Umbral Court Agent


Hell's Rebels


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At my table, Zon Kuthon and Nidal are going to be more important than presented, because I have a refugee of Nidal who's started a heretical cult of Zon Kuthon based on the idea that he can be reformed. I'm designing various strike teams that Aluceda Zhol might send to stamp out this Shelynite heresy.

One of them will be led by this vampire Umbral Court agent. I discovered there's a team of vampires here from the Song of Silver random encounter. So, I'm repurposing that group to make them avoid attacking the Silver Ravens (because Nidal's state is staying out of this and closed the embassy) but rather deal with this cult, which is under Zhol's purview as high priestess in the area. Tackling the cult, however, will bring in the Silver Ravens, because one of its leaders is the PC with the cult.

Any way, what do you think of this Umbral Agent? Anything you'd change in the build for this antagonist? Any suggestions on gear?

Female human vampire umbral scion sorcerer 8/umbral court agent 3 (CR 12)
CE Medium undead (augmented humanoid)
Initiative +9 darkvision 90’, Perception +24
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.

DEFENSE
AC 27, touch 17, flat-footed 22 (+2 deflection, +4 Dex, +1 dodge, +6 natural, +4 mage armor)
HP 142/157 (8d6+3d8+99+false life) fast healing 5 DR 10/magic and silver
• If 0 HP, must go into gaseous form, return to coffin, more damage has no effect, helpless as heals 1 hp in 1 hour in coffin, then fast healing back in
Fort +15, Ref +12, Will +15 (+19 vs. channeling)
Resist cold 10, electricity 10
• Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

OFFENSE Speed 30 ft. Spider Climb 20’ (retain dex)
slam +10 (1d4+4 plus energy drain 2 levels, max 1/round)
• Energy drain: -1 to attacks, ability checks, saves, CMB/D, skills. Reduces current and max HP -5. Fort 22 to remove each day later. Rises as spawn 1d4 days if dies from negative levels

Special:
Dominate: standard act, 1 target, 30’ range, Will 22, CL 12th.
• Blood drain: free if establish or maintain pin, deals 1d4 CON damage to victim and +5 heal or temp HP each round to vampire. Rises as spawn in 1d4 days if dies from blood loss.
Veil (11/day): 10 hours, 30’ range on creature/object, decrease light level 2 steps for 30’, decreases past darkness then treat as deeper darkness.
• Children of the Night: standard act, arrive in 2d6 rounds, 1d6+1 rat swarms, 1d4+1 bat swarms, 2d6 wolves.
• Spawn: May control 11 spawn

Total for shadow/darkness spells: +1 CL, +2 DC, -4 to dispel, +spell level to stealth 1d4 rounds
All spells shrouded with wisps of shadow stuff: +2 DC to ID spells, +5 DC in shadows
Potent Shadows: +1 CL casting shadow/darkness spells in dim light or less
Shadow Arcana: darkness/shadow spell, +spell level circumstance to Stealth for 1d4 rounds
Shadow Grasp: +1 level to spell, cast spell w/area effect w/darkness descriptor, add entangled while in area +1 round, Reflex save of spell’s level negates and don’t keep making save in area, you cannot be impeded by it
Tenebrous Spell and Tenebrous Magic: +1 to spell level but free if shadow or darkness school, cast in darkness or dim light, +2 DC and -4 to dispel; casting it in bright light concentration 15+2*SL.
Umbral Spell: +2 level increase on spells that target creature or object and can’t be used w/instantaneous spells, add darkness descriptor, affected creature radiates darkness 10’ like darkness spell, nonmagical light has no impact, doesn’t stack w/other darkness spells; effects vs. those who can’t see: 50% miss chance, -2 attacks vs. you, -2 AC and Reflex, half move speed in darkness

Sorcerer Spells Known (CL 10th, +10 ranged touch, concentration +18)
5th (4/day)—vampiric shadow shield
4th (6/day)—greater invisibility , shadow conjuration (Will 22, usual choices: 2: web, 3: stinking cloud, spiked pit, swarm of fangs, sleet storm)
3rd (4/day)—deeper darkness, fireball (Reflex 21, 10d6 fire), vampiric touch (touch +9, 5d6 HP transfer), seek thoughts
2nd (5/day)—false life, invisibility, scorching ray (2 rays +10 ranged touch, 4d6 fire), darkvision, twilight haze
1st (6/day)—ray of enfeeblement (Fort 19), chill touch (Fort 19), disguise self (Will 19), shield, mage armor, magic missile
0—acid splash, detect magic, light, mage hand, mending, message, open/close, read magic
Bloodline shadow, Darkness domain

Change shape and gaseous form
• dire bat: fly 60, 10’ size, bite +10 for 1d8+7, +3 AC, -1 Reflex, +2 STR skills, -1 DEX skills, CMD 27, CMB +13
• wolf: scent, low light, bite +11 for 1d6+7 and trip, CMB +11, CMD 27, +3 AC, -1 Reflex, +2 STR skills, -1 DEX skills
• gaseous form: indefinite, fly 20 (perfect, can pass thru cracks, can’t run), DR 10/magic; can’t attack, cast (unless silent, still, eschew materials), or manipulate objects; immune to poison, sneak attacks, and critical hits.

Bloodline Spell-Like Ability (CL 10th, +9 touch)
11/day—shadow strike +9
7/day—10’ reach touch of darkness +9 (Reflex 23 partial negate)

STATISTICS Str 16, Dex 18, Con —, Int 14, Wis 16, Cha 26
BAB +6; CMB +9; CMD 26
Feats Alertness B, Darkvision B, Deceitful, Combat Reflexes B, Dodge B, Eschew Materials, Extend Spell, Improved Initiative B, Lightning Reflexes B, Quicken Spell, Shadow Courtier B, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell (and Tenebrous Magic B), Toughness B, Umbral Spell
Skills Bluff +36, Diplomacy +14, Disguise +14, Knowledge (arcana) +16, Knowledge nobility +4, Knowledge (religion) +13, Perception +24, Sense Motive +13, Spellcraft +13, Stealth +13, Use Magic Device +22;
Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic
Gear: cloak of resistance +3, headband of alluring charisma +4, ring of protection +2


What do you think of these tactics?

Infiltration and scouting:
gather information via disguise self, sense thoughts 40 (zon kuthon) in populated areas, and dominate gaze good prospects;
physical scouting via gaseous form, invisibility, and spider climb;
Having discovered supporters, track them to their services, dominate a few of them to spy/learn about organization and leaders, call out leadership thru thralls, leaving one behind to invite you into the secret cult hideout, then infiltrate and turn supporters into spawn while leaders are away using other thralls to take and bury bodies. Then have leaders forced to slay their own supporters. Then, once emotionally destroyed, capture the leaders.

Always on spells (extended and then regular): false life, mage armor.

Prep spells: shield (11 min), vampiric shield (1 min), veil (10 hours) allies w/darkvision, Umbral Shadow Grasp Tenebrous mage armor (10 hours entangle, darken), give darkvision to any non-vampire allies (8 hours)

Battle spell combos: Quicken ray of enfeeblement or magic missile; Umbral Shadow Grasp Tenebrous twilight haze (concealment, entangle, darken); Shadow Grasp Tenebrous Shadow Conjuration (entangling swarms of fangs, spiked pits, and webs, etc.); greater invisibility; Shadow Grasp Tenebrous deeper darkness on 1 of several marbles then shadow conjuration: summon monster III (dire bat)

Combat Tactics: Darken, then entangle, use shadow conjuration to lock down battlefield, rely on allies and fire spells for damage


Those are some nasty save DCs!
What were the stats based upon? The standard NPC array?

Monstrous spellcasters are always pretty nasty villains as they cannot be shut down as easily as others due to higher physical stats

Is this person the leader of a group or designed as a solo villain?

The big ticket gear items stack with what automatic bonus progression would suggest for those big three items. But isn't that arguably overkill for an NPC? Is giving those items overpowering for the CR?

PC character wealth usually adds +1 CR (at least)

That does make me wonder how fair it is to apply ABP to NPC villains (but that is a separate question)

As an aside how does your heretic ZK worshiper come out in practice? Is it the Separatist Cleric? Heretic Inquisitor? Or just a story not tied to the build?


She seems to be a mirror image of Aluceda Zhol but +1/-1 level and a different spellcasting class. I assume you'll have the group encounter this character when the PCs are level 10 or 11? The saves are roughly what they should be for that level, the enemy will have a hard time hitting with the slam attacks (which, since they have level drain attached, missing should definitely be happening more than hitting).
The enemy appears to be balanced for when I assume you'll be using them and will be a decent fight but I'd be worried it will feel too much like the fight against Aluceda Zhol later on in the AP. And since defenses are so similar, and both are vampire spellcasters the fight against your new enemy will seem harder than the one against Aluceda (again, I'm assuming when the PCs will fight this one).

So you can know where I'm coming from: I replaced Tiarise with Aluceda in the Records Hall so my group fought her when they were 10th level and it was a fairly difficult fight for them. (I had the rest of the enemies in the Records Hall as written.)

You might want to consider replacing Aluceda with this character instead of having both in the AP but it's totally up to you. Having both may be required, depending on your plans and how much you'll be using Zon Kuthon/Nidal in your game.


Lanathar wrote:

Those are some nasty save DCs!

What were the stats based upon? The standard NPC array?

The vampire sorceress in the bestiary, actually. Just added three prestige class levels and shifted it to shadow from undead and used the archetype

Lanathar wrote:

Monstrous spellcasters are always pretty nasty villains as they cannot be shut down as easily as others due to higher physical stats

Is this person the leader of a group or designed as a solo villain?

This person will be the leader. I'm thinking that the party may or may not have a Shadowsquare Cathedral crawl some time in book four and I want to be prepared. They'll have access to vampire fighter 8, vampire fleshwarped rogue 8, and a regular vampire sorcerer 8.

Lanathar wrote:

The big ticket gear items stack with what automatic bonus progression would suggest for those big three items. But isn't that arguably overkill for an NPC? Is giving those items overpowering for the CR?

PC character wealth usually adds +1 CR (at least)

That does make me wonder how fair it is to apply ABP to NPC villains (but that is a separate question)

It's weird. Those are the items for the 8th level sorcerer vampire in the bestiary. I didn't change them at all. AND the example vampire sorcerer lists it as CR one higher while the vampire template lists CR +2.

Lanathar wrote:
As an aside how does your heretic ZK worshiper come out in practice? Is it the Separatist Cleric? Heretic Inquisitor? Or just a story not tied to the build?

It's a work in progress. The PC is a Urogue 3/inquisitor 4. The inquisitor thing was a build idea to make the rogue chassis more competitive. The ZKR ended up working out after a prior shot at using Calistria flamed out badly at our table, as a player took offense at that goddess. There's sort of a raise yourself up by your bootstraps idea to his heretical vision of ZK, with pain being the necessary sacrifice to change, growth, and success.


Warped Savant wrote:

She seems to be a mirror image of Aluceda Zhol but +1/-1 level and a different spellcasting class. I assume you'll have the group encounter this character when the PCs are level 10 or 11? The saves are roughly what they should be for that level, the enemy will have a hard time hitting with the slam attacks (which, since they have level drain attached, missing should definitely be happening more than hitting).

The enemy appears to be balanced for when I assume you'll be using them and will be a decent fight but I'd be worried it will feel too much like the fight against Aluceda Zhol later on in the AP. And since defenses are so similar, and both are vampire spellcasters the fight against your new enemy will seem harder than the one against Aluceda (again, I'm assuming when the PCs will fight this one).

Hm.. Yes, book 4, level 10 or 11. My table's party has done very well at clowning my villains thus far, usually through a difficult to hit monk combined with a blaster arcanist and a battlefield control Magical Child.

My goal for this leader was to have stylish shadow school spells be her schtick, rather than the energy drain. I agree though--it feels like I sacrificed a LOT to get that going in this build. The energy drain stuff might be coming from sidekicks. But, if not, then Aluceda's combat might feel different?

Warped Savant wrote:
You might want to consider replacing Aluceda with this character instead of having both in the AP but it's totally up to you. Having both may be required, depending on your plans and how much you'll be using Zon Kuthon/Nidal in your game.

I don't think I can do that, unfortunately. They've met her and know that she's a cleric.


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roguerouge wrote:
Lanathar wrote:

Those are some nasty save DCs!

What were the stats based upon? The standard NPC array?

The vampire sorceress in the bestiary, actually. Just added three prestige class levels and shifted it to shadow from undead and used the archetype

Lanathar wrote:

Monstrous spellcasters are always pretty nasty villains as they cannot be shut down as easily as others due to higher physical stats

Is this person the leader of a group or designed as a solo villain?

This person will be the leader. I'm thinking that the party may or may not have a Shadowsquare Cathedral crawl some time in book four and I want to be prepared. They'll have access to vampire fighter 8, vampire fleshwarped rogue 8, and a regular vampire sorcerer 8.

Lanathar wrote:

The big ticket gear items stack with what automatic bonus progression would suggest for those big three items. But isn't that arguably overkill for an NPC? Is giving those items overpowering for the CR?

PC character wealth usually adds +1 CR (at least)

That does make me wonder how fair it is to apply ABP to NPC villains (but that is a separate question)

It's weird. Those are the items for the 8th level sorcerer vampire in the bestiary. I didn't change them at all. AND the example vampire sorcerer lists it as CR one higher while the vampire template lists CR +2.

Lanathar wrote:
As an aside how does your heretic ZK worshiper come out in practice? Is it the Separatist Cleric? Heretic Inquisitor? Or just a story not tied to the build?

It's a work in progress. The PC is a Urogue 3/inquisitor 4. The inquisitor thing was a build idea to make the rogue chassis more competitive. The ZKR ended up working out after a prior shot at using Calistria flamed out badly at our table, as a player took offense at that goddess. There's sort of a raise yourself up by your bootstraps idea to his heretical vision of ZK, with pain being the necessary sacrifice to change, growth, and success.

Ah ok I am not particularly experienced with high level play and didn’t think to look at what the standard vampire has

The gear thing doesn’t make sense but I am not surprised you didn’t change it

I can see the point on this being too similar to Alucida made by Warped Savant. Consider stepping away by perhaps using Magus or Mesmerist? Occult Origins specifically mentions the Umbral court using mesmerists - it is referred to as the Nidalese smile

Or maybe warpriest of ZK. Just a different focus to a pure spellcaster

Or the team could be Dhampir including the leader determined to prove themselves
Perhaps also including other “dregs” from Nidalese society with a point to prove - Kyton blooded tieflings and Fetchlings...


roguerouge wrote:
Hm.. Yes, book 4, level 10 or 11. My table's party has done very well at clowning my villains thus far, usually through a difficult to hit monk combined with a blaster arcanist and a battlefield control Magical Child.

I know that feeling! I have a tripping monk in my group. Bad guys can't do anything! They fall, get hit a few times on the way down, hit while down, hit if they try to get up.... combat doesn't last long and the enemies can rarely do much.

roguerouge wrote:
My goal for this leader was to have stylish shadow school spells be her schtick, rather than the energy drain. I agree though--it feels like I sacrificed a LOT to get that going in this build. The energy drain stuff might be coming from sidekicks. But, if not, then Aluceda's combat might feel different?

That should work so long as you highlight/describe the spell effects enough and give the two different enemies enough differences in personalities. (I find combat really boring so when I'm a player I don't think I would pick up on the different types of spells and just see it as "oh look, another vampire caster". But I fully admit that I have at least 2 players that would notice the difference immediately and know that one is arcane and one is divine.)

roguerouge wrote:
Warped Savant wrote:
You might want to consider replacing Aluceda with this character instead of having both in the AP but it's totally up to you. Having both may be required, depending on your plans and how much you'll be using Zon Kuthon/Nidal in your game.
I don't think I can do that, unfortunately. They've met her and know that she's a cleric.

Fair enough. As I said above, I'd suggest making sure that the personalities are different enough and that they each get enough screen time to show the differences.


Maybe this one would be better? He'd lead some vampire spawn and a flesh golem hound

Human Nidalese Magus 8 (SWAT) LE Medium humanoid (human)
Init+0; Perception +7

DEFENSE
AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
HP 63 (8d8+24) Fort +8, Ref +3, Will +6

OFFENSE: Speed 30 ft. REACH 15’ (whip, can attack adjacent, no threat range)
Melee +1 scorpion whip +10/+5 (1d4+3)
Arcane pool +2 corrosive scorpion whip +11/+6 (1d4+4+1d6 acid)
• 8 Rime Chill Touches +11/+11/+6 (1d4+4+1d6 acid+1d6 cold (Fort 15 or 1 STR) and entangled 1 round)
o When casting first round, Concentration DC 19
• Arcane Mark (Zorro-style) +11/+11/+6 (1d4+4+1d6 acid)
o Concentration DC 15 (automatic w/Improved Spell Combat, -2 to hit)
Spellstrike Arcane Pool Arcane Accuracy! +2 corrosive scorpion whip
• Vampiric Touch +15 regular attack (5d6 transfer and 1d4+4+1d6 acid) and +15/+10 (1d4+4+1d6 acid): Concentration DC 21
o Empowered? Spell Recall to cast again?
o Improved Spell Combat: -2 attacks, +2 concentration
• Rime Frigid Touch +15 regular attack (1d4+4+1d6 acid+4d6 cold +entangled 2 rounds +staggered 1 rd, crit=staggered 1 min.) and +15/+10 (1d4+4+1d6 acid) Concentration DC 21
o Improved Spell Combat: -2 attacks, +2 concentration
• Shocking Grasp +15 regular attack (1d4+4+1d6 acid+5d6 electricity) and +15/+10 (1d4+4) Concentration DC 17
o Empowered?
o Improved Spell Combat: -2 attacks, +2 concentration
Ranged spells: merciful fireball, merciful scorching ray (+6 touch), frost ray (+6 touch)

Tactics:
Before Combat: Casts blur, shield, protection vs. good, and cat’s grace. Spends a point as a standard to Arcane Pool his weapon for one minute. Remember invisibility for buff prep time if necessary; if used, saves arcane pool point to be able to recall it as an escape tactic.
During Combat: Will pepper opponents from range with spells as he moves in via cover. Keeps a 10-15’ distance in melee, works behind vampire spawn team. He understands that he’s a glass canon: nova to take out combatants before they can attack. Spend points liberally to empower, recall, or use arcane accuracy. Merciful Spell is used to capture targets if that’s the mission. True strike then next round disarm is an option.
Morale: Will cast invisibility to escape when out-matched or out of pool points.

Magus Spells Prepared (CL 8th; concentration +12)
• Casting defensively: DC 15+2xSL (15/17/19/21) or lose spell
• Injured while casting: DC 10+damage+SL or lose spell
• Continuous damage: DC 10+ ½ damage + SL or lose spell
3rd—merciful fireball (20’ radius, long range, 8d6 fire nonlethal to creatures and unattended objects, sets combustibles on fire, Reflex 17), rime frigid touch (4d6 cold and entangled 2 rounds and staggered 1 round, on crits staggered 1 minute, no save, but SR), vampiric touch (5d6 HP transfer)
2nd—cat’s grace (+2 AC, +2 dex skills, and +2 Reflex, 8 min.), blur (20% miss, 8 min.), rime chill touch (1d6 cold + entangled 1 round, Fort 15 or -1 STR, 8 touches), invisibility, merciful scorching ray (45’, 4d6 fire nonlethal, 2 rays, targets w/in 30’)
1st—shocking grasp x2 (5d6 electricity, +3 attacks vs. metal armor), protection from good (net: +1 resistance, +1 AC deflection, 8 min.), shield (8 min.), true strike (+20 insight next attack and ignore concealment, can be on maneuvers)
0th (at will)—arcane mark, detect magic, light, ray of frost (45’, 1d3 cold), read magic

STATISTICS: Str 14, Dex 10, Con 12, Int 18, Wis 8, Cha 14
BAB +6; CMB +8; CMD 19
Feats: Combat Casting, Exotic Weapon Proficiency (scorpion whip), Merciful Spell, Rime Spell, Toughness, Weapon Focus (scorpion whip)
Skills Diplomacy +6, Intimidate +13, Knowledge (arcana) +15, Knowledge (local) +12, Knowledge (nobility) +8, Perception +7, Sense Motive +7, Spellcraft +15
Languages Common, Halfling, Infernal, Shadowtongue, +1 additional
Special Qualities:
• arcane pool (8 points) swift +2 to weapon for 1 min. (acid, +1), refreshes daily.
• knowledge pool: spend 1/level to prepare wizard spell, up to 4 points.
• magus arcana: arcane accuracy (1 point, swift, +4 insight to hit)
• magus arcana: empowered magic: 1/day +50% on variable spell effects, no increased spell level
• medium armor proficiency: no caster penalty
• Improved spell combat (–2 attack, +2 concentration) cast and full attack
• Spell Recall: swift, 1 point/SL, recall a spell you’ve cast
• Spellstrike: TWF with a spell delivered through an extra weapon attack, spell critical for double damage while weapon uses whatever

Combat Gear potions of cure moderate wounds (2), scroll of fireball;

Other Gear +1 four-mirror armor (+7 AC, -4 ACP), +1 scorpion whip, MW light crossbow with 20 bolts, cloak of resistance +1, ring of protection +1, spell component pouch, spell book (contains all 0-level spells and all prepared spells as well as the following: 3rd—arcane sight; 2nd—blood transcription; 1st—comprehend languages, disguise self, mount, protection from good, unseen servant), 281 gp


I'm concerned this guy will get clowned with his saves.


roguerouge wrote:
I'm concerned this guy will get clowned with his saves.

Understandable concern. You know your group best and what types of things will fare better against them.

There's nothing wrong with the Sorcerer that you posted (unless your group is like me and wouldn't notice the difference between divine and arcane casters). And really, vampire casters make sense. I'd just either level the one you made down a level or two (which might make it an easy fight) or power Aluceda up a little, which may make her too difficult for where she appears.
Maybe level your creation down a little add in a few more mooks/similarly leveled enemies? Like, make this one level 6 and add in some level 4 or 5 people with her? I dunno.

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