Sollir Furryfoot
Explorer
Hey, I was just browsing through the latest adventure and like to go through the stats of the BBEGs for fun. Freedom is a major badass with a nice combination of Trillith/SoulKnife/Scout but I noticed a few small errors as well and am posting to give some notice for whoever uses them. I figured I'd keep the thread title generalized in case I find some more mistakes later though.
Freedom:
-Initiative bonus should be +20 (+12 Dex, +8 Superior Initiative - the epic feat says it doesn't stack with Improved Initiative)
-Saves should be Fort +17, Will +20 (+10 Base, +7 Con/+3 Wis respectively, if you want a higher Will save maybe give her Iron Will as a bonus feat)
-BAB for a 30 HD Aberration should be +22, boosting up her attacks by +7 each to +40/+35/+30. These #'s seem a little high for her CR so perhaps give her Combat Expertise and reduce her AC by a few points (maybe her Natural bonus to +7) so her AC won't get too much higher.
-Her Damage Reduction references an ability called 'Motion Mastery' but I can't find it in her stats.
Less of an error, but for being a potential end-game badguy she doesn't have any way of dealing with invisible creatures (no see invis/true seeing or Listen/Spot checks). I suppose the Nightmare Architects can use Greater Dispel Magic but they'd need some way to find the target first. I'd suggest giving her a little more intelligence and bumping her Listen/Spot checks so she at least has a chance, or giving all "high end" (original?) Trillith the ability to use True Seeing.
Annihilation:
-CL of his Greater Dispel Magic is 25th, but it caps at +20. Was the intention supposed to make it give a bonus of +25? Since it's a supernatural ability it'd probably be fine to break the rules a bit, just looking for clarification here.
-What's the DC of his Nether Breath Weapon? It could be DC 21 (cast as a Sorcerer), DC 44 (10+1/2HD+2 Cha mod) or DC 51 (+9 Con mod). 21 seems too low, but anything in the 40's not even the party mage is going to make. It seems unlikely he'll be able to hit more than 1 or 2 people with this attack though, thankfully.
Annihilation is awesome as well and his stats look almost perfect but if someone uses the adventure as the capstone to the campaign I probably wouldn't let Trilla's help heal him of half his hitpoints. The amount of actions a party has vs. him, combined with their level means they can do a crazy amount of damage-especially when he's vulnerable. If I ran him I'd reduce the vulnerable time to 1 round and give him only a standard action on the next round, probably.
I hope this isn't seen as much of a complaint because it isn't, I really dig the 10th episode of this series and am excited to run the whole path
Freedom:
-Initiative bonus should be +20 (+12 Dex, +8 Superior Initiative - the epic feat says it doesn't stack with Improved Initiative)
-Saves should be Fort +17, Will +20 (+10 Base, +7 Con/+3 Wis respectively, if you want a higher Will save maybe give her Iron Will as a bonus feat)
-BAB for a 30 HD Aberration should be +22, boosting up her attacks by +7 each to +40/+35/+30. These #'s seem a little high for her CR so perhaps give her Combat Expertise and reduce her AC by a few points (maybe her Natural bonus to +7) so her AC won't get too much higher.
-Her Damage Reduction references an ability called 'Motion Mastery' but I can't find it in her stats.
Less of an error, but for being a potential end-game badguy she doesn't have any way of dealing with invisible creatures (no see invis/true seeing or Listen/Spot checks). I suppose the Nightmare Architects can use Greater Dispel Magic but they'd need some way to find the target first. I'd suggest giving her a little more intelligence and bumping her Listen/Spot checks so she at least has a chance, or giving all "high end" (original?) Trillith the ability to use True Seeing.
Annihilation:
-CL of his Greater Dispel Magic is 25th, but it caps at +20. Was the intention supposed to make it give a bonus of +25? Since it's a supernatural ability it'd probably be fine to break the rules a bit, just looking for clarification here.
-What's the DC of his Nether Breath Weapon? It could be DC 21 (cast as a Sorcerer), DC 44 (10+1/2HD+2 Cha mod) or DC 51 (+9 Con mod). 21 seems too low, but anything in the 40's not even the party mage is going to make. It seems unlikely he'll be able to hit more than 1 or 2 people with this attack though, thankfully.
Annihilation is awesome as well and his stats look almost perfect but if someone uses the adventure as the capstone to the campaign I probably wouldn't let Trilla's help heal him of half his hitpoints. The amount of actions a party has vs. him, combined with their level means they can do a crazy amount of damage-especially when he's vulnerable. If I ran him I'd reduce the vulnerable time to 1 round and give him only a standard action on the next round, probably.
I hope this isn't seen as much of a complaint because it isn't, I really dig the 10th episode of this series and am excited to run the whole path

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