Help Me Build EPIC BBEG

You can also get a change in-between meetings.. so at 7th he could be a summoner/controller, at 12th a summoner/artillery as he gets more directly involved.

An interesting option would be to mix a chaos sorcerer style with a summoner.. so every summons he gets a slightly random minion that has a random elemental effect.

This could mix into the artillery with randomish elemental effects. You could whitewash the effects as swarms of spiders :)

Lots of great ideas so far!
 

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Wow, yea so many awesome ideas, lol. I honestly don't even know where to start. Sorry I haven't responded back on here in awhile, just been super busy in real life lately. Gonna mull over the books over the next few days and see if I can't start putting something together. Once I get something concrete, I'll put it on here and see what you guys think and what I should tweak. Thanks again for all the ideas!
 

Ok guys, sorry for taking so long, but I've finally got something put together. I just edited my first post and put all the info there, but please take a look and let me know what you think. Especially when it comes to the numbers game as this was my first attempt to build anything from scratch, so I'm sure quite a few of them may be off a bit. Look forward to hearing what you think!
 

Encounter 1 - Party Level: ~9, BBEG level: 12

Ok, so the party is captured by some means and taken to a camp held by the BBEG.

This has nothing to do with the encounter, but I think that's a mistake. Actually capturing PCs is, if anything, harder than killing them, since you have to prevent them from running too. This encounter has the potential to overshadow the encounter with the BBEG.

One complication, I want to discourage the party from going after the BBEG, so I'm not sure weather to maybe put some type of damage resistance on him, some wall of force that attacks can't penetrate, or maybe some aura that comes out from the ritual or something that prevents damage.

The blog Sly Flourish has great advice for this kind of thing. Look it up. I would recommend putting two or three ritual objects on the battlefield. Each gives the BBEG a protective effect, for instance, one boosts his NADs, one his AC, and one gives damage reduction. Each could be toppled with a skill check or two (moderate DC) but those are standard actions. Attacking him would be frustrating without dealing with these, delaying his death.

[FONT=&quot]Xipe Shadowstep[/FONT][FONT=&quot]
Medium fey humanoid
[/FONT]
[FONT=&quot]Level 12 Elite Artillery (L)[/FONT]
[FONT=&quot]
1400 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 182; Bloodied 91 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +8 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 24; Fort 22; Ref 26; Will 26 [/FONT]
[FONT=&quot]Perception +13 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 6 [/FONT]
[FONT=&quot]Darkvision[/FONT]
[FONT=&quot]Saving Throws[/FONT]
[FONT=&quot] +2 Action Points 1 [/FONT]
[FONT=&quot]Traits[/FONT]

[FONT=&quot]Aura of Despair[/FONT]
[FONT=&quot] ♦ Aura 10 [/FONT]
[FONT=&quot]Any enemy that enters the aura or starts its turn there takes 10 necrotic damage. [/FONT]

The damage is good, the type is good, but IMO that's too large. For an artillery, it's probably better just to convince PCs not to stand next to him. An aura of three should do the trick; even with reach PCs will have to take damage from the aura unless they're really mobile. You can charge him, but afterward you'll take the damage on your next turn.


[FONT=&quot]Pack Attack[/FONT]

[FONT=&quot]Xipe's attacks deal 8 extra damage to any enemy adjacent to two or more of Xipe's summoned minions. [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Eldritch Blast[/FONT]
[FONT=&quot] (implement) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Ranged 10; +15 vs Reflex
Hit: 3d6 + 8 damage.
[/FONT]

His attack bonus is a little low. Artillery get +2 to hit with ranged attacks, so the bonus should be +17.

He has only one attack, despite being an elite.


[FONT=&quot]Spider Curse[/FONT]
[FONT=&quot] (necrotic) ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Ranged 20; +15 vs Will
Hit: 2d10 + 5 necrotic damage, and the target is weakened and takes ongoing 10 necrotic damage (save ends both)
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
[/FONT]
[FONT=&quot]Venom Blast[/FONT]
[FONT=&quot] (poison) ♦ Recharges on 4-6 [/FONT]
[FONT=&quot]Attack: Close Blast 5 (enemies in the blast); +15 vs Fortitude
Hit: 3d6 + 8 poison damage.
Miss: Half damage.
[/FONT]

I always think poison attacks should do ongoing damage.


[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Call of the Grave[/FONT]
[FONT=&quot] ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Effect: Four Xipe's Little Helper's appear in any unoccupied space within 10 squares. These mionions take their turns immediately after Xipe. [/FONT]
[FONT=&quot]Cloud of Darkness[/FONT]
[FONT=&quot] (zone) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of Xipe's next turn. The cloud blocks line of sight for all creatues except Xipe. Any creature other than Xipe is blinded while entirely within the cloud. [/FONT]
[FONT=&quot]Shadowstep's Curse[/FONT]
[FONT=&quot] ♦ At-Will: (1/round) [/FONT]
[FONT=&quot]Effect: Xipe chooses one enemy he can see. Until the end of Xipe's turn, his implement attacks deal 2d6 extra damage against the chosen enemy. [/FONT]
[FONT=&quot]Free Actions[/FONT]

[FONT=&quot]Vicious Retreat[/FONT]
[FONT=&quot] ♦ Daily [/FONT]
[FONT=&quot]An overpowering surge of dark light explodes in all directions, leaving its victims blinded and frozen in fear.[/FONT]
[FONT=&quot]
Attack: Close Burst 20 (all creatures in burst); +18 vs Reflex
Hit: Target is immobolized and blinded (save ends both).
Effect: Xipe spends one healing surge and immediately teleports up to twice his speed and takes a turn, even if he has already acted in this round. Xipe only gets one standard and one move action during this turn.
[/FONT]

As an aside, letting elite opponents heal like this is a bit much. Elites already have loads of hp. IMO, it's perfectly fine for him to spend a healing surge, but I think you should just specify how many hp he gets. It should probably be 1/8th his hp (as in his healing surge value if he wasn't an elite).

In addition, the language about getting an additional turn is ... confusing. On top of his other abilities, it gets overpowering. It also stacks "too well" with his action point. He can take three actions in one turn: one turn (including his curse), then action point, then immobilize and blind multiple enemies and dish out the hurt again. It's a little too much.

All in all, he seems to have a few too many abilities. It's probably better to cut down attack abilities to just two extra ones (including the aura!) but recharge one or make it more powerful when he is bloodied. (For instance, his aura could grow when he's bloodied, or his curse could get more powerful, etc.)


[FONT=&quot]Skills[/FONT]
[FONT=&quot] Arcana +14; Dungeoneering +13 [/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 10 (+6)
Con: 10 (+6)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 15 (+8)
Int: 16 (+9)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 14 (+8)
Cha: 11 (+6)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven [/FONT]
[FONT=&quot]Equipment[/FONT]
[FONT=&quot] leather armor, rod [/FONT]

I think I won't copy/paste the next one, as there's a lot of formatting!

It's late, and I'm running out of time, so I'll just address this guy:

Xipe's Little Helper

IMO, summoned minions should be the same level as the summoner. Minions should also have a type now; eg soldier minion, brute minion, etc. These seem like skirmishers. To keep things simple, they shouldn't do bonus dice of damage with combat advantage, just a flat bonus. Probably only enough to boost damage by +25%. They have too many abilities. For instance, most minion tokens have a bloodied side (weird, huh?) so you could flip a minion if they use Cloud of Darkness, but Xipe's Blessing is also an encounter power.
 
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Thanks for all the tips Psi, for the first incarnation of Xipe, I'd mostly ignore his abilities, though. it was mostly just stating him out to add stuff to for his Lich version. In the first encounter, I plan on him simply focusing on the ritual and only using a minor action every turn to summon minions when it's available. Otherwise, he's just going to ignore the party. I do totally agree with you on the aura, thing, tho. After thinking about it, I think it is a bit much, I was mostly just trying to discourage the players from even getting close to him while he's doing the ritual.

Which brings up the Vicious Retreat, thing. I know it's vastly overpowered (i built it to be) since he's only going to use it to get away. Once his soldier dies in the first encounter, he will mess up his ritual and run away. I didn't want to risk the chance of the PC's killing him in that first encounter and having to fluff a way to bring him back, so his daily ability is simply there to allow him to run away without getting beat up and possibly killed by the party. They aren't really supposed to fight him in the first encounter, he's just being introduced into the campaign at that point.

As for the minion's being a different level, the main reason I made them such a lower level is because I don't really like throwing higher level stuff at my PC's just due to the big defense differences and how much harder they are to hit. I wanted to make Xipe the same level as the party for that reason, but I thought maybe making him several levels higher would make it more difficult for the party to really do much to him with the higher defenses, but the minions should definitely be killed by the PC's, so it was kind've a catch 22 thing, and I figured the best way to fix it was just make the minions of the PC's level.

It's really the same with the 2nd encounter, he still summons minions of the PC's level when he is a higher level, but again this encounter isn't really designed to be a knock down drag out with the BBEG, just another small skirmish to kind've show off his new lichdom (and also I really didn't want to stat up 3 different versions of the BBEG, lol). And for the last battle, the real one, I was thinking I would just keep the minions the same, but bump them up a couple levels just to make them a little hardier and by then they should be the same level as Xipe.

In any case, thank you so much for taking the time to read over everything and comment. I hope you can find some time to critique his Lich version as that will be the one the PC's actually face.
 

IMO, Vicious Retreat can be made to work within the rules. I would make it a triggered power. Trigger: The villain falls to 0 hp. Effect (Immediate Interrupt): The villain teleports 10 squares (or twice his speed).

He could teleport to a portal jump/teleportation ritual circle, set for him, which would immediately whisk him away to safety. Instead, he could be removed from play, and then return a round later invisibly. Most likely the PCs will either give up searching for him, or will be far away looking for him. :)

I guess I don't like that this gives him an attack. It's a power he uses when he has lost.

Malkyr Molvgol
Medium fey humanoid
Level 9 Elite Soldier (L)
800 XP
HP 192; Bloodied 96
Initiative +8
AC 25; Fort 22; Ref 20; Will 21
Perception +9
Speed 5
Darkvision
Immune disease, fear
Saving Throws +2 Action Points 1
Standard Actions
Greatsword (weapon) ♦ At-Will (basic attack)
Attack: Melee 1; +14 vs AC
Hit: 2d10 + 6 damage.
Effect: Malkyr marks the target until the end of his next turn.
Call of War ♦ Encounter
Attack: Effect: Malkyr uses greatsword, and each ally within 5 squares of him can take a free action to shift up to 2 squares and make a melee basic attack.
Double Attack ♦ At-Will
Effect: Malkyr uses greatsword twice.
Minor Actions
Bolstering Presence ♦ Recharges on 5-6
Attack: Effect: close burst 3 (allies in burst). Each target gains a +5 power bonus to damage rolls until the end of Malkyr's next turn.
Triggered Actions
Relentless Assault ♦ At-Will
Trigger (free action): An enemy adjacent to Malkyr uses an attack power that doesn't include him as a target.
Attack: Effect: Melee 1 (triggering enemy). The target takes 12 damage.
Skills Athletics +13; Intimidate +12
Str : 18 (+8)
Con: 16 (+7)
Dex : 14 (+6)
Int: 11 (+4)
Wis : 10 (+4)
Cha: 16 (+7)
Alignment evil
Languages Common, Elven
Equipment plate armor, greatsword

Seems pretty well fine, although the thought of an elf wearing plate makes me feel funny. It makes no difference in game terms, but I think he should wear chain mail and "make that Dex work for him" in a flavor sort of way.

Archlich, Xipe Shadowstep
Medium fey humanoid (undead)
Level 15 Elite Artillery (L)
2400 XP
HP 268; Bloodied 134
Initiative +8
AC 25; Fort 28; Ref 30; Will 28
Perception +13
Speed 6
Darkvision
Immune disease, poison; Resist 10 necrotic
Saving Throws +2 Action Points 1
Traits
Aura of Despair ♦ Aura 10
Any enemy that enters the aura or starts its turn there takes 10 necrotic damage. Whenever Xipe takes radiant damage, his aura is deactivated until the end of his next turn.
Slayer of the Living (fear) ♦ Aura 3
Whenever an enemy ends its turn in the aura, Xipe can slide that enemy up to 3 squares.

I'm a real fan of Slayer of the Living. This makes it hard to lock him down.

Pack Attack
Xipe's attacks deal 12 extra damage to any enemy adjacent to two or more of Xipe's summoned minions.
Soul Phylactery
When Xipe drops to 0 hit points, his body and possessions crumble into dust and disappears, but it is not destroyed. He reappears (along with his possessions) in 1d10 days within 1 square of his phylactery, unless the phylactery is destroyed.
Standard Actions
Vampiric Touch (healing, necrotic) ♦ At-Will (basic attack)
Attack: Melee 1; +18 vs Fortitude
Hit: 2d8 + 8 necrotic damage, and Xipe regains hit points equal to the damage dealt.
Eldritch Blast (implement) ♦ At-Will (basic attack)
Attack: Ranged 20; +18 vs Reflex
Hit: 3d6 + 13 damage.
Death Blast (necrotic) ♦ Recharges on 4-6
Attack: Close Blast 5 (enemies in the blast); +18 vs Fortitude
Hit: 3d6 + 13 necrotic damage.
Miss: Half damage.
Enervating Tendrils (necrotic) ♦ when first bloodied
Attack: Area Burst 1 within 10 (enemies in burst); +18 vs Fortitude
Hit: 6d6 + 9 necrotic damage, and the target is weakened (save ends).
Miss: Half damage.
Spider Curse (necrotic) ♦ Recharges on 5-6
Attack: Ranged 20; +18 vs Will
Hit: 3d10 + 8 necrotic damage, and the target is weakened and takes ongoing 10 necrotic damage (save ends both)
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
Worthy Sacrifice (zone) ♦ when first bloodied
Attack: Area Burst 2 within 10 centered on summoned minion ally (enemies in burst); +18 vs Reflex
Effect: The summoned minion drops to 0 hit points.
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and any living creature that ends its move within the zone is immobilized (save ends).

I have no problem with any of these abilities. Some of them, such as Worthy Sacrifice, are really cool. Having said that, that's too many abilities. I think you defended this point before though.

Move Actions
Shadow Walk (teleportation) ♦ Encounter
Effect: Xipe teleports up to twice his speed.
Minor Actions
Call of the Grave ♦ Recharges on 5-6
Effect: Two Xipe's Helper's and two Xipe's Remnant's appear in any unoccupied space within 10 squares. These mionions take their turns immediately after Xipe.
Cloud of Darkness (zone) ♦ Encounter
Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of Xipe's next turn. The cloud blocks line of sight for all creatues except Xipe. Any creature other than Xipe is blinded while entirely within the cloud.
Shadowstep's Curse ♦ At-Will: (1/round)
Effect: Xipe chooses one enemy he can see. Until the end of Xipe's turn, his implement attacks deal 2d8 extra damage against the chosen enemy.
Spider Swarm (poison, zone) ♦ Recharges on 5-6
Attack: Effect: Close burst 2. The burst creates a zone that lasts until the end of the encounter or until Xipe uses spider swarm again. Enemies grant combat advantage while in the zone, and any enemy that ends its turn there takes 8 poison damage.

I really like poison swarm. I think of something like this as the drow version of Flame Strike :)

Triggered Actions
Hit and Run ♦ At-Will
Trigger (immediate reaction): Xipe is hit with a melee attack
Effect: Xipe uses Vampiric Touch and shifts 3 squares.

Along with the fear aura, I think this combination is too good. He's getting to be impossible to hit in melee. Even a defender (who would punish him if he shifted away) can't make him "stick".

Implacable ♦ At-Will
Trigger (opportunity action): Xipe becomes marked, slowed, immobilized, dazed, or stunned by an effect.
Effect: Xipe makes a saving throw to end the triggering effect, even if the effect would not normally end on a save.

And I think this is a wonderful effect. It would make him "unsticky", but it gives the defender an option; just keep at it. :)

I'm going to steal this for a large number of elites/solos that I'm designing.

Skills Arcana +18; Dungeoneering +13; History +18; Insight +14
Str : 10 (+7)
Con: 14 (+9)
Dex : 15 (+9)
Int: 23 (+13)
Wis : 15 (+9)
Cha: 20 (+12)
Alignment evil
Languages Common, Elven, Abyssal
Equipment leather armor, rod

All in all, an interesting and probably long-lasting warlock, but I think he has too many abilities (making him complicated to run). I would recommend turning one of his minor action recharge abilities into a (necessarily weaker) at-will, so he can get his elite's two attacks per round. Although I suspect his counterattacks against melee attacks might have been designed to emulate this.

Malkyr Molvgol, Death Knight
Medium fey humanoid (undead)
Level 15 Elite Soldier (L)
2400 XP
HP 296; Bloodied 148
Initiative +11
AC 31; Fort 28; Ref 26; Will 26
Perception +9
Speed 5
Darkvision
Immune disease, fear, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +2 Action Points 1
Traits
Marshal Undead ♦ Aura 10
Undead allies of level 15 or lower gain a +2 power bonus to attack rolls while in the aura.
Aura of Fear (fear) ♦ Aura 5
Any enemy in the aura at the start of Malkyr's turn is marked by Malkyr until the end of his next turn.
Life Link
While within 20 squares of Archlich, Xipe Shadowstep, Malkyr gains 20 resist all. However, his life force is tied to his master. If Archlich, Xipe Shadowstep falls to 0 hit points or lower, Malkyr crumbles to dust and can only be reconstructed by the Archlich.
Standard Actions
Soulsword (necrotic, weapon) ♦ At-Will (basic attack)
Attack: Melee 1; +20 vs AC
Hit: 3d8 + 10 damage.
Effect: Malkyr marks the target until the end of his next turn.
Call of War ♦ Encounter
Effect: Malkyr uses soulsword, and each ally within 5 squares of him can take a free action to shift up to 2 squares and make a basic attack.
Containing Strike (necrotic, weapon) ♦ At-Will: Malkyr must be weilding a soulsword.
Attack: Melee 1 (one or two creatures); +20 vs AC
Hit: 3d8 + 10 necrotic damage, and the target is slowed until the end of Malkyr's next turn.
Effect: Malkyr marks the target until the end of his next turn.
Unholy Flames (fire, necrotic) ♦ Recharges on 5-6
Attack: Close Burst 2 (living creatures in the burst); +20 vs Reflex
Hit: 6d8 + 10 fire and necrotic damage.
Effect: Each undead ally in the burst deals 2d6 extra fire damage with attacks until the end of Malkyr's next turn.
Warrior's Challenge (necrotic, weapon) ♦ Encounter: Malkyr must be wielding a soulsword.
Attack: Melee 1 (one or two creatures); +20 vs AC
Hit 4d8 + 15 necrotic damage, and Malkyr pushes the target up to 2 squares. Malkyr marks each enemy within 2 squares of the target until the end of his next turn.
Minor Actions
Bolstering Presence ♦ Recharges on 5-6
Attack: Effect: close burst 3 (allies in burst). Each target gains a +8 power bonus to damage rolls until the end of Malkyr's next turn.
Triggered Actions
Combat Challenge ♦ At-Will
Trigger (opportunity action): An enemy adjacent to and marked by Malkyr shifts or makes an attack that doesn't include him as a target.
Effect: Malkyr uses soulsword against the triggering enemy.
Implacable ♦ At-Will
Trigger (opportunity action): Malkyr becomes marked, slowed, immobilized, dazed, or stunned by an effect.
Effect: Malkyr makes a saving throw to end the triggering effect, even if the effect would not normally end on a save.
Skills Athletics +13; Intimidate +12
Str : 20 (+12)
Con: 18 (+11)
Dex : 12 (+8)
Int: 13 (+8)
Wis : 11 (+7)
Cha: 14 (+9)
Alignment evil
Languages Common, Elven
Equipment plate armor, heavy shield

I think his Life Link should work the other way around; as long as he's alive, his boss gains resistance. Hopefully this would encourage the PCs to pick on the death knight, leaving the lich alive to dish out the hurt/mockery. Mind you, I have no real idea how to balance that, but IMO it shouldn't be active the whole fight, but should be able to be reverted somehow.

Either way, the PCs need a good, clear clue of how Life Link works. In the heat of combat, they could easily miss this feature.
 
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IMO, Vicious Retreat can be made to work within the rules. I would make it a triggered power. Trigger: The villain falls to 0 hp. Effect (Immediate Interrupt): The villain teleports 10 squares (or twice his speed).

He could teleport to a portal jump/teleportation ritual circle, set for him, which would immediately whisk him away to safety. Instead, he could be removed from play, and then return a round later invisibly. Most likely the PCs will either give up searching for him, or will be far away looking for him. :)

I guess I don't like that this gives him an attack. It's a power he uses when he has lost.



Seems pretty well fine, although the thought of an elf wearing plate makes me feel funny. It makes no difference in game terms, but I think he should wear chain mail and "make that Dex work for him" in a flavor sort of way.



I'm a real fan of Slayer of the Living. This makes it hard to lock him down.



I have no problem with any of these abilities. Some of them, such as Worthy Sacrifice, are really cool. Having said that, that's too many abilities. I think you defended this point before though.



I really like poison swarm. I think of something like this as the drow version of Flame Strike :)



Along with the fear aura, I think this combination is too good. He's getting to be impossible to hit in melee. Even a defender (who would punish him if he shifted away) can't make him "stick".

[qu9ote]Implacable ♦ At-Will
Trigger (opportunity action): Xipe becomes marked, slowed, immobilized, dazed, or stunned by an effect.
Effect: Xipe makes a saving throw to end the triggering effect, even if the effect would not normally end on a save.

And I think this is a wonderful effect. It would make him "unsticky", but it gives the defender an option; just keep at it. :)

I'm going to steal this for a large number of elites/solos that I'm designing.



All in all, an interesting and probably long-lasting warlock, but I think he has too many abilities (making him complicated to run). I would recommend turning one of his minor action recharge abilities into a (necessarily weaker) at-will, so he can get his elite's two attacks per round. Although I suspect his counterattacks against melee attacks might have been designed to emulate this.



I think his Life Link should work the other way around; as long as he's alive, his boss gains resistance. Hopefully this would encourage the PCs to pick on the death knight, leaving the lich alive to dish out the hurt/mockery. Mind you, I have no real idea how to balance that, but IMO it shouldn't be active the whole fight, but should be able to be reverted somehow.

Either way, the PCs need a good, clear clue of how Life Link works. In the heat of combat, they could easily miss this feature.[/QUOTE]


Wow, you hit on just about everything I was wondering about, lol. After so many hours of digging through books and trying to put this guy together, towards the end my brain just started hurting and I was thinking a few things weren't working the way I had in my mind.

For the vicious retreat, I honestly didn't even think about having a triggered interrupt if he hit 0 hp, so I can fix that up to make it more balanced (although I did like the idea of leaving the party dazed and confused when he left.... made me think of solar flare from DBZ lol).

For the plate thing, I honestly didn't think about that too much. I pretty much gave him a base character where he got most of his stuff from that I found in MV2 I think, and that guy was wearing plate, but I don't really see the harm in swapping it to chain mail to make more sense as a Drow. It should really change his stats at all would it?

On the too many abilities thing, I agree. At the end of it, I was just kind've throwing stuff on him to see what stuck... make sure I had some good synergy between him, the soldier, and his minions, but I agree it's getting to be too much. And yes, you're right about "emulating" his two attacks per round. I thought about just tossing (one or two characters) as the target for Eldritch Blast, but with so many minor action recharge stuff and him constantly pumping out minions (or at least i'm hoping he is) and all the bonus damage, I figured it would make up for a 2nd attack.

And yea, the more I think about it, the more I think his aura's and opp attack is proly just a too powerful combo making him virtually immune to melee (and my PC's are a heavy melee party as it is). I wanted to give him lots of escape options and ways to keep the PC's away from him or be able to shift away from them and punish them when they got close, but I agree that I think I overdid it a bit. Maybe just losing the entire interrupt attack or taking the shift away from it would help even it out.

And I agree with you 100% on the Life Link ability, it definitely needs some work. My original goal with it was to kind've confuse the PC's since in the first encounter, they should ignore Xipe completely and try to kill Malakyr ASAP. Then, in the 2nd encounter, their goal is just the opposite, to do their best to get around/ignore Malakyr and kill Xipe. Then, in the 3rd, it's wide open since both are at full power and have to die somehow. However, I want them to be linked somehow and play off each other. And I was thinking about adding in Life Link (and maybe putting it on both of them) that when one does, the other is significantly hurt, like maybe a frenzy buff where they do an extra "x" amount of damage, but take extra damage or lose a flat amount of HP but gain a damage boost, something like that.

I'll do a little playing around and see if I can come up with anything, but in the meantime, if you have any ideas, I'm all ears! Thank you again for all the help you've given so far! It's MUCH appreciated!
 

One thing I have been finding out is that I keep moving out the end game level for my campaign. I first thought the BBEG would be around 18th level, then 21st and now 25th. This still seems like it may not be exact. I'm only planing some of the cool things he has until I know for sure there will be the first encounter with him. It is easy enough to scale the monsters, but I guess the point is that you should be open to changes and maybe your best use of time at this point is the first bad guy and the first level of play.
 

While I do agree with you to an extent, I think just getting the concept down was the biggest thing for me over the actual numbers. And for my thinking, I kind of work backwards. As my campaign is going to be very story driven, it was more important that I had a story and plot lines laid out before the campaign begins. And usually, the way I work is start at the end and work my way backwards (maybe it's insanity but it works for me, lol). I wanted to go ahead and lay out a villain and what his character concept was so I could kind of mold the campaign around it, and also, even beyond the 3 encounters mentioned in my post, I might have him make other appearances throughout the campaign, so I wanted to go ahead and flush him out and get him developed.

That, and I've also pretty much already flushed out the first big "dungeon" they are going into, so that should give me several weeks of meetings before I even need to build anything else and wanted something to occupy my time while waiting for us to get started, lol.
 

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