Evil Personified: Your Best BBEG Build

Post/Author/DateTimePost
#1

lord_typhus

May 09, 2008 10:12:45
The Challenge:

Create your ultimate BBEG using the following sources:

-All Core Rulebooks
-Book of Vile Darkness
-Fiendish Codex: Hordes of the Abyss

The Rules:

-32 Point Buy
-Core Races only
-ECL 10-15 (with some low lvl minions if possible, ECL 5-9)
-Gear/Wealth appropriate for your chosen ECL
#2

dither

May 09, 2008 10:20:01
BoVD belongs in the BoVD forum.

http://forums.gleemax.com/showthread.php?t=64298

Bottom of the original post. =P
#3

lord_typhus

May 09, 2008 10:21:44
BoVD belongs in the BoVD forum.

http://forums.gleemax.com/showthread.php?t=64298

Bottom of the original post. =P

This isnt just BoVD...I merely listed it as an available resource. But thank you.
#4

gilfalas_elaandrin

May 09, 2008 10:23:00
Are you just trawling for good evil builds for free or is there a specific campaign purpose you want to put this to?

Generally an open ended question like this is too broad in scope. What do you want your BBEG to do and accomplish in what kind of campaign? Do you want it to mage, tankish or Gish?

The more detail the more help.
#5

dither

May 09, 2008 10:27:51
I just read your other post.

The kind of thing you're looking for sounds more like flavor that you can add to virtually any BBEG. You don't need the rules to tell you you can do it. You just make a cleric 20 and then give him any other cool items/abilities/random-special powers he needs to achieve the flavor you're looking for.

'Course, wizards and druids work well for the same purpose, but what you've described is flavor, not crunch. Summoning forth fiends from the Abyss? Anyone evil can do that with the right connections (read: fiend-granted SLAs).

Moral of the post: BBEGs don't need to follow the rules when you're the DM.
#6

lord_typhus

May 09, 2008 10:29:02
Are you just trawling for good evil builds for free or is there a specific campaign purpose you want to put this to?

Generally an open ended question like this is too broad in scope. What do you want your BBEG to do and accomplish in what kind of campaign? Do you want it to mage, tankish or Gish?

The more detail the more help.

The BBEGs will be put into an ongoing campaign involving Undermountain/Waterdeep and the surrounding areas. The goals, build (ie mage, tank, gish) are up to you; I can work them into the campaign as needed.

If it's a mage type, then definitely some sort of fiend-related summoner or black magic user

If it's a tank, something along the lines of the 'unholy' knight kinda thing (no, not just a blackguard; but a servant to an evil deity)

Gish, well...in truth, that's on the creator, as 'gish' to me is a mage-tank combo, or so it was made to seem to me
#7

altpersona

May 09, 2008 10:29:55
check the winner of the halloween thread..

the one with the kids..
#8

lord_typhus

May 09, 2008 10:32:46
check the winner of the halloween thread..

the one with the kids..

Hmm?
#9

indeterminate

May 09, 2008 10:33:05
How about Pun-Pun? He'd be a pretty nasty customer.
#10

lord_typhus

May 09, 2008 10:34:05
How about Pun-Pun? He'd be a pretty nasty customer.

That'd be a negative, Ghost Rider...lol.
#11

dither

May 09, 2008 10:34:16
The BBEGs will be put into an ongoing campaign involving Undermountain/Waterdeep and the surrounding areas. The goals, build (ie mage, tank, gish) are up to you; I can work them into the campaign as needed.

Clerics are ideal villains. They can wear heavy armor, they have the best 2 saves in the game, second-best attack bonus (who really needs 4 attacks when you can cast spells anyway? -- well, there's always divine power, I suppose), and they can heal themselves.

Clerics also tend to be charismatic, and have the backing of the divine. They can easily form doomsday cults and summon terrifying fiends and/or giant meteors to annihilate all life on the planet in order to ascend to godhood, etc.
#12

indeterminate

May 09, 2008 10:36:29
That'd be a negative, Ghost Rider...lol.

Well why not? He fits your criteria and is the best BBEG you can get with those criteria.
#13

lord_typhus

May 09, 2008 10:37:32
Clerics are ideal villains. They can wear heavy armor, they have the best 2 saves in the game, second-best attack bonus (who really needs 4 attacks when you can cast spells anyway? -- well, there's always divine power, I suppose), and they can heal themselves.

Clerics also tend to be charismatic, and have the backing of the divine. They can easily form doomsday cults and summon terrifying fiends and/or giant meteors to annihilate all life on the planet in order to ascend to godhood, etc.

Oh, so true. That's my backup plan, should the public fail to come up with anything unique.
#14

lord_typhus

May 09, 2008 10:43:09
Well why not? He fits your criteria and is the best BBEG you can get with those criteria.

Pun-Pun is nothing short of a cosmic joke.


Pun-Pun walks into a bar.
The entire Multiverse implodes.
The only two left standing are Pun-Pun and Chuck Norris.
The End.
#15

indeterminate

May 09, 2008 10:45:28
Pun-Pun is nothing short of a cosmic joke.


Pun-Pun walks into a bar.
The entire Multiverse implodes.
The only two left standing are Pun-Pun and Chuck Norris.
The End.

So does that mean I won the challenge?
#16

lord_typhus

May 09, 2008 10:47:29
So does that mean I won the challenge?

Not in the slightest.
#17

indeterminate

May 09, 2008 10:49:13
Not in the slightest.

Rip off. This contest is so rigged.
#18

lord_typhus

May 09, 2008 10:53:23
Rip off. This contest is so rigged.

Oh no, Simon, Randy, AND Paula all said you lost. Sorry, you are not the next Ryan Seacrest(?sp) Lol.
#19

tweedledope

May 09, 2008 11:34:15
Wow...this poor guy just wanted to start a mini contest but, since his name says he's been a member since May 2008 (and he didn't make it 'official') he is getting reamed by everyone...

That being said, try this...my favorite BBEG:

Warforged Hexblade 3/Fighter 2/Soul Eater 10/Warforged Juggernaut 5

the idea behind this menace was that he went crazy after The Last War and began to contemplate what his life WOULD have been like had he died. He knows that other creatures are born but he was created...he is sentient but, he believes he doesn't have a soul. Because of that, he drains the souls of other creatures so he can "harness" their souls so that when he dies, he will be accepted into the outer planes. Doing this has actually worsened his sentience, however, and turned him into a Juggernaut.

As you can tell, he is insane.
#20

snex

May 09, 2008 11:42:57
gestalt paladin of slaughter/dread necromancer
#21

lord_typhus

May 09, 2008 15:45:18
Wow...this poor guy just wanted to start a mini contest but, since his name says he's been a member since May 2008 (and he didn't make it 'official') he is getting reamed by everyone...

That being said, try this...my favorite BBEG:

Warforged Hexblade 3/Fighter 2/Soul Eater 10/Warforged Juggernaut 5

the idea behind this menace was that he went crazy after The Last War and began to contemplate what his life WOULD have been like had he died. He knows that other creatures are born but he was created...he is sentient but, he believes he doesn't have a soul. Because of that, he drains the souls of other creatures so he can "harness" their souls so that when he dies, he will be accepted into the outer planes. Doing this has actually worsened his sentience, however, and turned him into a Juggernaut.

As you can tell, he is insane.

I haven't been a member since only May...this is just a new screen name but I appreciate your 'sticking up for me'. Badass concept and build...I'd love to see it built.
#22

lord_typhus

May 09, 2008 15:46:12
gestalt paladin of slaughter/dread necromancer

What is Gestalt? I've seen it used many a time over the years and never bothered to ask...
#23

phaedrusxy

May 09, 2008 16:01:35
There have been several threads devoted to optimizing monsters and BBEGs on this board over the years. If you go into Surreal's "Handy Links" thread, which is stickied at the top of the page, and search (Control-F) for BBEG, Monster, or Villain, you'll find some of them. There is also the "Encounter Resource" thread on the "What's a DM to do?" board, which includes at least some of the builds from those threads.
#24

altpersona

May 09, 2008 16:02:01
a system in unearthed arcana,

from the latin gestalic, roughly translates to 'you want to do what?'
#25

lord_typhus

May 09, 2008 16:18:52
There have been several threads devoted to optimizing monsters and BBEGs on this board over the years. If you go into Surreal's "Handy Links" thread, which is stickied at the top of the page, and search (Control-F) for BBEG, Monster, or Villain, you'll find some of them. There is also the "Encounter Resource" thread on the "What's a DM to do?" board, which includes at least some of the builds from those threads.

Cool. I'll have to check it out later.

Thank you PXY
#26

lord_typhus

May 12, 2008 7:04:00


...Had to do it.
#27

Xeraph

May 12, 2008 8:14:07
Old post from this thread
http://forums.gleemax.com/wotc_archive/index.php/t-585544

.... but here you go.

CR 19

True Hydra
Cryo Mulitheaded (19 extra heads) Ibrandlin 12/ Souleater 7


Gargantuan Dragon (Fire, Cold) Chaotic Evil
Hit Dice: 48d12+1248, 7d8+182 (1746hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 18 (-4 size, +11 natural, +1 dex), touch 7, flat-footed 17
Base Attack/Grapple: +55/+91
Attack: Bite +75 melee (4d6+19)
Full Attack: 20 bites +75 melee (4d6+19), bite +70/+65/+60 melee (4d6+13), 4 claws +70 melee (2d8+8)
Space/Reach: 10 ft. y 30ft./15 ft.
Special Attacks: Fire Breathweapon, cold breathweapon, pin, energy drain
Special Qualities: Fire subtype, SR 55, fast healing 15, DR 10/-, darkvision 60 ft., low-light vision, immune to magic sleep, immune to paralyzis effects
Saves: Fort +57, Ref +32, Will +31
Abilities: Str 48, Dex 12, Con 62, Int 4, Wis 10, Cha 9
Skills: Climb +32, jump +77, listen +58, knowledge (arcana) -1, search +7, spot +58
Feats: Improved Initiative(b), Combat Reflexes(b), Alertness(b), Power Attack(1st), Blind-fight(3rd), Weapon Focus (bite)(6th), Mageslayer(9th), Awaken Spell Resistance(12th), Pierce Magical Concealment(15th), Dire Charge(18th), Rapid Strike(21th), Improved Rapistrike(24th), Roll with It(27th,30th, 33rd, 36th, 39th), Fast Healing (42nd, 45th, 48th, 51th, 54th)
Environment: Underground
Challenge Rating: 19


COMBAT
When hungry the true hydra charges into combat and attacks everything in reach with all of its attacks thanks to Dire Charge. The true hydra has a soft spot for casters and find them delicious, it tries its best to advance on them while destroying other opponents in the process. With its numerous attacks and level drain abilities this shouldnt be to hard. It mostly tries to take on opponents underground where flying creautes can be cornered. If caught in open soroundings its not uncommon for the true hydra to flee to areas better suited for its type of combat style.
The true hydra enjoys tender raw meat and therefor tries to rip its opponents apart with its claws. If full, it is not unheard of that a true hydra uses its 20 heads to freeze opponents for later snacks. Its fiery breath is mostly used lighting fireplaces and smaller houses.

Fire Breath Weapon (Su): Once every 5 rounds, 30 foot cone, 2d6 fire damage, reflex DC 21 for half.

Cold Breath Weapon (Su): Once every 1d4 rounds, every head can breathe a 10 ft. wide 20 ft. long cone of cold, 3d6 cold damage, reflex DC 45 for half.

Pin (Ex): The true hydra can jump and land on opponets as a standard action. Medium size or smaller opponents caught in its 10ft. by 30ft. area must make a reflex save DC 21 or be pinned.
Pinned opponents take 4d6 points of damage each round.

Fire subtype (Ex): Immune to fire, double damage from Cold.

Cold Subtype (Ex): Immune to cold, -10 to saves versus fire.

Energy Drain (Su): A true hydra bestows 2 negative levels on touch.

Soul Strength, Endurance and Enhancement (Su): When a true hydra uses its Energy Drain ability its Strength and Constitution increases by 4. Changing its attack bonus, damage and saves for 24 hours.
Also it gets a +2 enhancement bonus to saves, ability checks and skill checks for 24 hours.

Soul Blast (Su): The true hydra may project a 100 ft. ray that deals 7d6 points of damage once per day if it has used its Energy Drain ability. Reflex save DC 17 for half.

Soul Radiance (Su): A true hydra that has completely drained an opponent may adopt the opponents soul, taking the victims abilities, appearance and form as per the Shapechange spell for 24 hours.


RESOURCES
Imbrandlin - Monsters of Faerun
Soul Eater - Book of Vile Darkness
Cryo Multiheaded, Roll With It - Savage Species
Dire Charge, Rapidstrike, Improved Rapidtrike, Fast Healing - Draconomicon
Mage Slayer, Pierce Magical Concealment - Complete Arcana


13 THINGS TO NOTICE
1. Nice Spell Resistance (55)
2. Nice Hit Points (1746hp)
3. Nice attack bonus (starting at +75)
4. 27 attacks
5. Level drain (2 per touch to be exact)
6. Up to 54 drained levels a round (thats 270 hit points lost)
7. Not counting the regular damage (bites 92d6+437 and claws 8d8+32)
8. Breathweapon that deal 3d6 points of cold damage
9. For each of the 20 heads (thats 60d6 points of damage DC 45 for half)
10. Damage Reduction
11. Fast Healing
12. Mageslayer feats
13. Great saves
14. Spot and listen +58
15. This is all without any magic items
16. Ok this is not 13 things to notice
17. This beast is far superior to what a normal gang of 19th level characters should encounter. None the less it is buildt without any game breaking rule hole. How I love the Imbrandlin as a base creature.


Cheers.
#28

ratpick

May 12, 2008 9:17:35
Heck, even though Magic of Incarnum isn't on your list, I'll post this guy anyway: http://forums.gleemax.com/showthread.php?t=997930

The idea is that he uses the Tiefling Incarnate substitution levels to gain quick access into Ur-Priest, then goes into Contemplative for the Evil domain required for an Evil adaptation of the Sapphire Hiearch (a prestige class that advances both divine casting and meldshaping while giving some neat abilities).

As for background: the character was brought up by an evil cult that saw him as a scion of a great elder evil type of creature. From his youth he was trained to be the ultimate expression of Evil in its purest form, hence going into the Incarnate class and picking up his racial substitution level. Owing to his fiendish heritage and his upbringing that was not too kind on the gods he pursued the knowledge required to steal the divine power of the gods he despised. Shortly following his gaining access to stolen divine power he discovered a creature of pure, unimaginable evil: a creature from the lower planes that could only be described as a sentinent mass of living, malevolent shadow. (this is his cue to both Contemplative and the Evil Sapphire Hierarch) The creature he met was in fact a conglomeration of pure evil soul energy that had condensed into one place in the lower planes, having thus gained a sentinence of sorts. The commune ability he gains from Sapphire Hierarch actually grants him the ability to communicate with the different souls in the mass, giving him newfound insights.
#29

lostpassworddoesnotwork

May 12, 2008 16:03:29
No complete arcane/divine, no five nations, blah.
#30

Wyvernhand

May 12, 2008 16:31:05
Old post from this thread
http://forums.gleemax.com/wotc_archive/index.php/t-585544

.... but here you go.

CR 19

True Hydra
Cryo Mulitheaded (19 extra heads) Ibrandlin 12/ Souleater 7

Hmmm, only Gargantuan sized.....and no teleporting abilities. Sounds like a case for FORCECAGE! Force Cage + Acid Fog would do a number on this thing, though you'd probably have to Empower and Extend the Acid Fog(s) to chew through this things epic(1746) hp. It isn't immune to ability damage either, so Cloud Kill would probably be faster. You'd just have to find a way to keep CK from moving (so annoying...).
#31

Xeraph

May 12, 2008 16:39:17
Hmmm, only Gargantuan sized.....and no teleporting abilities. Sounds like a case for FORCECAGE! Force Cage + Acid Fog would do a number on this thing, though you'd probably have to Empower and Extend the Acid Fog(s) to chew through this things epic(1746) hp. It isn't immune to ability damage either, so Cloud Kill would probably be faster. You'd just have to find a way to keep CK from moving (so annoying...).

Well, being immune to everything is no fun. If you want to make it so, reduce the amount of heads it has, and add levels that grant immunities. I mean:

Full Attack: 20 bites +75 melee (4d6+19), bite +70/+65/+60 melee (4d6+13), 4 claws +70 melee (2d8+8)

...might be a tad bit much anyways, seeing as those attacks drain levels.

Everything Imbrandlin to begin with rocks.
#32

wwad_dup

May 12, 2008 23:06:18
Here's my entry (heavier on flavor than optimization):

Orc Half-fiend (+4 LA)
Ranger 3/Fighter 2/Mortal Hunter 5

ECL 14/CR 12

Background = Kudlack's fiendish heritage was apparent early in his childhood as he began to evolve physically, he also displayed great powers that allowed him to rise in status among his clan. His first leadership role came during a settlement of the forests near Waterdeep.

Kudlack's clan was nearly wiped out by elves and his clan retreated into the mountains. But Kudlack stayed in the forest, determined to exact an eternity of revenge on the elves.

Kuldack's hunting techniques have grown significantly more intricate, and effective. His latest "trick" involves having slain a treant and used his Mortal Skin ability to permanently assume the form of the treant. He has a +20 Hide check in the forest which allows him to go unnoticed among many non-elves. Others he simply takes off-guard when he strikes.

When Kudlack does not identify any casters, he takes advantage of his large form to pummel the weapons of his foes. Using improved sunder and improved natural attack he full attacks objects at +23/+23/+18 for 6d6+18 damage. His now unarmed opponents can not attack him as he tramples them (DC 22 Reflex, 2d6+13 dmg).

If Kudlack does identify casters, he tries to grapple them and pin them quickly to prevent them from casting.

Anyone resisting him suffers the wrath of his Unholy Blight (5d6 + 2d6 Mortal Bane and sickened) DC 18. The toughest elf opponent left gets smote (either smite good or smite mortal ability... or both on full attack) 3d6+23 (+33 with full power attack).

He hunts the woods around Waterdeep--stalking, lurking, and watching until he finds his prey... an elf. Then he strikes with unmatched fury and calculating cruelty.

(some stats)
Male Orc Ftr2/Rgr3/MtH5; CR 12;
Medium Outsider (augmented humanoid, orc, native);
HD 3d8+7d10+50; hp 103;
Init +1; Spd 30 ft/x4;Fly 30 ft.(avg);
AC 12 (+1 dex, +1 natural), touch 11, flat-footed 11;
Base Atk/Grapple +10/+14;

In Treant Form
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+32
Attack: Slam +22 melee (2d6+9)
Full Attack: 2 slams +22 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Abilities: Str 29, Dex 8, Con 21
Special Attacks: double damage against objects, trample 2d6+13

SA&SQ Wild Empathy(Ex), Favored Enemy, Humanoid (elf) (+2 bonus), Mortal Hunting(Ex), Mortal Skin(Su), Detect Mortals(Su), Smite Mortals(Su), Spurn Mortal Magic(Su);
SR 20; AL CE; SV Fort +15, Ref +5, Will +4;
Str 18(+4), Dex 12(+1), Con 20(+5), Int 14(+2), Wis 14(+2), Cha 14(+2);
Skills: Handle Animal +7, Heal¹ +7, Hide¹ +14, Knowledge (nature) +10, Listen¹ +15, Move Silently¹ +14, Sense Motive¹ +7, Spot¹ +16, Survival¹ +14.

Feats: Alertness (PH 89), Blind-Fight (PH 89), Endurance (PH 93)², Power Attack (PH 98), Improved Sunder (PH 96), Track (PH 101)², Boost Spell-like Ability (BV 47)², Mortalbane (BV 49).
#33

lord_typhus

May 13, 2008 7:18:20
Here's my entry (heavier on flavor than optimization):

Orc Half-fiend (+4 LA)
Ranger 3/Fighter 2/Mortal Hunter 5

ECL 14/CR 12

Background = Kudlack's fiendish heritage was apparent early in his childhood as he began to evolve physically, he also displayed great powers that allowed him to rise in status among his clan. His first leadership role came during a settlement of the forests near Waterdeep.

Kudlack's clan was nearly wiped out by elves and his clan retreated into the mountains. But Kudlack stayed in the forest, determined to exact an eternity of revenge on the elves.

Kuldack's hunting techniques have grown significantly more intricate, and effective. His latest "trick" involves having slain a treant and used his Mortal Skin ability to permanently assume the form of the treant. He has a +20 Hide check in the forest which allows him to go unnoticed among many non-elves. Others he simply takes off-guard when he strikes.

When Kudlack does not identify any casters, he takes advantage of his large form to pummel the weapons of his foes. Using improved sunder and improved natural attack he full attacks objects at +23/+23/+18 for 6d6+18 damage. His now unarmed opponents can not attack him as he tramples them (DC 22 Reflex, 2d6+13 dmg).

If Kudlack does identify casters, he tries to grapple them and pin them quickly to prevent them from casting.

Anyone resisting him suffers the wrath of his Unholy Blight (5d6 + 2d6 Mortal Bane and sickened) DC 18. The toughest elf opponent left gets smote (either smite good or smite mortal ability... or both on full attack) 3d6+23 (+33 with full power attack).

He hunts the woods around Waterdeep--stalking, lurking, and watching until he finds his prey... an elf. Then he strikes with unmatched fury and calculating cruelty.

(some stats)
Male Orc Ftr2/Rgr3/MtH5; CR 12;
Medium Outsider (augmented humanoid, orc, native);
HD 3d8+7d10+50; hp 103;
Init +1; Spd 30 ft/x4;Fly 30 ft.(avg);
AC 12 (+1 dex, +1 natural), touch 11, flat-footed 11;
Base Atk/Grapple +10/+14;

In Treant Form
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+32
Attack: Slam +22 melee (2d6+9)
Full Attack: 2 slams +22 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Abilities: Str 29, Dex 8, Con 21
Special Attacks: double damage against objects, trample 2d6+13

SA&SQ Wild Empathy(Ex), Favored Enemy, Humanoid (elf) (+2 bonus), Mortal Hunting(Ex), Mortal Skin(Su), Detect Mortals(Su), Smite Mortals(Su), Spurn Mortal Magic(Su);
SR 20; AL CE; SV Fort +15, Ref +5, Will +4;
Str 18(+4), Dex 12(+1), Con 20(+5), Int 14(+2), Wis 14(+2), Cha 14(+2);
Skills: Handle Animal +7, Heal¹ +7, Hide¹ +14, Knowledge (nature) +10, Listen¹ +15, Move Silently¹ +14, Sense Motive¹ +7, Spot¹ +16, Survival¹ +14.

Feats: Alertness (PH 89), Blind-Fight (PH 89), Endurance (PH 93)², Power Attack (PH 98), Improved Sunder (PH 96), Track (PH 101)², Boost Spell-like Ability (BV 47)², Mortalbane (BV 49).

Probably one of my most favorite yet, got anyyhing else? Mind finishing him?
#34

ShakaUVM

May 14, 2008 4:48:48
My favorite villain was an epic spellcaster, so it doesn't really count, but his schtick was that he had a variant of that evil warlords armor (can't remember the precise name) where you chain some kids to yourself. If he ever failed a save on a spell, or took more than 30 damage in a hit, the attack would get routed to one of the little orphan kids he had chained to himself instead.

It was... amusing... to have a paladin smite evil, crit for something like 300 damage, and then watch the player's reaction when one of the kids exploded from it.
#35

lord_typhus

May 14, 2008 7:10:41
My favorite villain was an epic spellcaster, so it doesn't really count, but his schtick was that he had a variant of that evil warlords armor (can't remember the precise name) where you chain some kids to yourself. If he ever failed a save on a spell, or took more than 30 damage in a hit, the attack would get routed to one of the little orphan kids he had chained to himself instead.

It was... amusing... to have a paladin smite evil, crit for something like 300 damage, and then watch the player's reaction when one of the kids exploded from it.

The Dread Emporer; always loved him as a villain...
#36

altpersona

May 30, 2008 16:22:11
anyone got a link to that thread? with the orphans?
#37

ranthanas2

May 30, 2008 17:12:26
For a BBEG, I normally go for a straight Bard. Several reasons - the first is that a direct confrontation between a BBEG and a PC party normally results in someone going splat fairly fast - not so much with a Bard. Even the Bard won't go splat as he (or she) will be higher level than the opposing party and will generally focus on getting the hell out of there (which is comparatively easy between the bard skill list (tumble, hide, move silently) and the bard spell list). And the Bard's abilities seem to me to be tailor made for a scary BBEG.

What better feat for a BBEG than Bardic Lore, giving him a lot of knowledge about most things, from which to formulate his plans? Who better to lead a set of disparate factions than a Bard with his high Cha, good social skills, fascinate, suggest and other bardic music skills and a variety of mind altering spells? It does not matter that there are other badguys with more direct power than he holds- with massive bluff and diplomacy skills he can persuade them to do what he wants (remember most classes other than the rogue don't have this- and most rogues are also busy with other things). There may be tougher enemies than this BBEG, but if you don't kill him he can restart and become more powerful than ever.

Four examples of Bardic BBEGs:

1: The General- Essentially the Officer on steroids. His men love him and will follow him anywhere, and he inspires both his men and allies around him when he is giving orders (Perform (oratory)) skill. He usually starts the battle with a speech to encourage the men (We few, we happy few...), and shows up wherever the action is hottest, giving orders and rallying the men and increasing their effectiveness. (Needn't be bad in this case). Sense Motive and Bluff both help the General immensely in working out what the enemy is doing, as does bardic lore and his scrying spells. (For direct combat (or even more powerful scrying), he's got an army hasn't he?)

2: The Demagogue- Perform (something), fascinate, diplomacy and sky high charisma used to build and maintain a cult of personality about him and whip up crowds into a frenzy in a direction of his choice. Not much of an opponent if you catch him when he's alone, but that's unlikely and with his inspiration even first level commoners can hit PCs, and don't much care about getting hit back (probably because they are in two pieces, but that's another story)

3: The Maniac- enter the Evil Lord's castle and you hear either screams or some sort of music (Bach's Toccata and Fugue in D minor on an organ if you are being cheesy, and put it on as background music). Although the Maniac is completely off his rocker, his staff are loyal and devoted, and while the screaming or music is going on, they get the benifit of his music on Inspire Courage. The actual fight with this BBEG is going to be comparatively easy, but getting to him is much harder due to his presence than it would be without.

4: The Mastermind- see the early appearences of Blowfeldt in the James Bond movies for a good example of this. The Mastermind is seldom seen (and when the PCs do catch him, he usually goes invis, casts expeditious retreat and flees down a prepared path). Instead he sits in his lair (or behind the throne...) and directs things. Most of his important minions (say 5th level or above) have a minor wonderous item which he can direct them with (variant of the message spell enchanted into this). They use it to report to him, and he uses it to either guide and explain (inspire competence), encourage (inspire greatness) or coordinate (inspire courage on alll) his minions. Bardic Lore allows him to formulate some nasty plans, and although he probably won't be much of a fight when the PCs finally manage to trap him, he will have given them far more trouble than a straight encounter would be.

(Note: a lot of the above is copied from an old post of my previous account in Redgar's Repository)
#38

operation_shoestring

May 30, 2008 17:12:45
Michael Jackson. (Sublime Ur-Geomancer)

Okay, I know this one's kinda weird, but I was playing around with using the Geomancer's Spell versatility to DMM Arcane spells. After a bit of building, I realized I had an Evil, Misanthropic, Deformed, Popstar... with a Haunting Melody. And thus, I present to you MICHAEL JACKSON, and his smash hit, THRILLER.

Michael Jackson

Chaotic Evil Human Male. (Hp = 6+3d8+16d6+CONx20)

32-point buy: STR8/DEX14/CON14/INT14/WIS12/CHA16

Bard 1 -(Able Learner, Melodic Casting)
Bard 2
Bard 3 - (Spell focus: Evil)
Bard 4
(Urban?) Ranger 1 - {Favored enemy: Human} [Urban Tracking]
Bard 5 - (Iron Will)
Bard 6 - [Haunting Melody]
Ur Priest 1
Ur Priest 2 - (Extend Spell)
Geomancer 1 {Drift 1: green eyebrows}
Sublime Chord 1
Geomancer 2 - (Persist Spell) {Ley Lines: Plains} {Drift 1: wilt flowers}
Geomancer 3 {Drift 2: Octopus Skin <+4 Hide, change skin color>}
Geomancer 4 {Drift 2: Comely as a Dryad <+4 Diplo>}
Geomancer 5 - (DMM: Persist Spell) {Drift 3: Hawk talons }
Sublime Chord 2
Geomancer 6 {Ley Lines: Hills}{Drift 3: Owl Eyes <+4 spot in dark>}
Geomancer 7 - (Practiced Spellcaster) {Drift 4: Wolf }
Geomancer 8 {Drift 4: Bear }
Geomancer 9 {Drift 5: Pixie <+2 Ref>}

BAB 12, Base Saves 13F/10R/17W, CL 20Arcane/11Divine

Use DMM Persist for continual Sirene's Grace (CHA to AC). Along with those high base saves, this guy's hard to take down. There's room to persist anything up to 8th level.

Haunting Melody provides the music, and the high CHA allows use of Wild Empathy and Planar Binding to provide the Stage Crew and Cast for a dazzling production. 2nd level Divine spells (Ur-Priest) allow use of Guidance of the Avatar and Divine Insight to ensure the singing always hits a high note, and Song of Arcane Power unleash the POWER OF MUSIC.

This even takes into account Michael's Bushy Eyebrows, Claw Like Nails, Changing Skintone, and Increasingly Feminized Appearance through the various Drifts. Plus, Urban Tracking, Trip and Improved Grab for stalking/nabbing those kiddies. Darn Pedo...


At ECL 15, he's just gotten the ability to persist Sirene's Grace, and is pretty darned threatening. Especially since he always has a few Planar Bound flunkies around.
#39

skindeep

May 30, 2008 17:34:15
I'm somewhat surprised. BoVD (and Fiendish Codex, which IIRC has Dark Speech), but no mention of hiveminds? Or festering anger? If you're looking for raw power, either of those will provide it in spades.
#40

darksamuari

May 30, 2008 23:17:57
Hey, so here is a build I put together today. It doesn't stick to your required guidlines, but I think it could still inspire someone.

Kallau' Doaruum, Warlord of Worlds
IMAGE(http://www.supermansupersite.com/darkseid1.png)
Kallau' Doaruum, Warlord of Worlds

Male Venerable Goliath, 10th-Level Spontaneous Domain casting Cleric/10th-Level Contemplative
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 10d8+1, 10d6+1 (113 hp)
Initiative: +0
Speed: 30 ft. (6 squares),
Armor Class: 10 (+ armor, +0 Dex), touch +10, flat-footed +10
Base Attack/Grapple: +12/+19
Full Attack: Warhammer +13/+8/+3 melee (1d8+3+1d6 Unholy/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke Undead (12/day; +2), Smite (1/day; +4 attack, +10 damage), Pain Touch (1/day; -2 Str & Dex for 1 minute), Hell’s Fury (+1d6 Unholy once per round with Warhammer)
Special Qualities: Powerful Build, Mountain Movement, Lawfully Evil Aura, Divine Wholeness (40 hp), All Enchantment (Compulsion) spells have +2 DC
Resistances: Acclimated, Immunity to Diseases, Slipper Mind, Immunity to Poisons, Spell Resistance +25, Eternal Body, Damage Resistance 10/Magic
Spells per Day (CL 20): 6 0-level spells (DC 16), 7+1 1st-level spells (DC 17), 7+1 2nd-level spells (DC 18), 6+1 3rd-level spells (DC 19), 6+1 4th-level spells (DC 20), 6+1 5th-level spells (DC 21), 5+1 6th-level spells (DC 22), 4+1 7th-level spells (DC 23), 4+1 8th-level spells (DC 24), 4+1 9th-level spells (DC 25),
Spells Typically Prepared: 0-Level Spells: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic; 1st-Level Spells: Cause Fear, Command (D), Deathwatch, Detect Good, Endure Elements, Inhibit, Magic Weapon, Omen of Peril; 2nd-Level Spells: Augury, Balor Nimbus, Enthrall (D), Death Knell, Desecrate, Divine Insight, Hold Person, Status, ; 3rd-Level Spells: Animate Dead, Bestow Curse (D), Blindness/Deafness, Contagion, Know Opponent, Know Vulnerabilities, Unholy Storm, Wind Wall; 4th-Level Spells: Deathward, Divination, Divine Power (D), Freedom of Movement, Restoration, Tongues, Wrack; 5th-Level Spells: Feebleminded (D),Greater Visage, Insect Plague, Righteous Might, Summon Bearded Devil, True Seeing, Unhallow; 6th-Level Spells: Blade Barrier, Create Undead, Geas/Quest (D), Greater Dispel Magic, Visage of the Deity, Word of Recall; 7th-Level Spells: Blasphemy, Destruction, Disintegrate (D), Greater Plane Shift, Infernal Transformation; 8th-Level Spells: Discern Location, Earthquake (D),Evil Weather, Fire Storm, StormRage; 9th-Level Spells: Apocalypse from the Sky, Hellish Horde, Gate, Power Word Kill (D), Summon Elemental Monolith,
Domains: Destruction, Suffering, Tyranny, War,
Saves: Fort +10, Ref +6, Will +14
Abilities: Str 16, Dex 10, Con 12, Int 18, Wis 22, Cha 18
Skills: Conentration +24, Diplomacy +6 (against evil creatures), Intimidate +17 (+19 against evil creatures), Knowledge (religion) +27, Knowledge (the planes) +17, Sense Motive +8, Spellcraft +27
Feats: Evil Brand [1st], Martial Weapon Proficiency (Warhammer) [C], Weapon Focus (Warhammer) [C], Extend Spell [3rd], Extra Turning [6th], Hellsworn [9th], Persistent Spell [12th], Divine Metamagic [15th], Daunting Presence [18th]
Alignment: Lawfully Evil
Languages: Common, Abyssal, Gol-Kaa, Infernal
L.A. (Bought-Off): +1
Challenge Rating: 20
#41

cyrocloud

May 31, 2008 17:21:46
Wolverine errr I mean sabertooth CR 16

Show

Human Barb2/Totemist 2/Warblade 4/ Bloodclaw Master 3/warblade +1/Horizon Walker 2
/ Warblade +2

Stats 32 pt buy
Str 18 (20 when shifting) (includes 2 level) Dex 14 Con 18 (includes 2 level) Int 10 Wis 12 Cha 6

Bab +14
Saves Fort +20 Ref +10 Will +1

flawsulnerable, Weak Will

Feats
Flaw)Imp. Bull Rush
Flaw)Power Attack
B)Toughness
1)Troll-Blooded
3)imp unarmed strike
6)Multiattack
9)Leap Attack
bonus)Endurance
12)Track
15)Shock Trooper

Class Abilities

Terrain Mastery Desert, Underground
Imp. Uncanny Dodge
Wild Empathy
Illiteracy (assume bought off)
Totem Chakra Bind (+1 capacity)
Claws of the Beast
Shifting 2/day
Superior twf
tiger claw synergy(stance)
pouncing strike
low-light vision
Rage 1/day
Pounce (barb sub level)

Chakra Binds
Sphinx Claws (totem) 2 essentia

Maneuvers (IL 13)

1st
Sudden leap(readied)
Momemt of Perfect mind (readied)

2nd
claw at the moon

3rd
iron heart surge(readied)
Soaring raptor strike

4th
Fountain of Blood
Lightning Recovery

5th
Dancing Mongoose(Readied)

6th
Iron Hear endurance(readied)

Stances

1st
hunters sence

3rd
Absolute Steel Stance
Leaping Dragon Stance

Attacks

Claws +20 1d8 +6 and +18 1d8 +6

when shifting
Claws +21 1d8+7 and +19 1d8+7 and 2 +17 1d4+5 claws

items
off the top of my head the only ones that would realy help the build out would be rings of immunity against fire and acid.

(Alternate versions: Being a razor claw shifter would add 4 to the damage of the secondary claws making them 1d4+9 but you would lose a feat, dropping imp unarmed strike and wearing a monks belt is probably the best idea for then. Being an Elan would give you the long life span of wolverine and allow you to qualify for rapid strike allowing for you to get an additional attack with each nat weapon [I think don't own Draconimcon] but then you would have to drop two feats, imp. unarmed strike for a monks belt and dropping track are probably the best bets.)

His offensive capabilities are kinda pitiful, but he sure can take a beating.