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6th Level Character Challenge

Arcturus_Rugend

First Post
I'm creating a 6th level character to run with the PC's in my gaming group, but he's going to be an elite NPC that travels with the party for some time and is ultimately going to wind up as the BBEG of the adventure.

Here's where you come in.

I need this character to be as scary as possible, and I'm hoping the good folks on this board have a few ideas on how to do just that. I need one character of any race / class(es) using the core books, the splatbooks, OA, BoVD, MoTP, Sav. Sp., D&DG, and anything non-epic from the in the ELH. Help me create the nastiest ECL 6 character possible.

I'll handle the backstory necessary to get him (or her) into the party. The definition of "nastiest" is up to you. :D



(edited for grammar)
 
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Arcturus_Rugend

First Post
young_dwarf : Do you have specific ideas about what makes that 6th lvl Rakshasa nastier than any other ECL 6 character? How about stats, weapons, other equipment, combat strategies?

I'm by no means criticizing your suggestion, I just was hoping for something along the lines of a mini-smackdown character, stats and all. Thanks! :D

(Maybe I should have called this thread a 6th Level Smackdown Challenge... that would have perked up some ears.;) )
 

CRGreathouse

Community Supporter
Human Rog5/Asn1
Dwarf Ftr6
? Clr6 (with vile lance and wrack)
Canaloth Ftr1 (with good Con)
Athach6
Vrock6

It all depends on how you see the bad guy...

As for equipment, a sacrificial knife (BoVD 113) would be a nice touch.
 

Elder-Basilisk

First Post
Half Ogre fighter 4/Barbarian 1 (I'm going from memory on the half-ogre stats so it may not be perfect--I'll put the racial modifiers in parenthesis so I can be corrected easily).

Ugluk: Half Ogre Fighter 4/Barbarian 1; Large Giant; CR 6; HD 1d12+4d10+15; 51 HP; AC 24 (+9 +1 fullplate, +1 dex, +3 natural, +1 deflection, -1 size); Atk +13 melee (2d8+12) or +8 ranged (2d6+4); SQ: Darkvision, Rage 3/day; Fast Movement; AL: NE; Fort + 11; Ref +4; Will +6
Str 22 (+4), Dex 12(-2), Con 16 (+2), Int 11 (-2), Wis 12, Cha 9 (-2)
Feats/Skills: Extra Rage (MotW), Power Attack, Weapon Focus: large Greatsword, Iron Will, Weapon Specialization: large Greatsword; Climb +15, Jump +15, Intimidate +3, Intuit Direction +2, Wilderness Lore +4

Equipment: +1 large greatsword, +1 ring of protection, Locking Gauntlet, +1 fullplate, +2 cloak of Resistance, masterwork shortsword, large masterwork mighty [+4] composite longbow, 20 masterwork arrows, potion of cure serious wounds, 2 potions of cure moderate wounds, potion of fly, 2 vials of alchemist's fire.

Raging: HP: 61; AC 22; Atk +15 melee 2d8+15 large greatsword; Svs: +13, +4, +8
 
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CRGreathouse

Community Supporter
Arcturus_Rugend said:
I'm by no means criticizing your suggestion, I just was hoping for something along the lines of a mini-smackdown character, stats and all.

We don'y know what function the person is to play, so we can't. Is it a "lone wolf" or a cult leader? Will he work from the shadows, or brazenly in the open? Is hje the evil of convenience or corruption? Etc.
 

Arcturus_Rugend

First Post
I'm actually fitting the story to the character, rather than the other way around, but here are some rough details to help you out:

---The character will be travelling with the group for about 3 months, mostly overland and through mountainous territory

---The character is a pawn of a more insidious mastermind who is having him infiltrate the group. The type of character people come up with will decide whether he is a willing spy or a unknowing pawn.

---The Mastermind controlling him / her will have strong ties to gods of slaughter / genocide and disease.

--- The character should be outfitted as a PC of 6th level, not an NPC, because he / she will be a contributing party member for quite some time.

--- The character can be of any race / class because the PC's will be travelling through several wilderness areas as well as major cities before the character appears.

Hope that helps and thanks for the ideas!
 

Judas

First Post
Wiz6, STR 10, DEX14, CON16, INT19, WIS12, CHR12
Specialist Evoker. Has taken the feats Energy Substitution and Energy Admixture, choosing either acid or sonic as the energy type. At 6th level he/she can do a fireball with a max damage of 72 points. Or lightning bolt for same amount.

Energy Substitution:
Replace an element of a spell with another type. Choose the substituted element at the time of taking the feat.

Energy Admixture:
Add the chosen element type to an exsisting element type to do damage equal to the original type.

6d6 fireball becomes a 12d6 Acidic Fireball or Thundering Fireball.
Not relying on any magic items here either..

Note: I believe being a specialist gives you a +1 per damage die to damaging spells of your specialized school. I could be wrong though. But if that is true, then the modified fireball would be 12d6+12, possible max of 84 points.
 

Hypersmurf

Moderatarrrrh...
Remind me - A&EG Bracers of Armor rules... do you need a +1 Armor bonus before you can add special qualities?

And what're the resources for a PC6 - 5100gp?

-Hyp.
 


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