BBEG Question: Gearing an npc [Archive] - Wizards Community

Post/Author/DateTimePost
Roxmav

05-19-07, 02:56 PM
Hey guys,
I'm designing a level 20 npc Dread Necromancer for a BBEG for a campaign i'm running. I have a spot of confusion though, I need to give him some gear to boost him up and make him a real challenge. How you define a spending limit for the gear a level 20 npc should have? same as recommended for a pc? infinite depending on the npc's age/experience/lifestyle?

I'm stuck a bit here.

Cheers
Free1983

05-19-07, 03:24 PM
There are two wealth by level tables in the DMG. One for PC's and one for NPC's (I think it's around page 138, but I'm not sure). But by all means go ahead and select whatever equipment you like. A level 20 character is bound to have experienced a lot of things, so I guess that nothing is really out of place with such a character. You could use the tables in the DMG as a guideline, but don't feel restricted to them.

PS: Do watch out for playerkilling items (vorpal sword comes to mind :hides:).

Hope this helps,

Cheers
BugHunter

05-19-07, 03:26 PM
Are you wondering about how much money or how much can be spent on one item?
Edymnion

05-19-07, 03:27 PM
Hey guys,
I'm designing a level 20 npc Dread Necromancer for a BBEG for a campaign i'm running. I have a spot of confusion though, I need to give him some gear to boost him up and make him a real challenge. How you define a spending limit for the gear a level 20 npc should have? same as recommended for a pc? infinite depending on the npc's age/experience/lifestyle?

I'm stuck a bit here.

CheersAll of the above.
I know its not the answer you were looking for, but the wealth guidelines are a balance structure for the players. It keeps THEM from getting too powerful for their level. NPCs have no such restrictions. You can deck a level 1 out in +5 everything if you want.

But, lets assume you don't want to be arbitrary here, and define some limits.

Weaker than the Party
You give him significantly less wealth for a 20th level character than the PCs, say 3/4 or even 1/2 standard. Makes for a pretty weak opponent in most cases, and would lower the CR of the encounter by a point or two.

Equal Footing with the Party
Give him standard character wealth for a 20th level PC (see the DMG for the table). Equip however you like within that limit.

Stronger than the Party
Opposite of weaker. Give him 25-50% more character wealth than the party. Will likely raise his CR by a point or two.

Treasure Source
Any time you give equipment to a badguy, you have to do so with the assumption that the party will kill him and take his stuff. As such, you would equip him only with things you don't mind the party having. If you don't want the players having a +5 Vorpal Longsword, you don't give it to the NPC. So, you equip him with the idea that the PCs are going to loot his corpse, and don't give him anything you don't want them to have.

If you want him to be stronger than the party, but not worry about them getting it, just describe the equipment in such a way that they won't want to use it. Kind of hard to get much use out of the badguy's armor when its made out of magically hardened baby bones.
Crystal Monk

05-19-07, 04:06 PM
do you happen to have access to the Magic Item Compendium? in the latter parts of that book, it has a full section that not only lists how much treasure an NPC of a certain level should have, but tells you what tables to pick from/roll on to determine their treasure. it's great stuff.
Crust

05-19-07, 04:44 PM
I suggest considering the abilities of the PCs in designing your NPC's gear. When I design a powerful enemy spellcaster, I always assume he/she has done research concerning the PCs. One legend lore spell could be enough, not to mention the many other divination spells available. The NPC's own network of connections and information gatherers could lead to additional information. Build around your PCs to make it interesting, challenging, and give the players the idea that they are being watched on some level.

Make sure his AC is high enough that the brawlers don't hit every time. Equip him with bracers of armor, an amulet of natural armor, and a ring of protection (bonus is up to you; weigh that against your PCs as you see fit). Equip him with a cloak of displacement or a ring that allows mirror image 1-3 times/day. Definitely hook him up with a set of black robes of the archmagi. If not the cloak of displacement, I'd give him a cloak of protection.

Make sure he can avoid the spellcasters. Give him an ioun stone that sucks up 50 spell levels before fizzling. Equip him with a ring of counterspells (dispel magic).

Augment his spellcasting. A headband of intellect (+4 at least) is a must. Give him a major rod of metamagic. Maybe a ring of wizardry or some pearls of power. Perhaps some variation on the staff of necromancy is in order. A wand of cure critical wounds wouldn't hurt. You might even assume he's read a tome of clear thought.

Make sure he's using foresight and mind blank as often as possible. He should also be surrounded by a black cloud of shadows and wraiths, or perhaps a mob of wights, ghasts, mummies, mohrgs, liches, vampires, etc... Necromancers are fun. ;)
StevenO

05-19-07, 06:22 PM
One complaint I here about NPCs is that they don't really meet their CR without exceeding the normal NPC equipment tables. The problem with exceeding that and equiping NPCs at PC levels or greater is that the players usually end up with all that stuff. If you have been starving your PCs of appropriate treasure/CR then you can make up for it with your BBEG but there are other options.

One thing to do is make sure you fill all those item slots if possible. An NPC with +1 armor, shield, ring, and amulet gets the same AC boost as a NPC with only one +4 AC boosting item but saves at least 10,000 gp.

When you do want to splurge on an NPC use powerful single use items; if they have a long duration make sure their active before encountering the PCs. A scroll of Greater Magic Weapon CL 12 along with a masterwork (or even +1) weapon costs a lot less than a +4 weapon would and often is just as effective against the one encounter the NPC has against the PCs. If possible make every reasonable effort to have the NPC use up expendables before they die as they know they can't use them latter. Even if the occasional powerful single use item falls into the PCs hands that is still usually only one encounter where it presents a problem. A drawback to reliance on boosts from limited use magic items is that a lucky Dispel Magic effect can ruin a character.

If your PCs are "honorable" types who return stolen items you make get by giving NPCs better equipment with the understanding that the players will get rid of it later. Unfortunately this method depends on player honesty; just because you give them a truck now don't expect them to return it when the time comes.
Edymnion

05-20-07, 07:00 PM
Make sure his AC is high enough that the brawlers don't hit every time. Equip him with bracers of armor, an amulet of natural armor, and a ring of protection (bonus is up to you; weigh that against your PCs as you see fit). Equip him with a cloak of displacement or a ring that allows mirror image 1-3 times/day. Definitely hook him up with a set of black robes of the archmagi. If not the cloak of displacement, I'd give him a cloak of protection.Honestly, the dread necro is a lot like the wizard/sorcerer, if they are hitting him in melee, then you are doing something wrong. He should be behind an army of undead meatshields for protection, not massive armor.
Crust

05-20-07, 07:38 PM
Honestly, the dread necro is a lot like the wizard/sorcerer, if they are hitting him in melee, then you are doing something wrong. He should be behind an army of undead meatshields for protection, not massive armor.

Agreed. Note the following:

He should also be surrounded by a black cloud of shadows and wraiths, or perhaps a mob of wights, ghasts, mummies, mohrgs, liches, vampires, etc.

With his spells, the bracers, amulet, and ring might not be necessary, but if I were a dread necromaner, I'd rather have the good AC just in case the PCs decide to attack with their weapons. :)
Magrus

05-20-07, 11:12 PM
I always did things different than the standard way. Fodder didn't have "loot" they had standard gear they needed to do their job, no more. All of that extra suggested loot for their CR? It went into the BBEG's treasure load. I figure it out, and tended to give the BBEG, or the major enemies PC equivalent equipment. If I thought they deserved more treasure, they found a treasure room after defeating the BBEG.

I tended to craft the BBEG's equipment to be things that the party would find as interesting and want to use it. If you've got the only heavy armor wearing tank already in a +3 suit of full plate, having the party stumble on a BBEG with a +1 suit of Half-Plate isn't exciting. It may not optimize the NPC as much, but I try working things out that are effective and improve on one thing for each member of the party. It doesn't always work, by any means, but then they all get something a lot of the time. The extra gold helps in deciding to get that Ring of Protection +3 for your BBEG that the Fighter needs because he's used all of his loot to get that perfect sword he needs. It lets you choose an incredible spellbook that the Wizard finds and snatches up. All of that stuff adds enjoyment and flavor for the group.