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Subject: Magic Items - My Downfall

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orcmonk220
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08/24/2006 4:31 AM  

OK, so, I'm building a villain for my campaign, designed to be faced by a party of 5 first-level characters. I decided to make the villain level 5, because, although he is extremely out of their league, he is a leader of a small tribe, and thus needs to be a solid level, imho. I'm sure the cronnies wil hold off the party long enough for him to realise the battle is near-loss and flee through the nearby cellar of the tavern he's held up in. Therefore, I have made these stats:

Guthul Eyebleeder
Orc Barbarian 2/Cleric 3
CE Medium humanoid (orc)

Init +4; Sense Darkvision 60ft.; Listen +6, Spot +6

Language Common, Goblin, Orc
-------------------------------------------------------------------------------
AC 14 (+4 Chain Shirt), touch 10, flat-footed 14; uncanny dodge
hp 37 (5HD)
Fort +7, Ref +3, Will +7
-------------------------------------------------------------------------------
Speed 40ft.
Melee Spear +8 (1d8+4, x3)
Space 5ft., Reach 5ft.
Base Atk +4, Grp +7
Atk Options Rage 1/day, Rebuke Undead 1/day, Spells
Combat Gear 2 Potions of Cure Light Wounds, Potion of Shield of Faith +4
Cleric Spells Prepared (CL 3rd, Spell DC - 13 + Spell Level)
2 - Hold Person (2), Protection from Good*
1 - Doom, Obscuring Mist, Spiritual Weapon*, Summon Monster I
0 - Detect Magic, Read Magic, Resistance (2)
* - Domain Spell; Domains Evil, War

-------------------------------------------------------------------------------
Abilites Str 16, Dex 11, Con 12, Int 10, Wis 16, Cha 8
Feats Improved Initiative, Lightning Reflexes, Weapon Focus (Spear)
Skills Climb +6, Concentration +3, Jump +6, Speak Language (Goblin), Survival +5
Possessions Spear, Chain Shirt, Silver Holy Symbol, Periapt of Wisdom +2, 4173

OK, so, which items does everyone think this guy needs? I'm thinking of giving him 1 more rather minor magic item, and keeping the rest in GP. Any help would be great.


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Harneloot
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08/24/2006 8:40 AM  

How about a ring of protection +1 and/or a cloak of resistance +1?


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Ethandrul
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08/24/2006 8:44 AM  
how about a quaals feather token- or a potion of healing

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Skyscraper
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08/24/2006 9:12 AM  
[QUOTE]orcmonk220 wrote

OK, so, I'm building a villain for my campaign, designed to be faced by a party of 5 first-level characters. I decided to make the villain level 5, because, although he is extremely out of their league, he is a leader of a small tribe, and thus needs to be a solid level, imho. I'm sure the cronnies wil hold off the party long enough for him to realise the battle is near-loss and flee through the nearby cellar of the tavern he's held up in. Therefore, I have made these stats: [snip]

[/QUOTE]

If you hope that your villain will flee the battle, you could give him a pair of boots of striding and springing, and try to make a spectacular jump-out-the-window leap for the escape (he already has a good jump skill modifier).

One thing however: don't you think this guy might be too strong for a bunch of first levels? I understand from your comment that the PCs will be fighting his underlings at the same time as himself, is it your intention to engage the PCs with your BBEG at the same time? Because if so... it's likely he'll down a couple of PCs by himself quickly. Even if the ganged up on him, i assume he'll be under the effect of his shielf of faith, he'll probably have a spiritual weapon going at it. In melee, with rage, he'll be able to hit at +10, which should touch well over 50% of the time considering usual level-1 ACs, while a fighter PCs might be able to hit him something like 40% of the time if they're good (assuming 16 STR, a masterwork weapon (which is far from obvious at level 1) and a weapon focus, and taking into account the DEX penalty from rage), and while rogues and clerics will have something like 25% chance of success. With his 47 HPs while raging, he could sustain at least 4 hits before even bothering to think about fleeing, while his rage-enhanced damage will be around 11 or 12 points of damage per hit on average which should be enough to down any non-fighter PC in one blow and even some fighter PCs.  That's not even counting on higher damage on his d8 that could kill a rogue in a single blow, nor his two hold person spells for which the PC saving throws will be the very definition of suckitude, his protection from good spell that will further enhance his stats, and his spontaneous healing capacity... and his underlings!

Anyway, that's just a thought. I'm DMing a level 1 adventure right now, and man level 1 is frickin' fragile!! I mean, your meanies are just stretching and the entire party is almost dead It's up to you, but were i you, i would consider dropping this guy to level 3, especially if you want to equip him with a magic item (i assume that the group will have no other magic items of their own at that point, maybe just a few masterwork items if they're lucky). Maybe i'm not seeing things right, though.

Sky

(Edited to correct a few errors that were incorporated into my message against my own will. And i'll be defending that position officially if need be )

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Sulaco
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08/24/2006 9:45 AM  
Creating higher-level NPCs to populate the world, and which the PCs happen to encounter through their own actions, is one thing, but creating a massively superior NPC specifically as a designed encounter is quite another. They will have to throw everythign they've got at him just in hopes of surviving the encoutner. If he has any backup at all it is an almost assured TPK.

Thus the best magic item I can suggest is a cursed item that will knock off about 2 or 3 of his class levels.

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Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. ~ Terry Pratchett

orcmonk220
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08/24/2006 9:56 AM  

Hmm.... You're probably right about the whole level thing. Maybe I should drop a level in each class.

The main reason I gave him a high level is because I have another, kinda of mini boss - a goblin adept - he's supposed to be bossing around. I placed him Level 4, CR 2, so I felt he needed to be higher than him. I'll probably drop a level from each.

Cheers to all. I may well have to go with just the Periapt then, and a few potions.


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Ethandrul
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08/24/2006 10:59 AM  
don't change his level- just create a situation where the fight is more in the favor of the pcs. give them aa scroll of monster summoning 2 or couple of tribesmen who think he is a bad leader - or make him prone to walk alone at night, discussing his future plans with his diety- great time for an ambush. I assume the party has at least 2 casters in it- he shouldn't be too tough without any henchmen

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Harneloot
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08/24/2006 1:45 PM  
Or better yet, give the party a couple of encounters they can handle to get them to level 2 before taking on this guy...

"What is to give light must endure burning" -Viktor Frankl

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orcmonk220
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08/25/2006 1:29 AM  

The party itself will consist of a Fighter, Paladin, Rogue, Cleric and Wizard, all lvl 1 to begin with. They will need to fight through the following groups before they encounter this guy, who comes with 2x Orc Barbarians (that fight may seem a little in the villain's favour, but, that's when things can turn really interesting...) :

1x Orc Barbarian, with 3x Orc Warriors (Barbarian may not be fought, waits to flee to tell Guthul Eyebleeder of the party)
3x Goblin Warriors (Involved in a farm siege)
1x Goblin Dogtrainer (Expert) and 2x Dogs.
3x Goblin Warrior and Rav the Underserver (Adept 3)

They will then return to the city. The lack of XP is the problem I'm having here. Even after all this, a party of 5 will not earn much...

Also, here is the next, 4th level Guthul Eyebleeder:

Guthul Eyebleeder
Orc Barbarian 2/Cleric 2
CE Medium humanoid (orc)
Init +5; Sense Darkvision 60ft.; Listen +4, Spot +4

Language Common, Goblin, Orc
------------------------------------------------------------------------------------------------
AC 16 (+1 Dex, +4 Chain Shirt, +1 Deflection), touch 12, flat-footed 15; Uncanny Dodge
hp 34 (4HD)
Fort +7, Ref +1, Will +5
------------------------------------------------------------------------------------------------
Speed 40ft.
Melee Spear +8 (1d8+4, x3)
Space 5ft., Reach 5ft.
Base Atk +3, Grp +6
Atk Options Rage 1/day, Rebuke Undead 2/day, Spells
Combat Gear 2 Potions of Cure Light Wounds, Potion of Barksin +4
Cleric Spells Prepared (CL 2nd, Spell DC - 12 + Spell Level)
1 - Doom, Obscuring Mist, Spiritual Weapon*, Summon Monster I
0 - Detect Magic, Read Magic, Resistance (2)
* - Domain Spell; Domains Evil, War

------------------------------------------------------------------------------------------------
Abilites Str 16, Dex 12, Con 12, Int 10, Wis 14, Cha 8
Feats Improved Initiative, Toughness, Weapon Focus (Spear)
Skills Climb +6, Concentration +5, Jump +6, Speak Language (Goblin), Survival +4
Possessions +1 Spear, Chain Shirt, Silver Holy Symbol, Ring of Protection +1, 74gp


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Ethandrul
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08/25/2006 6:44 AM  

Guthal eyeblleder will be dead in 1 round.- his AC is a little low - figure the thiefs going to get a sneak attack off with bow- 10 damage ( and eyebleeder will have a hard time casting) cleric casts command on one of the barbarians, mage casts orb of fire at eyebleeder 4 damage fighter engages barbarian, paladin goes to fight eyebleeder and he's dead.the barbarians are both dead next round. worst case- the fighter or Paladin drops if the barbarians win init. if bloodeye wins init he casts MS1 and gets a wolf- not a big threat or spititual weapon- on the mage.

give bloodeye another level of barbarian so he can live one more round ( and scare the crap out of the party) or boost his hp by 7


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orcmonk220
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08/25/2006 7:36 AM  
I added an extra class level. I'll just adjust the one above. I decided to, in place of the peript, to add a ring of protection +1, a +1 Spear and a potion of barkskin +4 in place of the potion of shield of faith +4. The rest can be seen above, with an increase in HP and skill points, and Dexterity even....

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Ethandrul
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08/25/2006 8:11 AM  

now that looks scary :)

 

remember- you can always fudge a roll if he is too tough


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Harneloot
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08/25/2006 7:06 PM  
[QUOTE]Ethandrul wrote

now that looks scary :)

 

remember- you can always fudge a roll if he is too tough

[/QUOTE]

 

Ah... the Holy & Blessed DM screen....


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Chris Orlando
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08/30/2006 8:09 AM  

screw the +1 spear/ +1 ring of prot.  Just go with a Luck blade with 1 wish, and come up with some fun wish... J/K, the 2 +1 items sound good.  (Probelly what i would do).


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08/30/2006 9:03 AM  
What level will the two orc barbarians be?

Assuming they're both level 1, that means a fight of five level 1 PCs against two level 1 orcs and one level 4 barb/cleric. Personally, i would put my money on the meanies myself, all other things being equal (i.e. no surprise or advantageous terrain on one side, and no fudge rolls - i'm a no-fudge DM). If the PCs manage to win the fight, it should normally be at the expense of a couple of deaths. Any orc barbarian or the barb/cleric that hit any of the PCs a single time will have very good chances of getting them unconscious (unless the orcs have crappy weapons). Indeed, a raging orc barbarian with a greataxe will do an avergage 13 points of damage assuming he has 14 strength to start with, which is enough to get just about any first-level PC unconscious.

Also, you'll love the fight as a DM that much more if your meanies are underpowered and you have to use every strategy at hand to get anywhere.

I still maintain that level 3 should be sufficient, especially with magic items and support by the two other barbarians. Even that fight should be pretty tough, if you play the orcs to their best potential.

Anyway, just my two cents,

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.
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