| Post/Author/DateTime | Post |
|---|---|
| Secrets Untold09-05-05, 12:27 PM | Does anyone have any classes that only the BBEG can take. Any feats, spells, psionics, races, weapons, etc. would be helpfull. I'm trying to think up a great villain for a friend of mine to face. If you could just write it down here, others could rate it for you. The grading scale is below: Originality: 30points Features: 60points Balance: 20points Challenge: for 2 charachters of the same level: Very Easy, Easy, Medium, Hard, Very Hard, Impossible |
| Surreal09-05-05, 12:56 PM | My answer for everything: Kender Artificer :D Otherwise, take a look at some of the prestige classes in the Book of Vile Darkness and Fiend Folio. Or take a browse through the Char.Op. boards for some ideas. Kind of an iconic BBEG around there is the "Boogeyman" (I'll post the link if I can find it). |
| CaoSlayer09-05-05, 01:43 PM | in the books there are pretty ones. In the core book you meet the red mage, a prc that it is little viable for players, but as a master you can perfectly make the party fight against 4 of them making a cycle. another it is the frenzy berserker... it is a prc that can give a twist to a common adventure... imagine that the party have been hired by a tribe for defeating a manticore and that the tribe have offered the help of a guide, their bravest warrior... can result that the BBEG ends not being the manticore but the new friend. The blackguard it is 100% a BBEG, it is hard to justify for a player to be 10 levels as paladin and then turn to the darkside, a NPC can do easier. |
| Osedox09-05-05, 07:34 PM | Forgive my ignorence but what does BBEG stand for? |
| ragingmaro09-05-05, 07:41 PM | big bad evil guy |
| cowdragon09-05-05, 08:11 PM | All this time I thought it was Big Brown Elven Guy! lol. Blackguard is great. Ur-Priest. Any PRC from BoVD. I made a goblin bard that chanted and played the drums to motivate his worg riders once. Just about killed the party that was an average of 5 levels highe than the goblins. Fun. The Cowdragon :mage: |
| slade_caizer09-05-05, 11:18 PM | Surreal, I think we think too much alike...and you post more quickly than I! :P I'll also vote for the Boogeyman. It's such a shame I never got to play a Soul Eater in a game...yet... :D |
| Surreal09-05-05, 11:25 PM | Yeah, the Boogeyman is evil alright, but my vote still goes to Kender Artificer. Make him an NPC that joins the party, or someone that they have to escort unharmed and in good health, then make him as annoying as possible. I usually recommend a dip into rogue to filch pockets, then some cross class skills in perform: yodelling. Have him pinch all the player's items, break them down for craft xp, and make new 'useful' items (because he's only trying to help after all). And don't forget to sing while he works. Throw in a decanter of endless sovereign glue and you're golden :D If your players aren't throwing their beer bottles at you, you're not being evil enough. :P |
| slade_caizer09-05-05, 11:37 PM | Yeah, the Boogeyman is evil alright, but my vote still goes to Kender Artificer. Make him an NPC that joins the party, or someone that they have to escort unharmed and in good health, then make him as annoying as possible. I usually recommend a dip into rogue to filch pockets, then some cross class skills in perform: yodelling. Have him pinch all the player's items, break them down for craft xp, and make new 'useful' items (because he's only trying to help after all). And don't forget to sing while he works. Throw in a decanter of endless sovereign glue and you're golden :D If your players aren't throwing their beer bottles at you, you're not being evil enough. :P :bow: :bow: :bow: :bow: :bow: :bow: Sovereign Glue + Kender = World Destruction Sovereign Glue + Plunger = World Domination Still my party loved the Kender Lich... |
| PhaedrusXY09-05-05, 11:51 PM | Link to the Boogeyman (http://boards1.wizards.com/showthread.php?t=313633) Also, the True Necromancer makes a nice BBEG. There are a couple of different versions of one in my sig. And the ultimate BBEG class is the Maho Tsukai from Oriental Adventures. You can do completely sick things with that class... That is the real BBEG in my game. The True Necro NPC in my sig is just his flunky. Of course, the PCs don't know that yet. :P |
| Kohdok09-07-05, 01:39 AM | The Ghost-Walker class from... I forget which. They turn incorporeal at will. BBEG:Ta! (Turns incorporeal and walks out of the room) Your party: Darn it! Why didn't we get that Ghost-touch weapon again?! |
| Plastic Sun09-07-05, 04:06 AM | The BBEG in my Oriental SteamPunk game is a team of 7 talented killers....i'll list them off I guess... 1) A Blackguard/Former Paladin, the most tragic of all the figures and the leader of the group, in my world Paladins are like...about as rare as white gold crashing down from the sky and bashing a hawk on the head...soo the faxct of his fall is even more tragic. He does have some glimmers of goodness left in him however, he refuses to hurt children or those who have no chance of fighting him (i.e, those without weapons) 2) An Abjurer with a greatly enhanced Stone Golem, Familiar and Homunculus, he uses his spells to buff his golem and homunculus and keep anyone from touching him, he has a paranoia complex and often concots various emphereal plots against his person, which exist only in his mind. 3) A Soul-Eater/Sorcerer/Rogue, he is a dapper english gentleman, dressing in a fine tweed suit, he wears a bowler hat and is unassuming in almost every way, except the fact that his eyes seem dead to the world, he started off with cannibalizing lower-class persons in his neighborhood, then attracted the attention of a local Necromancer, who greatly expanded his abilities, teachiong him how to gain sustenance and power from the flesh he consumed, then he furthered his studies eventually learning how to consume the souls of those he ate directly. 4) An OA Samurai/Barbarian/Frenzied Berserker, A samurai who went battle-mad during the fights of the meiji revolution, turning into something of a wild beast and becoming a rampaging killer, dedicated to sluaghtering as many of those he does not consider important. He wears Samurai armor painted with pitch black paint and wields a sword that is able to cut the very air itself. 5) A Rogue/Spymaster, She is a dark beauty, never crrying a weapon, killing those through poison and beguilement, she is achingly beauty. I havent pegged the other two down enough to be confident in posting them... |
| Solidcobra09-07-05, 04:16 AM | Assassin (duh) Psionic classes (if you're into TPKs) Most BoVD classes (again, duh) Really, explain, what are you looking for? BBEG-ONLY classes, or easily BBEG-able classes? |
| Lotus Crane09-07-05, 11:17 AM | If you're trying for classes that are more or less physically impossible for PCs to qualify for: Fiend of Corruption (or other fiend PrCs from the Fiend Folio) Beholder Mage (or other race-specific PrCs from Lords of Madness) j0 m0mm@! (lolz, just kidding) |
| Secrets Untold09-07-05, 05:32 PM | Me, I'm looking for a destrustive, unbalanced, one-of-a-kind BBEG-only class, that will ize a Ranger14/Bard1 and a Cleric/Druid of Kord. If you made them yourself, it would be better, because i only have these books: Players Handbook 3.5 Monster Manual 1 3.5 DM Guide 1 3.5 Expanded Psionics Handbook 3.5 Weapons of Legacy 3.5 (DUH!!!) By the Way Originally Posted By Surreal: If your players aren't throwing their beer bottles at you, you're not being evil enough. I love it. I'm sigging it. And I'm 12, so my players don't have beer bottles. |
| Lotus Crane09-08-05, 12:50 AM | People generally try to avoid making PrCs that are purposefully unbalanced for their average level... if you want to destroy your players that badly, just make your BBEG much higher level and/or templated. Like a level 20 half-fiend or half-dragon BBEG, with the correct treasure for his ECL, should destroy a pair of level 15 PCs pretty well. Your BBEG doesn't necessarily need some esoteric housemade PrC to be unique or overpowered. |
| Secrets Untold09-08-05, 06:15 PM | I was just wondering about something that they had no chance of ever encountering again or in anything else. |
| cerberuspuppy09-09-05, 01:37 AM | As a BBEG, one of the most underrated or forgotten classes IMO is the simple cleric. You've got built-in motivation, no shortage of flavor or style, and certainly plenty of power. Clerics also have a way of gathering followers, and the final battle will only be more interesting with a bunch of fire resistant* crazed cultists in the way. Even without templates and PrC, a "plain old" cleric can be a very effective, powerful, and memorable villian. (*= Note that Resist Energy is a 2nd level spell, but improves with caster level. At 11th, which your guy has obviously surpassed, it grants 30 points of resistance to the type you choose. He can cast it a total of 5 or maybe 6 times, plus scrolls or potions. Maybe he wouldn't have enough castings for the whole cult, but certainly enough for himself, his favorites, and whatever pet monster is guarding the door while he casts all his buffs. ) Now, as for something more specific, a Cleric of Erythnul can take War and Trickery as domains. War gives him Weapon Proficiency and Weapon Focus with Morningstar, which is a pretty decent weapon. It also allows him to use his domain slots pretty effectively. Trickery gives him Disguise Self, Invisibility, and Confusion, none of which he would have otherwise had. Nerull and Vecna are other good choices, but maybe the Necro-Cleric is getting a little passe. Gruumsh is always an option if you like Orcs, and can provide an interesting twist on the old "great leader organizing the orcs plot". Wee Jas is a little more obscure and original, her clerics also make good Mystic Theurges. I find Hextor pretty interesting, especially since a cleric of Hextor is likely to have some skilled warriors following him. He also has the War domain, but another of his is Destruction, which offers a Smite ability that can be augmented by feats like Extra Smiting. It also opens up Disintegrate- now that's a nasty surprise. If you insist on different races, PrC and templates, many synergise well, like Orc, Gnoll, Hobgoblin, Ogre Mage, Tiefling, Half-Fiend, Vampire, Lich, Ravager, Assassin, Blackguard, etc. IIRC, in Maure Castle there is a 15th level Gnoll cleric. Awesome. But you might be surprised what a 15th level cleric of Hextor or Erythnul can do. Take a look at the spells by that point (8th level!) Divine Power aint the half of it. He could be throwing around Flame Strikes and Mass Inflicts. He could precast Protection From Energy, Greater Vigor, and Freedom of Movement. He could open with Blasphemy and close with Earthquake. He could summon a Fiendish T-Rex to fight or have worked out a deal ahead of time to get some assistance from a Pit Fiend using the Greater Planar Ally spell. Just make sure you know exactly how the spells work, what they can and cannot do. One thing worth noting is that Clerics can use Metamagic and Item Creation feats just as well as Wizards can. A human Clr 15 has 7 feats, so you can spare 2 for Silent and Still or better yet Sudden Silent and Sudden Still, so he can apply those spontaneously and doesn't have to use up a 5th level slot for Dispel Magic. Likewise Sudden Maximize, Scribe Scroll, Brew Potion, and Divine Vigor are all good. And yes, I do realize all this work that the aforementioned cleric can do to prepare seems a bit much, but don't forget two things- 1) his Int and Wis scores are probably both very high; he knows someone will try to stop his Big Evil Plan, so he's preparing as best he knows how, and 2) Clerics are pretty good with Divinations, so he could have done recon on the party specifically and might know quite a bit about their capabilities. He might even have Leadership, and an official cohort. At 15th level, he could have an Imp with up to 6 levels in Rogue- a great spy. If he needs more muscle, he could bring in a Manicore, possibly with a template. I like Manticores, and they have a habit of casting their lot with powerful individuals who can supply their favorite food- human. |
| Secrets Untold09-10-05, 10:12 AM | Wee Jas is not EVIL!!! She is the DnD version of Anubis! Otherwise, everything you said is great: The Imp rouge is going to really annoy them. Hows This: 15cleric/4expaladin/2blackguard of Ethrull (sp?)? |
| Quirriff09-10-05, 11:42 AM | All of them (PHB) can make great BBEG. Cleric: Cleric of an evil religion or leader fantatical people who commit murder by activating 1-use using magic items that blow up the user, and everybody around them. Thus BBEG clerics do not need to have legions of undead or fiends at their beck and call. Rogue: Well other than Assassins, Rogues could be behind the scenes bribing people, and killing off enemies, and be the guy who's Really in charge. Fighter types: An adventurer from an evil party, who when it came to dividing the treasure, killed everyone on the spot, and used the magical items to make him uber. Wizard: Sooo typical and overused, i'm not going to mention it Sorcerer: same as Wizard Bard: a corrupt bard signed off the heirship of the Kingdom to his puppet, which he controls through suggestions and stuff. Monk: If you use the Greyhawk setting, there already is a monk BBEG; The Father of Obediance. |
| Phantom Lord09-10-05, 11:52 AM | First off, in my experience it is a bad idea to give NPCs anything that the players can't have. They get jealous. LA+0 Aasimar Paladin? Of course he was uber-broken, because the players couldn't be one. LA+0 Tiefling Wild Mage? Once again, more than broken, because the players couldn't be one. Homebrew Anti-Paladin? (Paladin class with everything turned evil) Insanely broken, because the PCs couldn't be one. I have even seen it go so far as to be accused of having broken, over-powered NPCs using the same rules, classes, races, and restrictions as PCs, but with less starting gold, so you don't have to take my word for it. :cool: |
| CaoSlayer09-10-05, 11:57 AM | First off, in my experience it is a bad idea to give NPCs anything that the players can't have. They get jealous. LA+0 Aasimar Paladin? Of course he was uber-broken, because the players couldn't be one. LA+0 Tiefling Wild Mage? Once again, more than broken, because the players couldn't be one. Homebrew Anti-Paladin? (Paladin class with everything turned evil) Insanely broken, because the PCs couldn't be one. I have even seen it go so far as to be accused of having broken, over-powered NPCs using the same rules, classes, races, and restrictions as PCs, but with less starting gold, so you don't have to take my word for it. :cool: mmmmmm, you are mixing la with cr, tifling fighter of level X have exactly the same CR of than an human one. |
| Phantom Lord09-10-05, 12:08 PM | mmmmmm, you are mixing la with cr, tifling fighter of level X have exactly the same CR of than an human one. I don't think I am. I was using an LA +0 version of aasimar and tiefling (a nerfed version of the MM versions). |
| CaoSlayer09-10-05, 12:55 PM | The I dont see the reason to have a +0 LA version. if you want a core one, the player´s guide to faerun had them. |
| cowdragon09-10-05, 02:17 PM | Where is the LA +0 Assimar? I own the PGF and I can't find it anywhere. :( The Cowdragon :mage: |
| Phantom Lord09-10-05, 03:12 PM | Homebrew. I make almost all my own stuff. If you want my version of the +0 LA aasimar or tiefling, let me know. I'll post them. |
| Koga:The ninja trick09-10-05, 03:31 PM | Well, BBEG's are suppose to be more powerful then the PCs obviously, both them and regular npcs have thier own special list from which The Koga grants them access.. PC CLASSES: 1-Fighter 2-Paladin -no spells- 3-Rogue 4-Wilderness Rogue. 5-Thug 6-Ranger -no spells- 7-Sidewinder Monk/Wild Monk/Chaos Monk/Fighting Style Monk 8-Acolyte. (Homebrew class, jack of trades.) 9-Magician (Homebrew class.) 10-Soulknife. 11-Barbarian/Totem Barbarian/Implacable 12-Marshal 13-Dragon PC. 14-Hyborian Ranger. (Or more accurately called "scout" now to not confuse players.) For The Koga's Zelda campaign he decided rangers/paladins not only don't need spells, but need nothing in taking them away. The other classes were weaker then them before somewhat anyway. Now it's more even. Magick in Zelda is treated as in HARP almost with a skill-based system which is hardly broken. The Koga is also implementing a starting job for your character like in d20 modern.. "warrior, hero, theif, singer, gardner, and slacker". As for npcs, they obviously can become the more powerful classes.. 1-Bard. 2-Savage Bard. 3-Battle sorcerer. 4-Generic warrior. 5-Generic expert. 6-Commoner. (This new tweaked commoner has profficetcy with all simple weapons and a hit die of 20!) And sense in this campaign you can use skill points to put into spell skills not just your spell point reserve per level, bards are at an almost /33t level because they can max out pretty much all thier spells. Battle sorcerers have large hit die and melee action to compensate, warrior/experts have customization, and the commoner can just soak up damage like it's nobody's buisness. The Koga didn't add druids or clerics to the fray because frankly even evil people think they're just wrong.. The Koga would know.. ;) |
| ClementWillowbreaker09-10-05, 06:23 PM | The best class for a BBEG is commoner. Just one level of it, too. My last game had a lvl1 commoner girl in a convent as the BBEG. She totally bewildered, manipulated, and messed up a party of lvl6 and 7 PCs. And no one ever knew she was a serial killer. Why? Because paladins never cast Detect Evil on 14-year old girls. They should. Constantly. Oh, sure, most of the game was fighting Frenzied Berserkers, necromantic sorcerers, horrible undead, and incursions from the Negative Energy Plane, but at the center of it all, there was my darling SCEG (Small Cutie Evil Girl). |
| Koga:The ninja trick09-10-05, 06:34 PM | Had The Koga been in your party we would've been adventuring with the 14 year old girl from the start and none of that would've happend! :mad: Or perhaps The Koga has said too much.. :P |
| Quirriff09-10-05, 11:39 PM | Perhaps the Kogo should stop posting in third person, Quirriff thinks people who post in third person are not to be taken seriously. PCs are the more powerful than any monster, thus giving BBEG's the capabilities of a PC is totally important. BBEGs thus should have the same restictions as PCs, because PCs are pretty danm powerful anyway. |
| thinkhard09-10-05, 11:53 PM | From Faerun, i believe Faiths and Pantheons or maybe Demigods and Deities, a totally BROKEN class that's perfect for recurring villians that are the heads of evil plots/organizations: Dreadmaster of Bane Gets cleric spells and massive leadership abilities, and monstrous cohorts to do his bidding. He doesn't lose penalties if he leads to the death of a cohort. Crazy, huh? Now if you want an even MORE BROKEN version of this class, look in the XPH for: Thrallheard |
| Adlar Hodge09-10-05, 11:56 PM | In my campaign there are 5 main villains...2 of them have levels of Cleric (Cleric/Blackguard, Cleric/Wizard/True Necromancer), 1 is a deranged Sorcerer, and 1 has Druid/Wizard/Arcane Heirophant levels. 4 of them are trying to raise a Psychic Warrior to take over the world. So right there you have examples of classes that, while geared more towards PCs, can easily be used as villains. It's all about what -you- want the NPCs to do, not what the book says is evil or not... |
| Devil Gnasher09-11-05, 12:21 AM | First, in my world core sorcerers are replaced be warlocks. Second I have a sorcerer Prestige Class. Sorcerer, as in an evil spellcaster or psionicist who forges a pact with an Archfiend for great and evil power. The feat Devotee of Darkness and The Lords of the Nine I use are from The Gates of Hell. (http://dicefreaks.com/phpBB2/viewtopic.php?t=88) Dark Gifts are based off of a second addition concept of the same name. The Sorcerer v1.0 “Do you believe, do you honestly believe that sorcerers are the descendants of dragons. What kind of fools do they take you for any way? There is another name for those with the blood of dragons coursing through their veins. Sorcerers are not they. Sorcerers are those scum bags that use foul magics to torture the minds and bodies of those who slightly incontinence them. They commit blasphemies with magic and the power of the mind. The power they use is drawn from unmitigated evil and cruelty. Some take the path of Dispater and focus their minds toward wickedness and organized malice. Others choose more conventional paths. How do I know? I’m a wizard. Not what some simpletons call ‘wizards’, a real one. I also blew up a sorcerer’s gazebo once. And after fifty years he’s still trying to kill me.” Apprentice, “Where is this sorcerer now?” Wizard, “Three rooms down in this old folks home. Just he’s gone senile first.” His apprentice then asked, "Why did you blow up his gazebo." The elderly wizard replied, "He tried to feed a sixteen year old girl to the Animal." His apprentice paused for a few moments and then she said, "Who is the Animal?" "The Animal is Merodach, Demon Prince of Abyssal Flame," her teacher said. Sorcerers have been among our society for centuries. From skulking in the shadows to reaching the heights of power they have plagued us all. In fact one of the organizations supposedly dedicated to stopping them is made up entirely of them. The society in particular is the Inquisition. How could the Inquisition be full of sorcerers you ask. Look at their tactics and see. They commit Evil without a thought and without mercy. They posses powers of torture and cohersion given to them by non other than the Lords of Hell. Hit Die: d6 Requirements: To qualify to become a sorcerer, a character must fulfill the following criteria: Alignment: Any evil Skills: Diplomacy 4 ranks, Knowledge (Demons) 8 ranks, Knowledge (Daemons) 8 ranks, Knowledge (Devils) 8 ranks, Knowledge (The Nine Hells) 8 ranks, Knowledge (The Grey Wastes) 8 ranks, Knowledge (The Abyss) 8 ranks Feats: Evil Brand, Devote of Darkness (if Lawful or Neutral Evil) or Demonic Thrall. Spells, Invocations, or Psionics: 3rd Level or three least Invocations Special: Archfiend patron. Class Skills: The sorcerer's class skills (and the key ability for each skill) are, Concentration (Con), Bluff (Cha), Diplomacy (Cha), Knowledge (any) (Int), Profession (Wis), Scry or Remote Viewing (Int), Sense Motive (Wis), Spellcraft (Int), Intimidate (Cha), and Spot (Wis). Skill Points at Each Level: 6 + Int modifier. Level BAB Fort Ref Will -------------------------- 1 +0 +2 +0 +2 2 +1 +3 +0 +3 3 +1 +3 +1 +3 4 +2 +4 +1 +4 5 +2 +4 +1 +4 6 +3 +5 +2 +5 7 +3 +5 +2 +5 8 +4 +6 +2 +6 9 +4 +6 +3 +6 10 +4 +7 +3 +7 * Level Special Abilities Spells ----------------------------------------------------------- Level Special Spell 1. Cast Sorcerer’s Spells, Dark Gift +1 level of existing class 2. +1 level of existing class 3. Dark Gift +1 level of existing class 4. +1 level of existing class 5. Familiar Spirit, Dark Gift +1 level of existing class 6. +1 level of existing class 7. Dark Gift +1 level of existing class 8. +1 level of existing class 9. Dark Gift +1 level of existing class 10. +1 level of existing class Class Features: Weapon and Armor Proficiency: Sorcerers do not gain proficiency with any type of armor, nor with shields. They do not gain proficiency with any new weapons. Spells: Sorcerer spells, power or invocations: The character can learn corrupt and other evil spells or powers of equal level. The rationale for corrupt psionic powers is that the psion has had his or her psionic powers warped by an external evil and fueled by an internal corruption. As such they gain psionic equivalents to corrupt and other evil spells, except summoning spells. Dark Gifts: Dark Gifts are gained as lore master secrets. They are given to you, not bargained for. The Dark Gift bonus is based upon the Archfiend you are sworn to. Examples: Lords of the Nine Asmodeus: level+ Intelligence or Wisdom. Mephistopheles: level+ Intelligence or Charisma. Beelzebub: level+ Intelligence or Charisma. Hel: level+ Intelligence or Wisdom. Leviathan: level+ Intelligence. Belial: level+ Charisma or Wisdom. Mammon: level+ Intelligence or Charisma. Dispater: level+ Intelligence or Charisma. Beal: level+ Charisma or Wisdom. 1. Dark Gift, Chilling Touch 2. Dark Gift, Augmented Hit Points 3. Dark Gift, Enhanced Vision 4. Dark Gift, Skull Scry 5. Dark Gift, Unnatural Ability Scores 6. Dark Gift, Unholy Blessing 7. Dark Gift, Command Undead 7. Dark Gift, Corrupt Animal Companion 7. Dark Gift, Corrupt Familiar 8. Dark Gift, Fear Aura 9. Dark Gift, Augmented Spellcasting 10. Dark Gift, Animal Form 11. Dark Gift, Shadow Form 12. Dark Gift, Animate Dead by Touch 13. Dark Gift, Weapon Resistance 14. Dark Gift, Fiendish Shape 15. Dark Gift, Food Corruption 16. Dark Gift, Regeneration 17. Dark Gift, Scabrous Touch 18. Dark Gift, Somnolent Gaze 19. Dark Gift, Spell Resistance 20. Dark Gift, Spell Immunities Familiar Spirit (Su) Upon or after reaching 5th level, a sorcerer can call a familiar spirit. This comes in the form of a fiend with a CR equal to the character's sorcerer level. Insanity With each new level of sorcerer a character gains, he also receives 1d6 IP, possibly resulting in gaining a disorder (see the insanity rules). Dark Bargains All fiends - even those successfully controlled by the sorcerer will refuse to offer aid without gaining something in return - usually souls. This means that characters summoning a fiend become bound to the fiend's ruling deity in some way, transmuting their minds and body. This degeneration is reflected by gaining disorders and insanity points. Summoning Power Certain sorcerer’s spells enable the caster to conjure up forces which can be used to augment the sorcerers magic. These forces are risky to use and alien to a caster's body and mind. Merely learning such spells results in the acquisition of a new disability, and each casting gives the caster 1 IP. The insanity rules are optional. Binding and Dispelling Fiends There are sorcerer’s spells to summon and bind or dispel a fiend and prevent the fiend from using any of its abilities or moving. Dispelling sends the fiend back to his home plane. These spells help to defend against uncontrolled fiends. Dark Gift, Animal Form (Sp) This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or be associated with evil. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, barracuda, killer whale, raven, or falcon. For every six levels of sorcerer, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions. Dark Gift, Animate Dead by Touch (Su) Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they possessed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead" Dark Gift, Augmented Hit Points (Su) The sorcerer can withstand greater amounts of physical damage than a regular, mortal magician. The sorcerer gains +1 hit points (must be applied manually) per level of experience (in addition to any bonuses due to high constitution). Dark Gift, Augmented Manifestation: (Su) One mental stat is considered 4 points higher for the purpose of extra power points. Dark Gift, Augmented Spellcasting (Su) One mental stat is considered 4 points higher for the purpose of extra spells. Dark Gift, Chilling Touch (Sp) The sorcerer can cause his hands to glow with a blue, flickering aura. First, any living creature touched by the icy hands suffers the effect of a "Chill Touch" spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage . If the saving throw is successful, the victim only loses 1d4 hit points. The sorcerer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). DC is 10+ Sorcerer Level+ Charisma bonus. The saving throw is a Fortitude saving throw and Undead are immune. You could change this to burning, shocking, or acid touch if you like. Dark Gift, Rebuke Undead (Su) This power enables the sorcerer to Rebuke undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest. Dark Gift, Enhanced Vision (Su) The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all. For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight ; 6) infravision; 7) clairvoyance; detect life (WH). The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision. This requires a standard action. Dark Gift, Fear Aura (Su) As the spell Fear. Dark Gift, Food Corruption (Su) When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a saving throw vs. poison. The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual. The second form causes food to slightly discolor or putrefy, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption. Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing skill. Food can be cleansed with a "purify food and drink" or "dispel magic" spell. DC is 10+ Sorcerer Level+ Charisma bonus. Dark Gift, Painful Prying (Su) With this gift a sorcerer may cause pain to the subject of an interrogation to gain information. There are two ways in which this could be used. They both cause 3d4 points of damage, one round of paralysis, and a minus 10 to Concentration, and Bluff checks against interrogation. One causes damage when ever a false answer is given in verbal interrogation and the other causes pain in conjunction with divination. DC is 10+ Sorcerer Level+ Intelligence bonus. This may only be gained by Lawful Evils. Dark Gift, Regeneration (Su) The sorcerer is able to regenerate 2 hit points per three rounds. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers). They must choose two energies or discriptors, that provent it. Dark Gift, Scabrous Touch (Su) The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect those the sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer. DC is 10+ Sorcerer Level+ Charisma bonus. The disease causes 1d6 points constitution damage every three days. Dark Gift, Shadow Form (Sp) The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spell casting and attacks are not possible. The sorcerer can remain in this form almost indefinitely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work. Dark Gift, Spell Resistance (Su) Gains spell resistance of 10 plus 2 per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind. Dark Gift, Skull Scry (Sp) This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability. Dark Gift, Somnolent Gaze (Sp or Psi) With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a Will saving throw, he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the condition lasts for up to one round per level of the sorcerer. The sorcerer may call upon this power once per round, once per day, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic"). DC is 10+ Sorcerer Level+ Charisma bonus. Dark Gift, Spell Immunities (Su) A sorcerer with this ability is completely immune to all spells from one sub school or descriptor. A sorcerer may take this ability more than once. May never choose Good. Dark Gift, Unholy Blessing (Su) The sorcerer gains a Charisma bonus to all saving throws and to AC. Dark Gift, Unnatural Ability Scores (Su) The sorcerer gains a profane bonus of +2 to one ability score. A sorcerer may take this ability more than once. Dark Gift, Fiendish Form (Su) The sorcerer either gains the fiendish template or the pre-epic psuedonatural template. Dark Gift, Weapon Resistance (Su) The sorcerer has a damage resistance of 5/cold iron or silver weapons, magic. At 12th level, the sorcerer has a damage resistance of 5/+1 or greater magical weapons. Animal Form, Animate Dead By Touch, and Shadow Form may be used three times per day. Food Corruption and Somnolent Gaze may be used once per day. All five may be taken multiple times. Each selection increases daily usage by one. |
| thinkhard09-11-05, 11:00 PM | dude, if your gonna spam your class, just link it. Spamming isn't to big a deal....but using up space that much is!! |
| Deciple-of-Rasputin10-18-05, 11:30 AM | The tarrasque. |
| Lotus Crane10-18-05, 01:28 PM | Want a "completely legal" BBEG that will utterly crush the party and make your players hate you? Go look up Pun-Pun, or any of the other broken builds on the CO boards. |
| cowdragon10-18-05, 08:26 PM | The Dread Necromancer seems to be a really decent BBEG class. I don't have the book it's from yet, but I will be getting it on payday, I'll know more about it then. From what I've heard though it's pretty cool. Lots of undead, lots of obnoxious abilities for a bad guy to use against players. I would like to build a "Skeletor" type character based on one. Maybe a gestalt warlock/dread necro would be cool. The Cowdragon :mage: |
| CryoSilver10-18-05, 09:59 PM | My friend and I are co-statting a bard/seeker of the song BBEG for the next adventure I'm DMing, just because we've never seen a bardic villain before. The most amusing part will quite def. be when the players realize they're being pwned by a BARD. |