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REQUEST: Three Villain Builds...
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3747439" data-attributes="member: 748"><p>Glad to be helpful <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I just edited in a second version of the Nightmare liches, adding a few sorcerer levels so they'd be able to do nifty tricks like Haste everyone, See Invisible, and use Feather Fall/Expeditious Retreat. All these buffs are easily dispel-able, but it'll bump up the amount that the players want to kill the mounts a good deal <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Truthfully, the two villains up there are probably around CR 23 with their stats/improvements and if you add some unique gear they could easily get up to CR 24 or 25. If you feel they are still too weak, well, they don't have any inherent bonuses added in stats so giving them 2 +5's somewhere there would make them extra nasty. Also, if you've got a really fast character that even the Death Knight can't hit, consider changing out the Ability Focuses on the Mummy Mage for Combat Expertise and Improved Feint. With a +40 bluff score (not including any competence or synergy bonuses) he can catch a speedy character flat-footed very easily.</p><p></p><p>Whenever you do get done finishing up all the villains and again when your players face them, if you could post an update of how that all goes I'd be grateful. Its great that you've had such a long running campaign, I hope its ending is epic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Edit-Oh, I almost forgot! Ironically the last battle of my campaign featured a Death Knight as well, although more in the minion position. Since he was meant more as a minion he's only got a few tricks up his sleeve (Aura of Greater Despair, Smite, Sneak Attack, Lay on Hands), but maybe you can scrap something from this guy's stats (this was made from a fallen paladin NPC, if you wanted your guy to be more evil to begin with the stats might not help much):</p><p></p><p><span style="font-size: 12px"><strong>The Fallen Prince</strong></span><strong> - Death Knight, Ex-Paladin 10/Blackguard 10, <span style="font-size: 12px">CR 23</span></strong></p><p>Medium Undead</p><p>HD: 20d12+240 (480 hp)</p><p>Init: +4</p><p>Speed: 40 ft.</p><p>AC 44 (+20 Armor, +4 Dex, +10 nat), touch 14, flat-footed 40</p><p>BAB/Grapple: +20/+34</p><p>Attack: +50 (1d10+30, 15-20/x2, +3 Con damage)</p><p>Full Attack: +50/+45/+40/+35 (1d10+30, 15-20/x2, +3 Con damage)</p><p>Space/Reach: 5 ft./5 ft.</p><p>SA: Smite good (+12 attack, +25 damage) 7/day, sneak Attack +5d6, hellfire</p><p>SQ: Aura of G. Despair, C&F immunity, DR 15/Good and Bludgeoning, Lay on Hands, SR 34</p><p>Saves: Fort +28, Ref +26, Will +34</p><p>Abilities: Str 38, Dex 18, Con --, Int 23 Wis 30, Cha 34</p><p>Skills: Blah!</p><p>Feats: Combat Expertise, Improved Critical (Longsword), Improved Disarm, Improved Spell Resistance, Iron Will, Negotiator, Self-Sufficient</p><p>CR: 23</p><p>Alignment: CE</p><p>Equipment: Instigator (+6 Keen, Triple Wounding Longsword, Fire immunity), +5 Reflective Full Plate, +5 Reflective Steel Shield, King’s Mantle (+4 all stats, +4 to saves), Amulet of Natural Armor +5, Crown of the Dark Three (Minor Artifact, +5 Effective Blackguard levels)</p><p></p><p>Aura of Greater Despair (100’, -4 on all saves)</p><p>Hellfire Full round action, 10d6 Unholy damage (No save), all non-evil within 50’</p><p>Lay on Hands 300 negative energy damage</p><p>Saint’s Insight (Gift from the Saint) +10 to Attack/Damage</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3747439, member: 748"] Glad to be helpful :) I just edited in a second version of the Nightmare liches, adding a few sorcerer levels so they'd be able to do nifty tricks like Haste everyone, See Invisible, and use Feather Fall/Expeditious Retreat. All these buffs are easily dispel-able, but it'll bump up the amount that the players want to kill the mounts a good deal :] Truthfully, the two villains up there are probably around CR 23 with their stats/improvements and if you add some unique gear they could easily get up to CR 24 or 25. If you feel they are still too weak, well, they don't have any inherent bonuses added in stats so giving them 2 +5's somewhere there would make them extra nasty. Also, if you've got a really fast character that even the Death Knight can't hit, consider changing out the Ability Focuses on the Mummy Mage for Combat Expertise and Improved Feint. With a +40 bluff score (not including any competence or synergy bonuses) he can catch a speedy character flat-footed very easily. Whenever you do get done finishing up all the villains and again when your players face them, if you could post an update of how that all goes I'd be grateful. Its great that you've had such a long running campaign, I hope its ending is epic :) Edit-Oh, I almost forgot! Ironically the last battle of my campaign featured a Death Knight as well, although more in the minion position. Since he was meant more as a minion he's only got a few tricks up his sleeve (Aura of Greater Despair, Smite, Sneak Attack, Lay on Hands), but maybe you can scrap something from this guy's stats (this was made from a fallen paladin NPC, if you wanted your guy to be more evil to begin with the stats might not help much): [size=3][b]The Fallen Prince[/b][/size][b] - Death Knight, Ex-Paladin 10/Blackguard 10, [size=3]CR 23[/size][/b][size=3][/size] Medium Undead HD: 20d12+240 (480 hp) Init: +4 Speed: 40 ft. AC 44 (+20 Armor, +4 Dex, +10 nat), touch 14, flat-footed 40 BAB/Grapple: +20/+34 Attack: +50 (1d10+30, 15-20/x2, +3 Con damage) Full Attack: +50/+45/+40/+35 (1d10+30, 15-20/x2, +3 Con damage) Space/Reach: 5 ft./5 ft. SA: Smite good (+12 attack, +25 damage) 7/day, sneak Attack +5d6, hellfire SQ: Aura of G. Despair, C&F immunity, DR 15/Good and Bludgeoning, Lay on Hands, SR 34 Saves: Fort +28, Ref +26, Will +34 Abilities: Str 38, Dex 18, Con --, Int 23 Wis 30, Cha 34 Skills: Blah! Feats: Combat Expertise, Improved Critical (Longsword), Improved Disarm, Improved Spell Resistance, Iron Will, Negotiator, Self-Sufficient CR: 23 Alignment: CE Equipment: Instigator (+6 Keen, Triple Wounding Longsword, Fire immunity), +5 Reflective Full Plate, +5 Reflective Steel Shield, King’s Mantle (+4 all stats, +4 to saves), Amulet of Natural Armor +5, Crown of the Dark Three (Minor Artifact, +5 Effective Blackguard levels) Aura of Greater Despair (100’, -4 on all saves) Hellfire Full round action, 10d6 Unholy damage (No save), all non-evil within 50’ Lay on Hands 300 negative energy damage Saint’s Insight (Gift from the Saint) +10 to Attack/Damage [/QUOTE]
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