Final Boss help!

Post/Author/DateTimePost
#1

dumah87

Nov 16, 2008 13:11:11
hi guys!

I'm mastering a Campaign, and I need your help to create the final boss for my campaign.
great onus, eh... :D
the good news is I need just some advice...
Given that my group is real real optimized (Quicken DMM Cleric, Celerity Sorcerer, A Fighter with every weapon in the game, plus an epic weapon, an Archer that can create arrows on his own)
I was thinking about a massive polimorphing wizard abusing of master trasmogrifist (about 25 levels), to reach near-invulnerability, with an Achille's heel that change every round!

my requests are:
1)can you council me some favorite shapes of MT, that grant some immunities?
2)can you council me some shapes to assume with shapechange spell, that grant immunities (i.e. Zodar, or somenthing else) ?

only mosters printed in 3,5 books!

I apologize if my english is uncorrect! Byeee
#2

kell_kheraptis

Nov 16, 2008 15:29:37
Tack on anything like that with immunities to a dragon-form from Shapechange with a persistent Wraithstrike. Power attacking your full BAB combines with all those AoO's from reach plus spellcasting buffs = very scary, and with the extra immunities available (that I'm not totally familiar with, as I don't play MT's a lot), what would normally be a ridiculously tough fight would be downright obnoxious.
#3

Maat_Mons

Nov 17, 2008 0:32:01
The only significant thing I see master transmogrifist giving this guy is the infinite variety ability. The problem is that ability only works with one of your favored shapes as the base. Your favored shapes can only be forms you could assume with polymorph. This means, even though you’re using shapechange, you must limit yourself to 15 hit dice forms or you’re not benefiting from the class.

Personally, I’d make him a psionic ulitharid with levels in slayer. Use greater metamorphosis to become an iron golem. Now you have spell immunity and magical effects that deal fire damage instead heal you for one third that damage. Do the standard vigor, share pain, psicrystal combo to give yourself effectively 250 temporary hit points. Use improved overchannel to spend 50 power points on energy current, taking 50d8 points of damage in the process (your temporary hit points should cover this). Now you can target the energy current on yourself to heal about 58 points of damage every round. You can also target the energy current on someone else to deal about 175 point of damage every round, as the mood strikes you.

Oh, and of course you used improved overchannel at the start of the day to manifest inertial armor with 50 power points for an armor bonus of 28. In the iron golem form, that puts your AC at 58.
#4

ashyl

Nov 17, 2008 10:26:50
The only significant thing I see master transmogrifist giving this guy is the infinite variety ability. The problem is that ability only works with one of your favored shapes as the base. Your favored shapes can only be forms you could assume with polymorph. This means, even though you’re using shapechange, you must limit yourself to 15 hit dice forms or you’re not benefiting from the class.

Personally, I’d make him a psionic ulitharid with levels in slayer. Use greater metamorphosis to become an iron golem. Now you have spell immunity and magical effects that deal fire damage instead heal you for one third that damage. Do the standard vigor, share pain, psicrystal combo to give yourself effectively 250 temporary hit points. Use improved overchannel to spend 50 power points on energy current, taking 50d8 points of damage in the process (your temporary hit points should cover this). Now you can target the energy current on yourself to heal about 58 points of damage every round. You can also target the energy current on someone else to deal about 175 point of damage every round, as the mood strikes you.

Oh, and of course you used improved overchannel at the start of the day to manifest inertial armor with 50 power points for an armor bonus of 28. In the iron golem form, that puts your AC at 58.

I am sure his players will appretiate this little fellow.

This forum is all about exageration ^^
#5

dumah87

Nov 17, 2008 10:39:59
I am sure his players will appretiate this little fellow.

This forum is all about exageration ^^

wow! this is surely a great idea, where did you find improved overchannel???

the main problem is that they through investigations, they discovered he is a Arcane spellcaster...futhermore, I introduced Psionics too late in my campaing to make possible that my Final Boss would be a Psion...DOH!
#6

Maat_Mons

Nov 17, 2008 16:17:51
Improved overchannel is way in the back of Complete Psionic, on page 157 (literally the last page of rules).

The first problem is not insurmountable since, through the wonder of non-associated class levels, a psionic mind flayer psion 2 / wizard 9 / cerebremancer 10 is CR 25 yet manifests powers as a 21st level psion, casts spells as a 19th level wizard, and still receives a racial +8 to intelligence.

The second problem is a judgment call on your part. You can still utilize the iron golem’s magic immunity with a non-psionic build. You just will have a harder time dealing crazy amounts of fire damage to yourself. Through further review of the monster manuals, I have noticed that the mud golem (MM3) has magic immunity that causes it to heal to full hit points when it is the target of a transmute rock to mud spell. This could be beneficial to an arcane build.
#7

ChristopherGroves

Nov 17, 2008 16:37:38
Not if said-wizard had his familiar sitting there popping off walls of fire, etc.
#8

Maat_Mons

Nov 17, 2008 17:02:58
All right, wall of fire could be good. With a base speed of 30 and expeditious retreat in effect, you could run back and forth through the wall 12 times with a move action, taking an average of 324 points of fire damage. For an iron golem, that’s 108 points healed.

A cadaver collector (MM3) has similar magic immunity to an iron golem, but the healing is from electricity and is at a better ratio. Using energy substitution and the same trick above would heal you for about 189 points.
#9

rasmus_wagner

Nov 17, 2008 17:26:50
The first problem is not insurmountable since, through the wonder of non-associated class levels, a psionic mind flayer psion 2 / wizard 9 / cerebremancer 10 is CR 25 yet manifests powers as a 21st level psion, casts spells as a 19th level wizard, and still receives a racial +8 to intelligence.

Well, associated or non-associated is a judgement call, and seeing as the mind flayer is pathetic in melee but has great mental stats, good support abilities for spellcasting and high SR that progresses with class levels, I'd say you're making an unfair call here. A Mind Flayer Warblade 21 would be CR 25, as would a psion 2/wizard 9/cerebremancer 10 Stone Giant.
#10

Maat_Mons

Nov 17, 2008 18:03:09
I was counting wizard as non-associated because if it were associated, it would make absolutely no sense to give the NPC wizard levels and be 8 levels behind other NPCs in casting when you could give the NPC psion levels and have them stack with his existing 9 effective psion levels. The purpose of non-associated levels is to allow NPCs to have class combinations that would otherwise be severely suboptimal. This seemed like a prime example of that.

At any rate, a psionic mind flayer psion 2 / wizard 5 / cerebremancer 10 would be CR 25 if wizard is associated. That would knock you down to caster level 15 for wizard, but it would still justify having established the NPC was an arcane caster. If you can tolerate losing a further 2 levels of wizard, a psionic ulitharid wizard 3 / cerebremancer 10 has better abilities.
#11

Endarire

Nov 17, 2008 20:38:43
I made a nasty L26 divine rank 0 warforged 'final boss' with 16+ BAB, L9 divine spells (Ur-Priest), L9 arcane spells (Sublime Chord), and a bunch of rules-as-written ploys to ensure he's almost unstoppable.

Because of his massive CON score, he has a bunch of chain contingencies to automatically revivify and heal him then activate spell turning.

He is the sporting type, allowing players a 1 minute buff period before the fight. He initially activates time stop, catches anyone with Spell Stowaway (time stop), kills them first, then focuses fire on the rest of the party. He loves gate and brings in elementals and outsiders to beat on the party while he calls in more reinforcements.

Antimagic field or dimension locks stops him for a brief while, but he has Iron Heart Surge as a warblade.

Beating him requires a massive crowd control effort with all melee pouncing on him simultaneously.

Alamar the Benevolent
Note: All base classes indicated use their Ultimate versions when available.

Lawful Evil Divine Rank 0 Warforged bard1/scourge1/bard+3/ur-priest2/dragonslayer1/divine oracle2/sublime chord1/fochluran lyrist9/sublime chord+1/exotic weapon master1 (exotic flurry)/marshall1 (motivate charisma)/warblade1 (iron heart surge)/archmage1 (mastery of counterspelling).

His ECL is 26 aside from the divine rank.

House Rules
No alignment restrictions on bards.
Warforged suffer no ASF.
Divine rank 0 grants immunity to rust.
Prescient sense counts as evasion for prereqs.
No favored classes nor multiclass experience penalties.
BAB and saves continue progressing into epic at their pre-epic rates.
Some feats are given without regard to the rules.
I use fractional BAB but not saves.

"Base" Attack Bonus: 26 with divine power, 21.25 total, 17.5 pre-epic

Stats
HP: 440, 170 base (All creatures with a divine rank have max HP per HD)

29: (18 base + 5 from a tome + 6 item)
29: (18 base + 5 from a tome + 6 item)
31: (20 base + 5 from a tome + 6 item)
27: (16 base + 5 from a tome + 6 item)
30: (18 base + 5 from a tome + 6 item + 1 level)
32: (16 base + 5 from a tome + 6 item + 5 level)

[u]AC, Initiative, and Saves[/u]
AC: 40 = 10 + 13 (Armor) + 4 (shield) + 3 (DEX) + 5 (Natural) + 5 (Deflection) + 1 (Haste) - 1 (Trait)
Fortitude: 28 = 11 (Base) + 11 (CHA) + 6 (Resistance) [Mettle]
Reflex: 27 = 10 (Base) + 11 (CHA) + 6 (Resistance) [Evasion]
Will: 43 = 26 (Base) + 11 (CHA) + 6 (Resistance) [Mettle]
Initiative: 17 = 9 (DEX) + 4 (Imp Init) + 2 (Axe) + 2 (Trait)
Grapple: 36 = 27 (BAB) + 9 (STR) [Freedom of Movement]

Caster Level = HD+X
Bard: 28
Scourge: 27
Ur-Priest: 27
Sublime Chord: 28 + arcane power (4)

Bard Spells Known
(Infinity, DC30)
Whatever

1 (6, DC31)
Beastland Ferocity
Grease
Whatever

2 (4, DC32)
Blur
Glitterdust
Whatever

3 (3, DC33)
Haste
Displacement

Sublime Chord Spells Known
4 (12, DC34)
Charm Monster
Enervation
Evard's Black Tentacles
Fire Shield
Wraithstrike

5 (10, DC35)
Dominate Person
Feeblemind
Wall of Force

6 (10, DC36)
Antimagic FIeld
Disintegrate
Otto's Irresistable Dance

7 (7, DC37)
Forcecage
Limited Wish
Reverse Gravity
Superior Dispel
Teleport Errorlessly

8 (7, DC38)
Dimensional Lock
Maze
Horrid Wilting
Superior Invisibility

9 (5, DC39)
Dominate Monster
Reaving Dispel
Shapechange
Time Stop

Typical Ur-Priest Spells
1 (7, DC30)
Sanctuary

2 (7, DC31)
Enthrall
Silence

3 (6, DC32)
Knight's Move (Self, swift, Move up to 65' to flank a creature)

4 (6, DC33)
Assay Resistance
Delay Death
Greater Blindsight (60' blindsight)

5 (6, DC34)
Flame Strike
Righteous Might

6 (6, DC35)
Bestow Greater Curse
Harm
Heal

7 (4, DC36)
Blasphemy
Dictum
Repulsion (Self, 10'/level radius, creatures can't enter repulsed area, 1 round/level (D), Will neg)

8 (3, DC37)
Greater Spell Immunity
Unholy Aura

9 (2, DC38)
Energy Drain
Gate (primal elementals, elemental monoliths, balors, solars)
Implosion
Mass Heal

Warblade Maneuvers Known (3)
Disarming Strike (Standard): Make a single attack. If you hit and deal damage, initiate a disarm attempt without provoking.
Iron Heart Surge (Standard)
Iron Heart Endurance (Standard): When your HP is at half max at most, you may heal 52 HP.

Warblade Maneuvers Readied (3)
Disarming Strike
Iron Heart Surge
Iron Heart Endurance

Warblade Stances
Thicket of Blades: Any creature that moves within your reach provokes, even via a 5' step.

Continuous Effects (CL=HD), Items, Permanencies, Nonmagical
Bardic Music x20
Blindsight 60'
Blur
Contingencies:
ON DEATH/DESTRUCTION ASSUMING I WANT TO: Revitify/+125 HP/15 levels of Spell Turning (22 times)
ON DEATH ASSUMING I WANT TO: Plane shift me to a random spot on the plane of earth, revivify, and heal (x2)
WHEN I WANT TO: Superior dispel area around me (+25), open Gate above me to Gralkor's site, Reverse Gravity on me (x3)
Crit Immunity
Deeper Darkvision
Displacement
Divine Power
DR 10/epic
Evasion
Fast Healing 10
Fire Resist 5
Fire Shield (Anti-Cold)
Fly
Foresight
Freedom
Freedom of Movement
Haste
Lyric Spell
Mettle
Mind Blank
Misleading Alignment (LG)
Ray Deflection
Rebuke Undead x18
Retribution (Half damage taken in melee is reflected to the dealer)
Shield
Sonorous Hum
Spell Resistance 43 (12+HD+5)
Spell Resistance 32
Spell Immunity (Antimagic Ray, Black Blade of Disaster, Holy Word, Horrid Wilting, Silence, Word of Chaos)
Spell Turning (15 levels of spells)
True Seeing
Universal Elemental Immunity
Wraithstrike

Feats
Arcane Strike (9)
Auto-Still & Silent Spell
Chain Spell
Cleave
Combat Reflexes
Divine Metamagic (Persistent)
Divine Might
Extend Spell (1)
Extraordinary Concentration (21)
Extraordinary Spell Aim (24)
Great Cleave
Improved Critical (Unarmed)
Improved Counterspell
Improved Initiative
Improved Spell Capacity (10)
Improved Unarmed Strike
Iron Will (1)
Multispell
Persistent Spell (1)
Power Attack
Quicken Spell
Reactive Counterspell
Skill Focus (Bluff) (3)
Skill Focus (Knowledge (Religion)) (6)
Skill Focus (Diplomacy) (24 - Marshall1)
Spell Stowaway (Time Stop)


Weapon Stats
Midsection
Rod of Absorption

Heads
Thinaun (weapon captures 1 soul per head)
Base: +1
Enhancements (CL27): +5 (GMW), ghost touch, flaming burst, acidic burst, sonic, disrupting
Proficiency, Ready, Weapon Focus, Imp Critical, TWF, ITWF, GTWF, Perfect TWF
Other Enhancements: Everdancing, unholy, axiomatic, wounding, speed, major spell storing, metalline, throwing, returning, distance (30' range), sure striking, spellblade (Prismatic Sphere, Prismatic Wall)

Damage:
(TWF: Primary Head) +39/+39/+39/+34/+29, d8+14+d6 fire+d6 acid+d6 sonic+1 CON +2d6 vs good +2d6 vs chaos, 19x3 +3d10 fire and 3d10 acid on a crit
Spell Stored: reaving dispel
(TWF: Off-hand) +39/+39/+39/+34/+29, d8+9+d6 fire+d6 acid+d6 sonic+1 CON +2d6 vs good +2d6 vs chaos, 19x3 +3d10 fire and 3d10 acid on a crit
Spell Stored: reaving dispel
^Add 2 accuracy if not TWFing and another 2 if not flurrying. -5 accuracy if not using divine power.^

Unarmed Strikes
Enhancements (CL27): +5 (GMW), ghost touch, flaming burst, acidic burst, sonic, disrupting
Proficiency, Ready, Weapon Focus, Imp Critical, TWF, ITWF, GTWF, PTWF
Other Enhancements: Wounding, sure striking, unholy, axiomatic, metalline

Damage
Unarmed: +43/+43/+39/+34/+29, d8+9+d6 fire+d6 acid+d6 sonic+1 CON +2d6 vs good +2d6 vs chaos, 19x2 +2d10 fire and 2d10 acid on a crit

Flaws & Traits
Aggressive (T)

Resistances & Immunities
DR 10/epic (Rank0)
Fire resistance 5 (Rank0)
Immortal. He doesn't need food, sleep, or air. (His stats are for a standard warforged.)
Immunity to ability damage/drain, energy drain, mind-affecting effects, transmutation. (Rank0)
Immunity to nausea, poison, disease, sleep, paralyzation, fatigue, exhaustion, and sickness. (Warforgedness)
Immunity to rust. (House rule.)
SR 32 (Rank0)

Special Abilities
Bard Song: This is mostly for Fochluran and Song of Arcane Power since inspire courage is a mind-affecting effect to which Alamar is immune. (Bard1)
Tyrant: -2 saves on all enemies within 10 feet (Scourge1)
All Nonexotic Weapon & Armor Proficiencies (Scourge1)
Lesser Dark Blessing/Lesser Divine Grace: Use either CHA or the normal stat for determining saves. (Scourge1 with my house ruling)
Rebuke 13x Daily: Divine Metamagic, baby! (Ur-Priest2)
Prescient Sense/"Evasion": Evasion regardless of his armor or load (Divine Oracle2)
Song of Arcane Power: +4 arcane caster level (Sublime Chord2)
Exotic Flurry: What's -2 with a total bonus of over 40? (Exotic Weapon Master1)
Twin Exotic Weapon Fighting (Exotic Weapon Master2)
Motivate Charisma (Marshall1)

Vulnerabilities
-Area direct damage spells: He'll probably beat SR and pass every save, thereby taking nothing; however, in the slight chance this works, it has some potential. Spell Compendium's moonbow works well as would an energy subbed scorching ray.
-Plane shift or gate: If it works, it's a very short victory. This isn't very viable.
-Area dispels.
-Physical damage: He gives it and takes it. A slugfest is the most reliable way to kill him.
#12

dumah87

Nov 18, 2008 13:21:11
WOW, WOW, how many replies, I didn't expect!
great idea for the cerebromancer...it could bee perferct, cuz my Final boss knew in the past several psionic forces, even though he is anyway a spellcaster.

greeting to Endarire for his build, I'll use it surely :D

just the last question : how many dirty bastard tricks do you know to beat Celerity ???
#13

Endarire

Nov 18, 2008 15:39:59
The only ways of which I know to 'beat' celerity are...

1: Counterspell. Player's Guide to Faerun has Improved Counterspell, allowing you to counterspell as a free action. Even if not, one can still ready to counterspell.

2: Celerity. If they use celerity then you use celerity, they probably won't be able to use celerity again since they spent their swift action for this or next round.

3: Spell Stowaway. When someone within 300' and in line of effect uses celerity, you get the benefits of it as well.

4: DM Fiat. Ban the spell. Say enemies can save against it.
#14

phaedrusxy

Nov 18, 2008 16:22:13
The only ways of which I know to 'beat' celerity are...

How about a well-worded Contingency?
#15

kell_kheraptis

Nov 18, 2008 17:50:30
The only ways of which I know to 'beat' celerity are...

1: Counterspell. Player's Guide to Faerun has Improved Counterspell, allowing you to counterspell as a free action. Even if not, one can still ready to counterspell.

2: Celerity. If they use celerity then you use celerity, they probably won't be able to use celerity again since they spent their swift action for this or next round.

3: Spell Stowaway. When someone within 300' and in line of effect uses celerity, you get the benefits of it as well.

4: DM Fiat. Ban the spell. Say enemies can save against it.

Find a way to sneak in Initiate of Mystra, and then AMF the offending mage?
#16

Maat_Mons

Nov 18, 2008 22:35:24
If you’re going for the initiate of Mystra casting in an antimagic field, you might try shapechanging into an incorporeal creature. There are relatively few things that hurt an incorporeal creature that aren’t negated by an antimagic field. A joystealer (MM4) is an example of an incorporeal creature that would be able to cast spells.
#17

dumah87

Nov 19, 2008 5:20:39
I luv u Guys!!!! :D

thanks everybody for these great suggestions!

I'll post at the end of the campaign story to tell you the results of your councils!!!
Bye!!!
:D