Chimes at Midnight adversary PEACH

First off, this is a statblock for an adversary out of the "Chimes at Midnight" Eberron adventure from an issue of Dungeon. If you plan to play that adventure, or its sequels "Quoth the Raven" and "Hell's Heart," don't read this. On the other hand, if you have played or DMed that adventure, your opinion is especially appreciated.




Victor Saint-Demain Level 10 Elite Soldier
Medium natural humanoid XP
Initiative +11 Senses Perception +13
HP 198; Bloodied 99, (see unmatched skill)
AC 28; Fort 20, Ref 23, Will 25
Speed 6
---------------------
:bmelee: Sword Cane (standard; at-will) * Weapon
+13 vs. AC; 2d6+4, and the target is marked until the end of Victor's next turn.
:melee: Punishing Cut (standard; at-will) * Weapon
Victor makes two sword cane attacks. If both attacks hit the same target, the target takes 5 ongoing damage (save ends).
Unmatched Skill
While Victor is not bloodied, any enemy taking ongoing damage from him is also dazed.
:ranged: Inquisitive's Eye (minor action, usable only against a marked target; recharge :5:, :6:)
Ranged 4, Victor's attacks against this target deal an extra 1d6 damage until the end of his turn.
Tactical Parry (immediate reaction, when an enemy misses Victor in melee; recharges when Victor hits an enemy in melee)
Victor can slide the enemy that missed him 1 square.
Expert Strike (standard; encounter) * Weapon
Victor makes two sword cane attack rolls and keeps the better result.
---------------------
Str 14 (+7) Dex 18 (+9) Wis 16 (+8)
Con 11 (+5) Int 20 (+10) Cha 15 (+7)
Alignment Unaligned Languages Common, Elven
Skills Bluff +12, Insight +13, Streetwise +12
Equipment leather armor, sword cane, fine clothing




If you aren't familiar with the adventure, Victor is an urban inquisitive gone bad, who hires a bunch of convicts to help him in a revenge streak. He fights with a sword disguised in a walking cane and has an arrogant, swashbuckling style. Does this fit with a duelist-detective? Is it appropriate for his level and role? If you've read the adventure, does it look like Victor?
 

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I attempted Twice to run a campaign that would lead up to Chimes of Midnight (with proper foreshadowing), but alas, they fell apart before I could pull him out.

I always pegged Demain as more of a Skirmisher. The figurines of wondrous power he whipped out looked like what soldiers would be (likely beefed up Iron Defenders), while Demain is going back and forth, flourishing his blade and sliding in to attack and thrust and parry!

However, this looks good. The stats really grab you and say "FENCER". I like the Unmatched Cut.

Tactical Parry (immediate reaction, when an enemy misses Victor in melee; recharges when Victor hits an enemy in melee)
Victor can slide the enemy that missed him 1 square.
Expert Strike (standard; encounter) * Weapon
Victor makes two sword cane attack rolls and keeps the better result.
Consider these powers freakin' STOLEN, sirrah. Good work.

I'd like to see what you did with any of the other NPCs. Perhaps the Raven, for instance.
 

Well, sadly, I haven't been able to get my hands on the Dungeon issue that includes the "Quoth the Raven" adventure, so I guess I still don't have any information on that.

Really, though, I'm converting these things right now, because we switched over to 4e in the middle of this adventure. Also, it's set in Planescape, rather than Eberron, though Victor ought to play out pretty much the same.


I definitely agree with you about Victor potentially being a skirmisher. My first version of him was a facelift of the Satyr Rake, with the Demagogue template added on top. Eventually, though, I decided that he needed to be higher level (hence 10 instead of 7--he's the centerpiece of the fight, after all, which is itself the climax of the adventure). When I really thought about what would make him be a consummate professional, never faltering, and always in your head, countering your next move, I decided that a soldier would be more fun. Victor doesn't need to dance around overly. Instead, he just laughs off your feeble attacks and shuts you down at every turn. At least, that's my reasoning.
 

I just came back to look at these stats and noticed that the Medani Inquisitive (level 8 skirmisher) from the Eberron Campaign Setting just so happens to have a power called "Inquisitive's Eye" that does almost exactly the same thing, published nearly a year later. WotC, gimme a call and I'll tell you where to send the check.
 

I've been converting the chimes saga (plus some other murder-mystery type adventures) for a game I've been planning to run. For their first meeting with him, in-person, he was going to be a level 6 solo, with him growing in power by the end of Hell's Heart. He'd probably have a more madness-themed power set by that point.

I will definitely be stealing some of these powers, though.

I'd say he needs a few mobility-based powers to get him around the field. Other than that, and some modifications I'd make to make him a solo, looks good.
 

Expert Strike (standard; encounter) * Weapon
Victor makes two sword cane attack rolls and keeps the better result.

I don't get this power. He can already make two sword cane attacks as a standard action, and deals ongoing damage if both hit. This encounter power lets him take the higher of two rolls to make one sword cane attack.

Perhaps make this a free action/no action reroll power, like Elven Accuracy? Or let him roll 2d20s for all of his attacks until the end of his next turn? Or attack Reflex instead of AC until the end of his next turn?

Also, his AC and Will are very high for a level 10 opponent. The MM2/DMG2 pretty much did way with the +2 to defenses for elites and solos, and I think that is definitely the way to go, especially with a soldier that already has a great AC.
 

Victor Saint-Demain Level 10 Elite Soldier
Medium natural humanoid XP
Initiative +11 Senses Perception +13
HP 198; Bloodied 99, (see unmatched skill)
AC 28; Fort 20, Ref 23, Will 25
Speed 6
---------------------
:bmelee: Sword Cane (standard; at-will) * Weapon
+13 vs. AC; 2d6+4, and the target is marked until the end of Victor's next turn.

:melee: Punishing Cut (standard; at-will) * Weapon
Victor makes two sword cane attacks. If both attacks hit the same target, the target takes 5 ongoing damage (save ends).

Unmatched Skill
While Victor is not bloodied, any enemy taking ongoing damage from him is also dazed.

:ranged: Inquisitive's Eye (minor action, usable only against a marked target; recharge :5:, :6:)
Ranged 4, Victor's attacks against this target deal an extra 1d6 damage until the end of his turn.

Tactical Parry (immediate reaction, when an enemy misses Victor in melee; recharges when Victor hits an enemy in melee)
Victor can slide the enemy that missed him 1 square.

Expert Strike (standard; encounter) * Weapon
Victor makes two sword cane attack rolls and keeps the better result.
---------------------
Str 14 (+7) Dex 18 (+9) Wis 16 (+8)
Con 11 (+5) Int 20 (+10) Cha 15 (+7)
Alignment Unaligned Languages Common, Elven
Skills Bluff +12, Insight +13, Streetwise +12
Equipment leather armor, sword cane, fine clothing

If this guy is supposed to be a recurring villain, it is reasonable to make him a soldier (the first time), though personally I would have made him a skirmisher (or maybe a lurker).

HP and Prime Stats
His HPs are fine, but I find his defences off by MMII standards.
Going from his base stats I would have expected:

AC: 26; Fortitude: 20; Reflex: 23; Will: 21

Being a BBEG I can see why you might want to bump his Will defence, in this case I would bump it from 21 to 23.

Attacks
:bmelee: Sword Cane (standard; at-will) * Weapon
+13 vs. AC; 2d6+4, and the target is marked until the end of Victor's next turn.

A 10th level soldier is on +17 vs. AC, not +13. Otherwise this is a standard middle of the road attack.

:melee: Punishing Cut (standard; at-will) * Weapon
Victor makes two sword cane attacks. If both attacks hit the same target, the target takes 5 ongoing damage (save ends).
Nothing wrong here, again its all pretty standard.

Unmatched Skill
While Victor is not bloodied, any enemy taking ongoing damage from him is also dazed.

Interesting, though I think it is probably the wrong way round. In my opinion creatures should get more dangerous the closer they get to death, not less. The more dangerous a foe the greater the element of excitement and danger, this should increase over the course of an encounter, not diminish.

If this power was the other way round then it would show Victor getting more determined and desperate, no longer playing with his targets but showing them his true potential as respected enemies.

:ranged: Inquisitive's Eye (minor action, usable only against a marked target; recharge :5:, :6:)
Ranged 4, Victor's attacks against this target deal an extra 1d6 damage until the end of his turn.

This doesn't need the range 4

Inquisitive's Eye (minor, recharge :5::6:); marked target only
Marked target only; range sight; does not provoke opportunity attacks; Victor deals an additional 1d6 damage against target until the end of his current turn.

Tactical Parry (immediate reaction, when an enemy misses Victor in melee; recharges when Victor hits an enemy in melee)
Victor can slide the enemy that missed him 1 square.

This is OK, a reasonable useful ability but nothing really special.

Expert Strike (standard; encounter) * Weapon
Victor makes two sword cane attack rolls and keeps the better result.

This should probably be a minor action, once a round

Expert Strike (minor, at will); 1/round
When Victor next makes a Sword Cane attack this round he may roll to hit twice and keep the better result.

My biggest concern with this BBEG is that it seems like a missed opportunity. He needs more powers, and needs some big signature moves that really show off his personality. If he was a skirmisher you could have him moving about a lot more and using powers that tried to make his opponents look like ill trained fools. As it stands he pretty much just stands there and uses Sword Cane.

As always this is just my opinion.
 

Here is a very very quick idea of the style of thing I would go for, something dynamic and dangerous….

Victor Saint-Demain Level 10 Elite Skirmisher
Medium XP 1,000

Initiative +12 Senses Perception +14
HP 198; Bloodied 99; see Bloodied Retreat, Escape Plan
AC 24; Fortitude 20, Reflex 24, Will 23
Saving Throws +2, +5 vs. charm
Speed 6
Action Points 1

:bmelee: Sword Cane (Standard; at-will) weapon
Attack +15 vs. AC; 2d6+6 damage

:melee: Flashing Blade (Standard; at-will) weapon
Victor makes 2 Sword Cane attacks and can shift 1 square after each
attack; if both attacks hit the same target make a secondary attack +13
vs. Reflex; on hit target is knocked prone and takes 5 ongoing bleeding
damage (save ends)

:melee: Lightning Blade (Standard; recharge :5::6:) weapon
Attack +13 vs. Will; 3d6+6 damage; on hit Victor may shift 3 squares; on
miss target may slide Victor 1 square

:melee: Pressing Flurry (Standard; encounter) weapon
3 attacks against the same target; attack +15 vs. AC; 1d8+6 damage; on
hit target is pushed 2 squares and Victor follows up 2 squares; if the third
attack hits the target is knocked prone

:close: Eloquent Monologue (Standard; encounter) fear
Victor makes a brief speech describing his plans and the futility of
opposing him; burst 10; attack +13 vs. Will; on hit target is stunned until
the end of Victor next turn, after effect target takes a -2 penalty to
attack rolls (save ends); on miss target takes a -1 penalty to attack rolls
(save ends)

:close: Escape Plan (Standard; encounter) only while bloodied
Only while bloodied; With a flourish Victor releases a cloud of blinding
powder, to aid his escape; close blast 5; attack +13 vs. Reflex; 1d6+6
damage; on hit target is slowed and blinded (save ends both)

Inquisitive's Eye
Victor deals an additional 1d6 damage against targets granting him combat
advantage

Bloodied Retreat (Immediate Reaction; encounter) when first bloodied
When first bloodied Victor shift 6 squares and gains a +2 bonus to all
defences until the start of his next turn

Alignment Unaligned Languages common, elven
Skills Bluff +15, Insight +14, Stealth +15, Streetwise +15
Str 14 (+7) Dex 20 (+10) Wis 18 (+9)
Con 11 (+5) Int 22 (+11) Cha 20 (+10)
Equipment sword cane, fine clothing, elaborate cape


As I said this is very very quick, I might consider giving him a ranged attack, a thrown dagger or the like, depending on teh encounter he was designed for.

I might also increase his AC by one, I havn't really had time to mull it over.

Anyway I hope this gives you some ideas.
 

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