So, a nice thing about D&D is that there's lots of crunch to play with. Well, it's nice for players anyway, For DMs in the villain context, it's a bit of a mixed blessing since you don't want to have to choose from six million possible powerups just to make an evil overlord.
In Iron Heroes, Mearls promulgated the neat concept of "villain classes", which are basically simplified class progressions meant for use as opponents for the mighty heroes I mean PCs. Since I love Mearls with all of my body (including my pee-pee), I thought I'd convert the idea to D&D.
(Yeah, yeah, back to 1995 we go. Shut up, you lot.)
The idea is that these classes should be simple enough that you can just read off the stats from a table. Add some customising features (feats, maybe a couple of items), and you have a decent challenge for the group without having to spend half an hour choosing from menus and doing arithmetic (and worrying that you've overlooked some obscure weakness).
Links below. Comments good.
swift assassin
darkmage
armoured reaver
In Iron Heroes, Mearls promulgated the neat concept of "villain classes", which are basically simplified class progressions meant for use as opponents for the mighty heroes I mean PCs. Since I love Mearls with all of my body (including my pee-pee), I thought I'd convert the idea to D&D.
(Yeah, yeah, back to 1995 we go. Shut up, you lot.)
The idea is that these classes should be simple enough that you can just read off the stats from a table. Add some customising features (feats, maybe a couple of items), and you have a decent challenge for the group without having to spend half an hour choosing from menus and doing arithmetic (and worrying that you've overlooked some obscure weakness).
Links below. Comments good.
swift assassin
darkmage
armoured reaver