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Making a successful Worthy Opponent?
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<blockquote data-quote="Creamsteak" data-source="post: 3971975" data-attributes="member: 552"><p>I'm trying to construct a character for my Eberron game that will serve as the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/WorthyOpponent" target="_blank">Worthy Opponent</a> to one of the PCs in my game.</p><p></p><p>The PC in question is a Kalashtar Soulknife 4, in an E6 Eberron game.</p><p></p><p>The party just had thier first encounter with a group of Inspired shocktroopers. They won out, fairly handily, but it was a trap of sorts. Now I'd like to introduce some more Inspired NPCs. This includes a high-level telepath leader, and a mid-level Inspired Crusader.</p><p></p><p>With the Crusader, I want him to come across as the exact opposite of the inspired. Where the ordinary inspired will seem hateful and willing to do anything (the ends justify the means), I want the Crusader to come across as the foe that, had circumstances been different, could have been on your side.</p><p></p><p>Obviously, since the Inspired are double-entities (quori and human) with quori dominating, that means that the quori as-well needs to come across as a worthy opponent.</p><p></p><p>Of course, actually pulling off that emotional connection to the players may be difficult, and I'm open to any advice on how one might go about pulling this off. The biggest struggle, besides trying to not die, is conveying to the players that "Hey, this guy has some good traits." Which seems rather difficult given the setting/creature, but I'm adamant on at least attempting it.</p><p></p><p>So, if anyone has any advice or stories about their own successful worthy opponents, please share.</p><p></p><p>[sblock=Stats]</p><p>VIRAL (“Vee-ral”) CR 7</p><p>Male Tsoreva Quori Spirit Inspired Crusader 6</p><p>LE Medium Humanoid (Human, Psionic)</p><p>Senses: Listen +18, Spot +19</p><p>Init: +1 (+1 Dex)</p><p>Aura: stances</p><p>Languages: Common, Draconic, Quor, Riedran</p><p></p><p>AC: 18, touch 11, flat-footed 17 (+1 Dex, +4 inertial armor, +3 shield)</p><p>Hit Points: 55 HD: 6d10+12</p><p>Delayed Damage Pool: 10 (steely resolve)</p><p>Power Points: 6 </p><p>Fort +7, Ref +3, Will +10; zealous surge 1/day; reroll any failed mind-affecting save </p><p></p><p>Speed: 30 ft. (6 squares)</p><p>Attack: mw riedran crysteel longsword +10 slashing (1d8+4/19-20)</p><p>Ranged: heavy crossbow +8 (mw) or +7 piercing (1d10/19-20)</p><p>Full Attack: mw riedran crysteel longsword +10/+5 slashing (1d8+4/19-20)</p><p>Space: 5 ft. Reach: 5 ft.</p><p>Base Atk: +6 Grapple: +9</p><p>Atk Options: furious counterstrike, psi-like abilities, maneuvers, smite 1/day</p><p>Combat Feats: Instant Clarity, Psionic Weapon, Psychic Renewal, Stone Power</p><p>Combat Gear: potion of cure serious wounds, potion of invisibility, potion of pass without trace</p><p></p><p>Crusader Maneuvers Known (IL 6)</p><p> 3rd – revitalizing strike (DS 3), white raven tactics (WR3)</p><p> 2nd – battle leader's charge (WR2), mountain hammer (SD2)</p><p> 1st – leading the attack (WR1), stone bones (SD1), vanguard strike (DS1)</p><p> Stances – iron guard’s glare (DS1), leading the charge (WR1)</p><p></p><p>Crusader Maneuvers Readied (IL 6)</p><p> 3rd – revitalizing strike (DS 3), white raven tactics (WR3)</p><p> 2nd – battle leader's charge (WR2), mountain hammer (SD2)</p><p> 1st – stone bones (SD1)</p><p></p><p>Psi-Like Abilities (ML 4)</p><p> 3/day – inertial armor</p><p> 1/day – dissolving weapon</p><p></p><p>Str 16, Dex 13, Con 14, Int 15, Wis 17 Cha 21</p><p>Special Qualities: dual spirit, naturally psionic</p><p>Feats: Instant Clarity, Psionic Weapon, Psychic Renewal, Stone Power</p><p>Skills: Autohypnosis +10, Balance +10, Bluff +23, Concentration +18, Disguise +7, Diplomacy +16, Intimidate +23, Listen +18, Knowledge (psionics) +11, Knowledge (the planes) +9, Psicraft +11, Sense Motive +10, Spot +19</p><p>Possessions: combat gear plus heavy crossbow, 10 bolts, 2 mw bolts, mw riedran crysteel longsword; boots of stomping, +1 mithral heavy shield</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 3971975, member: 552"] I'm trying to construct a character for my Eberron game that will serve as the [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/WorthyOpponent]Worthy Opponent[/url] to one of the PCs in my game. The PC in question is a Kalashtar Soulknife 4, in an E6 Eberron game. The party just had thier first encounter with a group of Inspired shocktroopers. They won out, fairly handily, but it was a trap of sorts. Now I'd like to introduce some more Inspired NPCs. This includes a high-level telepath leader, and a mid-level Inspired Crusader. With the Crusader, I want him to come across as the exact opposite of the inspired. Where the ordinary inspired will seem hateful and willing to do anything (the ends justify the means), I want the Crusader to come across as the foe that, had circumstances been different, could have been on your side. Obviously, since the Inspired are double-entities (quori and human) with quori dominating, that means that the quori as-well needs to come across as a worthy opponent. Of course, actually pulling off that emotional connection to the players may be difficult, and I'm open to any advice on how one might go about pulling this off. The biggest struggle, besides trying to not die, is conveying to the players that "Hey, this guy has some good traits." Which seems rather difficult given the setting/creature, but I'm adamant on at least attempting it. So, if anyone has any advice or stories about their own successful worthy opponents, please share. [sblock=Stats] VIRAL (“Vee-ral”) CR 7 Male Tsoreva Quori Spirit Inspired Crusader 6 LE Medium Humanoid (Human, Psionic) Senses: Listen +18, Spot +19 Init: +1 (+1 Dex) Aura: stances Languages: Common, Draconic, Quor, Riedran AC: 18, touch 11, flat-footed 17 (+1 Dex, +4 inertial armor, +3 shield) Hit Points: 55 HD: 6d10+12 Delayed Damage Pool: 10 (steely resolve) Power Points: 6 Fort +7, Ref +3, Will +10; zealous surge 1/day; reroll any failed mind-affecting save Speed: 30 ft. (6 squares) Attack: mw riedran crysteel longsword +10 slashing (1d8+4/19-20) Ranged: heavy crossbow +8 (mw) or +7 piercing (1d10/19-20) Full Attack: mw riedran crysteel longsword +10/+5 slashing (1d8+4/19-20) Space: 5 ft. Reach: 5 ft. Base Atk: +6 Grapple: +9 Atk Options: furious counterstrike, psi-like abilities, maneuvers, smite 1/day Combat Feats: Instant Clarity, Psionic Weapon, Psychic Renewal, Stone Power Combat Gear: potion of cure serious wounds, potion of invisibility, potion of pass without trace Crusader Maneuvers Known (IL 6) 3rd – revitalizing strike (DS 3), white raven tactics (WR3) 2nd – battle leader's charge (WR2), mountain hammer (SD2) 1st – leading the attack (WR1), stone bones (SD1), vanguard strike (DS1) Stances – iron guard’s glare (DS1), leading the charge (WR1) Crusader Maneuvers Readied (IL 6) 3rd – revitalizing strike (DS 3), white raven tactics (WR3) 2nd – battle leader's charge (WR2), mountain hammer (SD2) 1st – stone bones (SD1) Psi-Like Abilities (ML 4) 3/day – inertial armor 1/day – dissolving weapon Str 16, Dex 13, Con 14, Int 15, Wis 17 Cha 21 Special Qualities: dual spirit, naturally psionic Feats: Instant Clarity, Psionic Weapon, Psychic Renewal, Stone Power Skills: Autohypnosis +10, Balance +10, Bluff +23, Concentration +18, Disguise +7, Diplomacy +16, Intimidate +23, Listen +18, Knowledge (psionics) +11, Knowledge (the planes) +9, Psicraft +11, Sense Motive +10, Spot +19 Possessions: combat gear plus heavy crossbow, 10 bolts, 2 mw bolts, mw riedran crysteel longsword; boots of stomping, +1 mithral heavy shield [/sblock] [/QUOTE]
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