Turanil
First Post
So, who else is tired of Necromancers, Demonologists, and the like? They have been used so often and again in (almost) everyone's campaign that I was thinking it's maybe time to come up with fresh ideas.
So, bring in your concepts, or help me develop the few that I have so far (or give variants of these ideas):
-- Cursed Magic Maker: This alchemist or artificer has devised hideous methods to produce magical items that pervert those who use them. Of course, the method for nearly mass producing these cursed and evil magical items is awful-woeful. But now, when the paladin will realize that his trusted sword was done through gruesome rituals and has already tainted him?
-- Master of Constructs: This mage manufactures golems, animated armors, clockwork creatures looking like robots, etc. Okay, what else to make him an interesting foe? Is he turning the world into a mechanical tyranny with steampunk machinery everywhere to control people's lives?
-- Fanatical "lawmaker": Outwardly he appears as a benefactor working to help develop and protect society in organizing it, providing laws, etc. However, soon these laws become horribly coercing, have unforeseen disastrous consequences, etc. Nevertheless, this mage forcibly goes on with his grand master plan and will mercilessly punish anyone who would oppose him (or even just express his discontentment).
-- Vivimancer: This magic-user breeds aberrations. He is the one responsible for things like owlbears and perytons. But what else besides having weird creatures at his disposal? Has he begun to cast spells on villages so women give birth to a new specie (hehe what a good way to introduce new homebrew PC races) along many defects.
-- Divine (or fiendish?) Incarnation: This mage has found a way to infuse himself with the energy / power / aspect / whatever of some powerful outsider (deity, demon prince, etc.). As such he becomes the living embodiment of that being on the material plane. Many people are deceived into worshipping him. As such, he has got fanatics hidden everywhere among the populace to further his evil schemes. (Followers receive telepathic commands from him, and they usually obey blindly like religious fanatics.)
-- Chronomancer: Very difficult to run, this type of campaign would be about a wizard who is changing the past, modifying the future, summoning armies from alternate histories, etc. Lets say that (at least in the beginning of the adventures) the PCs would have to oppose him without being able to travel through time themselves. Anyway, the most difficult idea to run coherently...
-- Complex Mixture of Villains: Take several ideas above and mix them.
(Note that such magic-using villains may rely on existing classes or would require a new class of its own. In any case, it's the concept which is of prime importance here. Yet you could outline some of the abilities possessed by these unusual characters.)
Thanks.
So, bring in your concepts, or help me develop the few that I have so far (or give variants of these ideas):
-- Cursed Magic Maker: This alchemist or artificer has devised hideous methods to produce magical items that pervert those who use them. Of course, the method for nearly mass producing these cursed and evil magical items is awful-woeful. But now, when the paladin will realize that his trusted sword was done through gruesome rituals and has already tainted him?
-- Master of Constructs: This mage manufactures golems, animated armors, clockwork creatures looking like robots, etc. Okay, what else to make him an interesting foe? Is he turning the world into a mechanical tyranny with steampunk machinery everywhere to control people's lives?
-- Fanatical "lawmaker": Outwardly he appears as a benefactor working to help develop and protect society in organizing it, providing laws, etc. However, soon these laws become horribly coercing, have unforeseen disastrous consequences, etc. Nevertheless, this mage forcibly goes on with his grand master plan and will mercilessly punish anyone who would oppose him (or even just express his discontentment).
-- Vivimancer: This magic-user breeds aberrations. He is the one responsible for things like owlbears and perytons. But what else besides having weird creatures at his disposal? Has he begun to cast spells on villages so women give birth to a new specie (hehe what a good way to introduce new homebrew PC races) along many defects.
-- Divine (or fiendish?) Incarnation: This mage has found a way to infuse himself with the energy / power / aspect / whatever of some powerful outsider (deity, demon prince, etc.). As such he becomes the living embodiment of that being on the material plane. Many people are deceived into worshipping him. As such, he has got fanatics hidden everywhere among the populace to further his evil schemes. (Followers receive telepathic commands from him, and they usually obey blindly like religious fanatics.)
-- Chronomancer: Very difficult to run, this type of campaign would be about a wizard who is changing the past, modifying the future, summoning armies from alternate histories, etc. Lets say that (at least in the beginning of the adventures) the PCs would have to oppose him without being able to travel through time themselves. Anyway, the most difficult idea to run coherently...
-- Complex Mixture of Villains: Take several ideas above and mix them.
(Note that such magic-using villains may rely on existing classes or would require a new class of its own. In any case, it's the concept which is of prime importance here. Yet you could outline some of the abilities possessed by these unusual characters.)
Thanks.