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REQUEST: Three Villain Builds...
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3747237" data-attributes="member: 748"><p>I tried statting up one of your Horsemen, if you like him I can stat up the rest (although you'd need to link me the death knight and greater mummy templates). I'm aiming for CR 22 class/template combination wise, but also giving them Elite Array (but +2 across the board on stats) and maximized hp so they're a good bit tougher for their CR. The Vampire Priest is the Dex/Wis focused one and he has a few tricks up his sleeve. Also, being undead these guys will all be fragile so I ended up giving them Unholy Toughness (they gain a bonus to hp equal to their level x Cha modifier). Also, all ideal high level villains have rings of protection/cloaks of resistance normally but that gets a bit boring, so lets say due to their Blessed status with the Dark God, they all receive a constant Unholy Aura for free.</p><p></p><p>Combat tactics wise, he's going to be giddy playing around with Reach Spell x2 (he can make Touch spells as Ranged Touches with a 60' range), giving him good offensive and healing capacity. Speed is the name of the game, so he has a Rod of Quicken to allow him to cast Quickened Slay Living (right before entering melee) or Quickened Harm spells (mostly for healing purposes) and whenever the going gets tough for all of them he's got 2 Quickened Mass Inflict Critical Wounds as a spell-like ability (so it can't be countered and he can use it while grappled and such). Note that because of Faith Healing, any negative energy spell that heals his allies will automatically be maximized for the healing portion. He can do decently in melee combat, especially if he's got a touch spell loaded before he moves in. </p><p></p><p>The Vampire Priest is a tough cookie, and might possibly be the last to go down if he plays it right. He probably won't be as devastating as the other two, but he'll probably be the most annoying.</p><p></p><p><strong><span style="font-size: 12px">Vampire Priest</span>, Former Halfling Cleric 15/Heirophant 5, <span style="font-size: 12px">CR 22</span></strong></p><p>Small Undead</p><p>HD: 20d12+80 (320 hp), Initiative +13</p><p>Speed: 20'</p><p>AC: 38 (+1 Size, +8 Armor, +9 Dex, +6 Natural, +4 Deflection)</p><p>SR: 32 (due to spell, Spell Resistance)</p><p>Saves: Fort +19, Ref +21, Will +27</p><p>Precast Spells: Divine Favor, Greater Magic Fang, Spell Resistance</p><p></p><p>Normal Attack: Slam +23/+18/+13 (1d4+2, and 2 Negative levels)</p><p>Buffed Attack*: +34/+29/+24 (1d4+13 and 2 Negative levels)</p><p>*Divine Favor, Greater Magic Fang</p><p>Ranged Touch Attack (for spells): +23</p><p></p><p>SA: Death Touch (15d6), Dominate (DC 26), Energy Drain, Smite 1/day (+4 Attack, +15 Damage)</p><p>SQ: DR 10/Silver and Magic, Fast Healing 5, Resistance (Cold, Electricity) 10, Turn Resistance +4, Unholy Aura, Unholy Toughness</p><p>Spell-like Abilities: 2/day-Quickened Mass Inflict Critical Wounds</p><p>Heirophant Abilities: Divine Reach (x2), Faith Healing, Master of Energy, Spell-like Ability</p><p></p><p>Str 14, Dex 22 (28), Con --, Int 16, Wis 24 (30), Cha 19</p><p></p><p>Skills: Listen +32, Ride +41* (see Equipment), Sense Motive +30, Spot +32</p><p></p><p>Feats: Ability Focus (Dominate), Great Fortitude, Mounted Combat, Quicken Spell, Quicken Spell-like Ability, Spell Penetration, Weapon Finesse.</p><p>Vampire Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes</p><p></p><p>Combat Equipment: </p><p>Equipment: Bracers of Armor +8, Gloves of Dexterity +6, Mantle of Riding (+20 Enhancement to Ride checks), Rod of Quickening, Periapt of Wisdom +6, Pearl of Power (6th) x3.</p><p></p><p>Spells (CL 20, +22 vs. SR, Per Day: 9/9/8/7/7/6/4/2, DC 20+Spell Level)</p><p>Domains: Destruction, Entropy </p><p>8th-Earthquake, Mass Inflict Critical Wounds</p><p>7th-Blasphemy, Destruction, Disintegrate*, Mass Inflict Serious Wounds (x2)</p><p>6th-Greater Dispel Magic (x2), Harm* (x4)</p><p>5th-Slay Living* (x4), Spell Resistance+, True Seeing (x2)</p><p>4th-Dimensional Anchor (x2), Inflict Critical Wounds (x3)</p><p>(* indicates Domain Spell, + indicates already cast by combat)</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3747237, member: 748"] I tried statting up one of your Horsemen, if you like him I can stat up the rest (although you'd need to link me the death knight and greater mummy templates). I'm aiming for CR 22 class/template combination wise, but also giving them Elite Array (but +2 across the board on stats) and maximized hp so they're a good bit tougher for their CR. The Vampire Priest is the Dex/Wis focused one and he has a few tricks up his sleeve. Also, being undead these guys will all be fragile so I ended up giving them Unholy Toughness (they gain a bonus to hp equal to their level x Cha modifier). Also, all ideal high level villains have rings of protection/cloaks of resistance normally but that gets a bit boring, so lets say due to their Blessed status with the Dark God, they all receive a constant Unholy Aura for free. Combat tactics wise, he's going to be giddy playing around with Reach Spell x2 (he can make Touch spells as Ranged Touches with a 60' range), giving him good offensive and healing capacity. Speed is the name of the game, so he has a Rod of Quicken to allow him to cast Quickened Slay Living (right before entering melee) or Quickened Harm spells (mostly for healing purposes) and whenever the going gets tough for all of them he's got 2 Quickened Mass Inflict Critical Wounds as a spell-like ability (so it can't be countered and he can use it while grappled and such). Note that because of Faith Healing, any negative energy spell that heals his allies will automatically be maximized for the healing portion. He can do decently in melee combat, especially if he's got a touch spell loaded before he moves in. The Vampire Priest is a tough cookie, and might possibly be the last to go down if he plays it right. He probably won't be as devastating as the other two, but he'll probably be the most annoying. [b][size=3]Vampire Priest[/size], Former Halfling Cleric 15/Heirophant 5, [size=3]CR 22[/size][/b][size=3][/size] Small Undead HD: 20d12+80 (320 hp), Initiative +13 Speed: 20' AC: 38 (+1 Size, +8 Armor, +9 Dex, +6 Natural, +4 Deflection) SR: 32 (due to spell, Spell Resistance) Saves: Fort +19, Ref +21, Will +27 Precast Spells: Divine Favor, Greater Magic Fang, Spell Resistance Normal Attack: Slam +23/+18/+13 (1d4+2, and 2 Negative levels) Buffed Attack*: +34/+29/+24 (1d4+13 and 2 Negative levels) *Divine Favor, Greater Magic Fang Ranged Touch Attack (for spells): +23 SA: Death Touch (15d6), Dominate (DC 26), Energy Drain, Smite 1/day (+4 Attack, +15 Damage) SQ: DR 10/Silver and Magic, Fast Healing 5, Resistance (Cold, Electricity) 10, Turn Resistance +4, Unholy Aura, Unholy Toughness Spell-like Abilities: 2/day-Quickened Mass Inflict Critical Wounds Heirophant Abilities: Divine Reach (x2), Faith Healing, Master of Energy, Spell-like Ability Str 14, Dex 22 (28), Con --, Int 16, Wis 24 (30), Cha 19 Skills: Listen +32, Ride +41* (see Equipment), Sense Motive +30, Spot +32 Feats: Ability Focus (Dominate), Great Fortitude, Mounted Combat, Quicken Spell, Quicken Spell-like Ability, Spell Penetration, Weapon Finesse. Vampire Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes Combat Equipment: Equipment: Bracers of Armor +8, Gloves of Dexterity +6, Mantle of Riding (+20 Enhancement to Ride checks), Rod of Quickening, Periapt of Wisdom +6, Pearl of Power (6th) x3. Spells (CL 20, +22 vs. SR, Per Day: 9/9/8/7/7/6/4/2, DC 20+Spell Level) Domains: Destruction, Entropy 8th-Earthquake, Mass Inflict Critical Wounds 7th-Blasphemy, Destruction, Disintegrate*, Mass Inflict Serious Wounds (x2) 6th-Greater Dispel Magic (x2), Harm* (x4) 5th-Slay Living* (x4), Spell Resistance+, True Seeing (x2) 4th-Dimensional Anchor (x2), Inflict Critical Wounds (x3) (* indicates Domain Spell, + indicates already cast by combat) [/QUOTE]
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