Shemeska
Hero
Gah!
You're one of the ongoing arch-villains in my campaign, too!!!!
Oh the Marauder was a villain in both of my 3.x campaigns, but not so much of an arch-villain than a second-tier villain and perpetual pain in the ass to the PCs.
Gah!
You're one of the ongoing arch-villains in my campaign, too!!!!
Oh the Marauder was a villain in both of my 3.x campaigns, but not so much of an arch-villain than a second-tier villain and perpetual pain in the ass to the PCs.
She's kind of the same in mine....she's not allied with my main group of villains, but is aware of a lot of what they are up to, and often feeds the PCs info to help foil the bad guys. Ultimately, her plan is to have the PCs take out the bad guys, and then step in and achieve what they wanted.
I originally had planned to make her part of the group, but it just didn't seem in character....
But Saith was stuck to his location - the rumours and threat was all to do with what he could do if allowed to fully recover - and so the only time any PCs ever directly interacted with him was when they destroyed him.
Thanks.I think this is a clever way to approach an arch villain. It is good to first of all give your arch villain some clear limitations and weaknesses.
I'll chuck an exception on this: unless the villain is at the time so far superior in power that virtually any attempt by the PCs to fight it will end in a very quick or even one-shot TPK...and this is made obvious to all quite early in proceedings.He has rules he needs to abide. In the case of Saith, he is stuck in his location. In the case of Hydra (the arch villain my current campaign), he is stuck in another dimension, and can only send out his minions to do his bidding. Of course the goal of the minions is to set Hydra free, so there's always a looming threat that the big bad will be released.
But another thing this does, is to put the big bad out of reach of the players, until they are actually meant to fight him. He won't accidentally be killed by the players by a lucky roll of the dice; thus forcing the DM to end his campaign early, or be forced to facilitate some way for the big bad to escape. And you definitely don't want to put yourself in the latter position.
This supports my number one rule about villains: Never put a villain on the stage, unless you're prepare to have him die. If you present an enemy to the players, they WILL attempt to kill it. So unless you're prepare to let him die right then and there, don't put him on the stage.
Well, my crew kinda know they've got all that coming at some point.Another thing I did for my villain, is to make him vulnerable to the power of faith. Whenever you have an arch villain who is basically an invincible god-like being, it becomes important (in my opinion) to establish some rules regarding how gods and faith work. Any evil god-like being is also going to have to deal with the good deities that also exist in the same world. This makes a priest something more than just another class that tosses around spells and hits things with his weapon. He is a character that can invoke various gods, and ward areas against the influence of said evil god-like entity. That makes playing a priest in such a setting far more special and rewarding. You can do incredibly powerful things that no other class can.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.