Need help designing this lich BBEG!

I became a huge fan of Liches when the Van Rickten's Guide to Liches was published. No doubt your PC's have played for a while and know pretty much the strengths and weaknesses of Liches and they've probably memorized every spell in the PHB. Van Rickten's Guide brought up the concept of Psionic Liches which would fill the same niche that you want for the sorcerer as psions need no material components but some of the powers could throw them for a loop. Also... make up your own spells. Ancient Liches typically became Liches so they could continue their spell research. Every lich should have spells that nobody has ever seen before. Also, every lich should be individual and should have additional powers. Van Rickten's Guide called them salient abilities. If you have the book or can get it I'd highly reccomend using some or coming up with your own. As your primary villain I wouldn't worry too much about what his CR is eventually going to become. It is the player's job to get to a power level where they can challenge him.
 

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Also, take a look at Scott Holden-Jones' article "Playing the Numbers III", in the Dragon's Breath column at www.fierydragon.com for tips on how to run a 400-year-old lich with 24 Int (IIRC)... Essentially, the lich (or any other NPC with godlike intelligence) gets a roll to see through a PC's plan. THAT's nasty!
 


I know, and that's why I like Scott's article so much. That allows the NPC to have the correct Protection from Energy ready, to avoid Sleep spells if the party contains elves or half-elves, to prepare Shocking Grasp and Spectral Hand if at least a couple of the PCs are in metal armor... The list goes on and on... :)
 

The only problem with giving bad guys advantages for having 29 Int is that player characters will get 26 Int at some point and what do you give them? I find myself hard-pressed to play a character with 14 Int, 14 Wis, and 14 Cha effectively. Giving bonuses for age will be a problem if your PCs are elves...

You should also try to plan better for a 29 Int lich and you can make some minor corrections after you realize the PC's tactics, but when PCs have those kinds of scores they will want to know your villain's plan!

Plus, you could have all kinds of fun situations when one character has 29 Int and knows exactly what tactic the 29 Int lich is expecting most :)
 

I think the point of Scott's article isn't the intelligences involved, its the EXPERIENCES. A character that has a 26 int is smart and yes someone with 29 Int is smarter. But someone that has that 29 Int AND lived for say 400 years (a couple wyrm catagories right there.) should be able to see through some of the more obvious ruses since he's either experienced them OR knew people that used them. That's kind of the point I think.
 

My idea for your lich would be to have a
Fighter 1/Sorcerer 7/Eldritch Knight 10/Spellsword 1

This would allow him to be a good fighter but still have 9th level spells to cast.

He can wear mithril breastplate +5

Make use of energy immunity spell for the damage types he's not immune to

You can choose any weapon for him to fight with and still give him a powerful staff.

Note that this NPC will barely be epic and only about CR 19 since he's a lich.

Definitely have cloak of cha +6

I'd make use of leadership but maybe make it a strange creature for a mount if you wanted a mount still. For instance you could use a dragon mount with dragon leadership from the Draconomicon.
 

Nightfall said:
I think the point of Scott's article isn't the intelligences involved, its the EXPERIENCES. A character that has a 26 int is smart and yes someone with 29 Int is smarter. But someone that has that 29 Int AND lived for say 400 years (a couple wyrm catagories right there.) should be able to see through some of the more obvious ruses since he's either experienced them OR knew people that used them. That's kind of the point I think.
I agree. The intelligence, experience and resources available to a BBEG count a lot more than just his attacks. A BBEG who has an army of minions and spies at his beck and call can very well make Gather Information checks to learn the PCs powers and tactics. And, in a world where creatures with triple-digits ages aren't uncommon, those guidelines can see some heavy use (an experienced elf wizard, a lich, an immortal outsider, a millenia-old mind flayer...).
 

Klaus/Claudio,

Indeed that to me makes sense. I mean if we have dragons that are smart and cunning BECAUSE they live for a long time, why shouldn't the same be true of intelligent undead
 

Well, here he is... Thesek v.1.0

Thanks for all of the replies! Here's what I've devised for the BBEG so far:

Thesek
NE lich, male human sorcerer/fighter/spellsword/archmage, 13th/4th/3rd/5th

Str 30, Dex 20, Con —, Int 20, Wis 20, Cha 28

Hit Dice: 25d12 (300 hp); BAB: +15; Fort: +17, Ref: +17, Will: +26; Initiative: +9; Speed: 30 ft.

Skills: Bluff +14, Concentration +33 (+37 when casting defensively), Craft (alchemy) +15, Craft (calligraphy) +9, Diplomacy* +29, Handle Animal +14, Hide* +9, Intimidate +18, Knowledge (arcana) +29, Knowledge (history) +15, Knowledge (nobility and royalty) +15, Listen* +6, Move Silently* +14, Profession (apothecary) +9, Ride +12, Search +21, Sense Motive* +18, Sleight of Hand* +8, Spellcraft +34, Spot* +15

*Cross-class skill

Feats: Brew Potion, Combat Casting, Combat Expertise, Craft Wondrous Item, Eschew Materials, Forge Ring, Improved Critical (greatclub), Improved Initiative, Leadership, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Weapon Focus (greatclub), Weapon Specialization (greatclub)

Permanent Spells: Thesek has made the following spells permanent on himself; arcane sight, comprehend languages, detect magic, read magic, see invisibility, and tongues.

Sorcerer Abilities:
Spells: 6/9 (15 w/ ring)/8 (14 w/ ring)/8 (14 w/ ring)/8 (14 w/ ring)/7/6/6/6/6; save DC = 19 + spell level, or save DC = 20 + spell level for evocation and transmutation spells; +1 spell power (archmage ability)

Spells Known:
0—arcane mark, detect magic, flare, ghost sound, light, mending, prestidigitation, read magic, resistance
1—disguise self, identify, magic missile, shield, tenser’s floating disk
2—darkness, glitterdust, knock, melf’s acid arrow, web
3—fireball, haste, lightning bolt, magic circle against good
4—animate undead, detect scrying, evard’s black tentacles, greater invisibility
5—cone of cold, overland flight, permanency, wall of force
6—disintegrate, globe of invulnerability, greater dispel magic
7—banishment, finger of death, greater teleport
8—mass charm monster, polar ray, polymorph any object
9—foresight, meteor swarm, wish

Spellsword Abilities:
Ignore spell failure 15%

Archmage Abilities:
5 High Arcana abilities: Arcane fire (Su) [9th]; Mastery of Elements [8th]; Arcane Reach (Su) [7th]; Mastery of Shaping [6th]; Spell Power [5th]

Undead & Lich traits (For example, his Fear Aura and Paralyzing Touch have a DC of 31)

Languages: Common, Draconic, Goblin, Yuan-Ti, Abyssal, Infernal

Items:
+5 mithral breastplate of spell resistance (19)

+2 adamantine keen returning throwing short sword

amulet of proof against detection and location, belt of giant strength +6, boots of levitation, cloak of resistance +5, gloves of dexterity +6

The Havoc Staff (a magic rod; possibly an artifact, power-wise)
+4 anarchic ghost touch thundering unholy greatclub
  • Butt end acts as an immovable rod
  • Deals triple damage against inanimate objects (as per a maul of the titans)

ring of evasion and freedom of movement*, ring of protection +5, ring of telekinesis
adamantine ring (lich phylactery)*
  • Acts as a ring of mind shielding
  • Doubles all 1st, 2nd, 3rd, and 4th level spells of the wielder (as per a ring of wizardry I, II, III, and IV)
  • Crystal hypnosis balls created by Thesek are linked to the ring’s wearer
  • Acts as a phylactery for the lich Thesek

*This ring has no space limitation

Possible Other Possessions (items owned by Thesek, but not always carried by him):
Rod of absorption
Rod of cancellation
Bag of holding (type IV)
Folding boat
Apparatus of Kwalish
Carpet of Flying (10 x 10 ft.)
Crystal ball with see invisibility, detect thoughts, telepathy, & true seeing
Daern’s Instant Fortress
Hat of Disguise
Heward’s Handy Haversack
Iron Bands of Bilarro
Orb of Storms
Stone Horse (destrier)
Unguent of Timelessness
Wind Fan (always stored with his folding boat)


Well, what to you think? Would the normal character level +2 be an accurate Challenge Rating for this foe, or do you think that it'd be much higher, given his abilities & gear?
 

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