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<blockquote data-quote="Greenfield" data-source="post: 5727049" data-attributes="member: 6669384"><p>Okay, here's the scene, maybe the more rules savvy here can help.</p><p></p><p>The party revisited a necropolis that's halfway between two major cities, a few days in either direction.  There they found someone referred to as "The Pale King", who commands the undead of the city.</p><p></p><p>They pissed him off, personally.  He's sworn that one of the PCs will die at sunset the next day.</p><p></p><p>PCs, not being idiots, are going to flee the scene.  They figure they have the pseudo-daylight hours for their getaway.  (This is the "world without sunlight" I mentioned in another thread.)</p><p></p><p>I was seeing the Pale King as slowly raising an army of undead so he could attack one of the cities and create a new Necropolis.  His limiting factor has been bodies to raise as undead.  Most are low level, so he can't gather a huge number of the big guys.</p><p></p><p>The PCs haven't exactly stumbles onto his plan, but they've managed to goad him into attacking before he's fully ready.  (He was planning on mid-winter, when even the pseudo-daylight hours were at a minimum.)</p><p></p><p>So I need a Big Bad who can raise and control an undead army that will be vast in numbers, and truly scary to behold, but still within the power of a city to defend against, at least to some degree, and within the power of a 10th level party to do some major hurt to.</p><p></p><p>Problem:  Our 10th level party has a lot of less-than-optimum split classes in it.</p><p></p><p>We have a Ranger5/Druid5, a Wizard5/Cleric5, a Fighter3/Cleric7, a Monk10, a Duskblade/Rogue (don't know the exact split there), an NPC Rogue9 who may or may not be involved, and a Bard who probably won't be.  (My character, who got left behind.)</p><p></p><p>So nothing big in terms of Turn Undead ability, and none of the Clerics can throw Death Ward.  Oh, and no Ghost Touch weapons in the group.</p><p></p><p>The Wiz5/Cleric5 player is also not much of a player.  I hate to say that, but she always asks what she adds to the dice when she rolls Initiative.  I don't think she really keeps track of her spells either, so there won't be any inspired or creative contributions on the Arcane side from that quarter.</p><p></p><p>I'd figured that if I made the Pale King someone who was personally in control of the army, then he'd be the keystone, the weak link.  Kill him and his army scatters.  They're still a problem, but less so without organization.</p><p></p><p>I knew that there was such a creature/class, one who could directly control an unlimited number of undead, but I didn't recall what it was, hence this thread.</p><p></p><p>So, suggestions?  Alternatives?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5727049, member: 6669384"] Okay, here's the scene, maybe the more rules savvy here can help. The party revisited a necropolis that's halfway between two major cities, a few days in either direction. There they found someone referred to as "The Pale King", who commands the undead of the city. They pissed him off, personally. He's sworn that one of the PCs will die at sunset the next day. PCs, not being idiots, are going to flee the scene. They figure they have the pseudo-daylight hours for their getaway. (This is the "world without sunlight" I mentioned in another thread.) I was seeing the Pale King as slowly raising an army of undead so he could attack one of the cities and create a new Necropolis. His limiting factor has been bodies to raise as undead. Most are low level, so he can't gather a huge number of the big guys. The PCs haven't exactly stumbles onto his plan, but they've managed to goad him into attacking before he's fully ready. (He was planning on mid-winter, when even the pseudo-daylight hours were at a minimum.) So I need a Big Bad who can raise and control an undead army that will be vast in numbers, and truly scary to behold, but still within the power of a city to defend against, at least to some degree, and within the power of a 10th level party to do some major hurt to. Problem: Our 10th level party has a lot of less-than-optimum split classes in it. We have a Ranger5/Druid5, a Wizard5/Cleric5, a Fighter3/Cleric7, a Monk10, a Duskblade/Rogue (don't know the exact split there), an NPC Rogue9 who may or may not be involved, and a Bard who probably won't be. (My character, who got left behind.) So nothing big in terms of Turn Undead ability, and none of the Clerics can throw Death Ward. Oh, and no Ghost Touch weapons in the group. The Wiz5/Cleric5 player is also not much of a player. I hate to say that, but she always asks what she adds to the dice when she rolls Initiative. I don't think she really keeps track of her spells either, so there won't be any inspired or creative contributions on the Arcane side from that quarter. I'd figured that if I made the Pale King someone who was personally in control of the army, then he'd be the keystone, the weak link. Kill him and his army scatters. They're still a problem, but less so without organization. I knew that there was such a creature/class, one who could directly control an unlimited number of undead, but I didn't recall what it was, hence this thread. So, suggestions? Alternatives? [/QUOTE]
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