/×4)
Space 10 ft.; Reach 10 ft. (20 ft. with +2 naginata, 20 ft. with +2 holy naginata)
Special Attacks blessings 8/day (Nobility: inspiring word, lead by example, Sun: blinding strike, cleansing fire), channel positive energy 5/day (DC 20, 3d6), fervor 10/day (3d6), sacred weapon (1d10, +2, 10 rounds/day)
Warpriest Spells Prepared (CL 10th; concentration +15)
. . 4th—crusader's edge (DC 19), divine power
. . 3rd—blood rage, daylight, deadly juggernaut[UC], invisibility purge
. . 2nd—inheritor's smite, ironskin (2), communal protection from evil[UC], spear of purity[UM] (DC 17)
. . 1st—burning disarm (2, DC 16), divine favor (3), shield of faith (2)
. . 0 (at will)—detect magic, detect poison, guidance, stabilize, vigor
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Statistics
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Str 26, Dex 11, Con 20, Int 10, Wis 20, Cha 10
Base Atk +7.5; CMB +19; CMD 32
Feats Bodyguard[APG], Combat Patrol[APG], Combat Reflexes, Dodge, Greater Weapon Focus (naginata), Mobility, Power Attack, Stand Still, Weapon Focus (naginata), Weapon Specialization (naginata)
Skills Acrobatics -4 (+4 to jump), Appraise +1, Bluff +1, Climb +12, Diplomacy +1, Disguise +1, Escape Artist -4, Fly -6, Heal +6, Intimidate +1, Perception +16, Ride -4, Sense Motive +19, Spellcraft +14, Stealth -8, Survival +14, Swim +4
Languages Common
SQ hero points
Other Gear +2 fire resistance light fortification full plate, +2 full plate, +2 holy naginata[UC], +2 naginata[UC], belt of physical might +2 (Str, Con), cloak of resistance +2, headband of inspired wisdom +2, 150 gp
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Special Abilities
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Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Patrol (+5') Full-round action: increase your threatened area by +5' until your next turn.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fervor (3d6, 10/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fortification 25% You have a chance to negate critical hits on attacks.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (10 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Warpriest Channel Positive Energy 3d6 (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Dark Archive

I think you should replace the rogue with slayer. Maybe the sniper archetype.

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