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Demons and Associated Class Levels
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<blockquote data-quote="Loonook" data-source="post: 7082184" data-attributes="member: 1861"><p>Glabs have the following native abilities of note:</p><p></p><p>-Wish (which is granted in a monkey's paw way) </p><p>-Veil (self)</p><p>-Reverse Gravity</p><p>-Mirror Image</p><p>-PW: Stun</p><p>-Summon of Glabs/Vrocks</p><p></p><p>Lots of traps and trickery can be done with those skills.</p><p></p><p>Gestalt the Outsider and another class, or force them into an appropriate PrC or other option.</p><p></p><p>Honestly? The best options are to set up unique abilities for your set piece NPCs. At higher levels banishment and other effects may come into play with well prepared casters. Use your available tools to puzzle what would be a good challenge first. </p><p></p><p>You could grant the creature a cohort to assist with their work to add an additional body in the 'boss fight'. Or bump up his Mirror Image to 1d4 Simulacrum, Lesser 1/day, allowing him to hide himself with fleshy half selves.</p><p></p><p>Suggestions for a cohort include:</p><p></p><p>A Paladin who begged the favor of a priest to return her beloved to life. The 'priest' granted her wish, but the creature that came back came back wrong. </p><p></p><p>A down-on-his-luck Rogue begged the gods for fingers that charm silver. Now anyone he touches turns to silver. The Rogue serves as the Glab's chief assassin, leaving behind a pile of sulfurous silver pieces as the sign of his passing.</p><p></p><p>A bard seeking a voice to charm patrons gains the gift to command others but it is taken literally. The Glab has bound the bard to him to prevent banishment, and the bard wear's a scold's mask to prevent his words from causing terrible effects. He's gone quite mad over time of not using his gifts....</p><p></p><p>Glabs also have high UMD so scrolls and other effects could be used. Throw in possible rituals and other effects and you can make a really interesting villain for an arc later down the road.</p></blockquote><p></p>
[QUOTE="Loonook, post: 7082184, member: 1861"] Glabs have the following native abilities of note: -Wish (which is granted in a monkey's paw way) -Veil (self) -Reverse Gravity -Mirror Image -PW: Stun -Summon of Glabs/Vrocks Lots of traps and trickery can be done with those skills. Gestalt the Outsider and another class, or force them into an appropriate PrC or other option. Honestly? The best options are to set up unique abilities for your set piece NPCs. At higher levels banishment and other effects may come into play with well prepared casters. Use your available tools to puzzle what would be a good challenge first. You could grant the creature a cohort to assist with their work to add an additional body in the 'boss fight'. Or bump up his Mirror Image to 1d4 Simulacrum, Lesser 1/day, allowing him to hide himself with fleshy half selves. Suggestions for a cohort include: A Paladin who begged the favor of a priest to return her beloved to life. The 'priest' granted her wish, but the creature that came back came back wrong. A down-on-his-luck Rogue begged the gods for fingers that charm silver. Now anyone he touches turns to silver. The Rogue serves as the Glab's chief assassin, leaving behind a pile of sulfurous silver pieces as the sign of his passing. A bard seeking a voice to charm patrons gains the gift to command others but it is taken literally. The Glab has bound the bard to him to prevent banishment, and the bard wear's a scold's mask to prevent his words from causing terrible effects. He's gone quite mad over time of not using his gifts.... Glabs also have high UMD so scrolls and other effects could be used. Throw in possible rituals and other effects and you can make a really interesting villain for an arc later down the road. [/QUOTE]
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