Author Topic: Be a guest star in my game (sort of)  (Read 4947 times)

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Mixster

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Re: Be a guest star in my game (sort of)
« Reply #20 on: January 09, 2011, 08:24:22 AM »
When you see the adventurers, immediately assess the situation, and cast Nerveskitter. Categorize them into these 6 categories:
Category 1 (strong will): People with pointy hats and robe (Wizards), People who look extremely charming with magical capes (Sorcerers).
Category 2 (strong ref): People with two weapon and a cloak or some form of headgear (Rogues).
Category 3 (strong fort): Things with double handed weapons who aren't category 5 (fighters, barbarians)
Category 4 (Weak Will): Guys with bows (rangers), that bring along an animal.
Category 5 (weak ref): Guys with loads of holy thingies (clerics or paladins), guy only in leather armor who brings along some kind of animal, most probably a dinosaur (druids)
Category 6 (weak fort): Martial Artists (Unarmed Swordsages), That guy who sings (bards)

You are in a world of pain if they have an elf druid...

Correct, I should add a clause that they cannot be category 5 as well.
Monks are pretty much the best designed class ever.

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cru

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Re: Be a guest star in my game (sort of)
« Reply #21 on: January 09, 2011, 09:51:50 AM »
Juvenile Steel Dragon Loredrake ...assuming the dragon is using a human form
Abilities: Str 17, Dex 10, Con 14 (15 in natural from), Int 16, Wis 15, Cha 14 (16 with cloak)
How do you get 17 strength in human form?

Lo77o

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Re: Be a guest star in my game (sort of)
« Reply #22 on: January 09, 2011, 10:21:53 AM »
Juvenile Steel Dragon Loredrake ...assuming the dragon is using a human form
Abilities: Str 17, Dex 10, Con 14 (15 in natural from), Int 16, Wis 15, Cha 14 (16 with cloak)
How do you get 17 strength in human form?

The feat Hidden Strength lets you keep some of your higher stats while in alternate form as a dragon.
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BruceLeeroy

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Re: Be a guest star in my game (sort of)
« Reply #23 on: January 09, 2011, 02:36:11 PM »
I also rolled the stats for this NPC  earlier in the thread, so you don't have to assume default.

Thank you all for posting such excellent builds. I particularly appreciate the thorough tactical advice.

Lo770: The juvenile Steel Dragon is a bit overkill for this particular encounter. Excellent build and devastating tactics, it would overwhelm the PCs without giving them the tiniest of chances, and they would feel that. Also, CR5 is a joke for that creature. With 4th level spells and a CL of 13, I'd put the CR at about 9, right off the bat. By stacking the deck with mooks and environmental advantages, it could easily be around CR 11. Of course, that only applies if it's played as intelligent as it appears to be. I am totally going to use it when the PCs are of appropriate level, though. Which... should be around March, at the rate they're leveling.

Eviltedzies: That is... evil. I love it. I think, though, that an encounter that vicious isn't really a non-lethal encounter. I'm definately going to use it on them, perhaps as a recurring LBEG. The invisible bat suicide bombers....ooh. They're going to shit themselves.


Mixtster: This build looks like a winner. Fits my original notion of a conjurer, it's not too powerful on paper, but has a great amount of versatility and built-in hit and run tactics to wear down the PCs. I especially like the benign transposition with skeletons as an escape route. Only problem currently is the wealth, it should be full WBL, even to the point of slightly-excessive WBL if used on consumables pre-fight. Do you think you could revise it with that in mind? Also, partially charged wands are not only OK, but encouraged. I almost never give my PCs fully charged wands unless they're buying them brand new.



Once again, thanks for your help. These are excellent encounters for my group and setting and I look forward to utilizing them. I'll be sure to keep good notes on the encounter and try to get the player's reactions after the fact.

Havok4

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Re: Be a guest star in my game (sort of)
« Reply #24 on: January 10, 2011, 12:00:29 AM »
A quick note on the steel dragon, he cannot cast cleric spells due to loredrake, so no lesser vigor.

Mixster

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Re: Be a guest star in my game (sort of)
« Reply #25 on: January 10, 2011, 09:20:46 AM »
Sure I'll revise WBL for you.

Don't forget he can actually run into mouseholes when he casts reduce person on himself.

Items: Headband of intellect +2, Scroll of Magic Jar, Wand of mirror image 2charges, Wand of True Casting 5 charges, Wand of True Strike 5 charges, Wand of Silent Image 10charges,Wand of Reduce person 10charges, Wand of Benign tranposition 20charges, Anticipate Teleportation focus, one magic Jar focus (a gem worth 100g), Masterwork tools concentration, knowledge Local and Arcana, Spellcraft, Liquid sunlight (permanent torch). Rod of Extend lesser.

Now it's slightly excessive WBL. I could probably shave it down if needed, but you said slightly excessive so I allowed myself to go 10% over.
9000g
9775g used
(if you want to add more tricks, add a hat of disguise for another fun trick, when teleported away an attempting to run (in case something goes wrong), use it to blend in and look like a gnome).
With this change of items he got a new trick, and an extra level 1 spell.
Use the scroll of magic Jar to move yourself into the gemstone, then attempt to take over the player characters, if that doesn't work, take over one of your undead minions and cast your spells from there.
If you switch around between the undead minions whenever they are destroyed, the adventurers will have huge trouble fighting you. Always remember to use the human skeletons who are far away first, the adventurers will have to move rather far to catch that minion, all the while your other minions can pepper them with arrows. Just remember to keep one skeleton within 100ft of your body, and out of the combat, alternatively, bludgeon some rats till they are unconscious before the battle starts and place them in various places where you want to escape. (If fighting in the sewers you could even have skeletons and unconscious rats on the surface hidden in some trash).

The extra level 1 spell, take another silent image. Use it to seperate the fighters from the casters even more.

Here's the update character sheet:
Uncle Sam Small Humanoid (strongheart halfling)
Hit Dice: 5d4+20 (33)
Initiative: +8 (+13 with nerveskitter)
Speed: 20 ft.
Armor Class:14 (18 with mage armor), touch 14, flat-footed 10 (14 with mage armor)
Base Attack/Grapple: +2/-1
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Abrupt Jaunt 5/day
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 11, Dex 16, Con 18, Int 18 (20), Wis 15, Cha 14
Skills: Concentration +14, Spellcraft +18, Knowledge Local +15, Knowledge Arcana +15, Hide +12, Swift concentration. Skill powers leftover for profession Cajun Chef
Feats: Improved Initiative, Precocious apprentice (early entry to master specialist), Cloudy Conjuration, Spell Focus (Conjuration), Greater Spell focus Conjuration (bonus from master specialist), Skill Focus (spellcraft) (bonus from master specialist)
Challenge Rating: 5
Treasure: Headband of intellect +2, Scroll of Magic Jar, Wand of mirror image 2charges, Wand of True Casting 5 charges, Wand of True Strike 5 charges, Wand of Silent Image 10charges,Wand of Reduce person 10charges, Wand of Benign tranposition 20charges, Anticipate Teleportation focus, one magic Jar focus (a gem worth 100g), Masterwork tools concentration, knowledge Local and Arcana, Spellcraft, Liquid sunlight (permanent torch). Rod of Extend lesser.
Alignment: N
Prepared Spells:
Level 3 Spells (3):
Sleet Storm, Dispel Magic, Summon Monster III
Level 2 Spells (5):
Web, Cloud of Bewilderment, Glitterdust, Alter Self, Invisibility.
Level 1 Spells (6)
Nerveskitter, Wall of smoke, 2x Silent Image, Mage Armor, Protection from good.
Level 0 Spells (5)
Presitidigation, 2x Acid Splash, Detect Magic

Uncle Sams tactic notebook:
Note: If you get the chance to observe the adventurers first, such as at a bar before heading out, use the chance to spot which buffs they have up with Detect Magic and your insanely good spellcraft, in case they have good permanent buffs up, start the combat by dropping your dispel magic on them.
For the love of gods, don't fight the adventurers outdoors. Instead find somewhere indoor, preferably with a few ways to flee, prefereably something that is a long hallway ending in a slightly smaller room. A water way to escape by (such as an open sewer hatch) could be useful. If you must fight the adventurers outside, be sure to make it in an alley where you can use your web to distract them, have several pathways meant for diminutive creatures (such as sewer drains), nearby, they will save your life.
Consider using the sewers to get around, since these will enable all options. As soon as you hear any word of the adventurers being nearby, cast Mage armor.
Ask HQ for 4 ordinary human skeletons, and 3 Ogre skeletons, get bows for all of them, use the ogres between you and the pesky adventurers, their big size will help you stay healthy longer. Keep the human skeletons within 100ft of you, to use as stunt doubles.
When you see the adventurers, immediately assess the situation, and cast Nerveskitter. Categorize them into these 6 categories:
Category 1 (strong will): People with pointy hats and robe (Wizards), People who look extremely charming with magical capes (Sorcerers).
Category 2 (strong ref): People with two weapons and a cloak or some form of headgear (Rogues).
Category 3 (strong fort): Things with double handed weapons who aren't category 5 (fighters, barbarians)
Category 4 (Weak Will): Guys with bows (rangers), that bring along an animal, but doesn't walk in all hide armour, and who doesn't suddenly turn into an animal, also they must not be category 5.
Category 5 (weak ref): Guys with loads of holy thingies (clerics or paladins), guy only in leather armor who brings along some kind of animal, most probably a dinosaur (druids)
Category 6 (weak fort): Martial Artists (Unarmed Swordsages), That guy who sings (bards)
First take out any category 1 characters in the enemy group, then take out any Category 5. Therefore you should start by webbing your opponents. Unless all of them have ranged weapons, in which case dropping a Sleet Storm first will be a wiser course of action.
Then you should take down anything attempting to come at you, I suggest casting a glitterdust to blind them so your undead minions can shoot them down with their bows. Then split the party by erecting a silent image of a stone wall between them. Preferably blocking the Category 1, 5 and 6 guys in with you, while the others are on the other side of the wall.
Direct your minions to focus on one target at a time, preferably Category 1 guys, closely followed by category 2 and 4 guys.
If some of their mindless fighters get too close, or you take a hit that seems too hard, remember you can always use abrupt jaunt to teleport 10ft away and dodge the attack, and if you get cornered, there is always the option of switching places with a human skeleton 100 feets away. If you get really cornered, use your wand of Reduce person, and run into somewhere where diminutive creatures can walk normally, so you can squeeze yourself in there as a tiny creature, remember that when you reduce yourself, you are no bigger than a house-cat. Alternatively, turn yourself into some kind of fish-like creature, and swim away.
Always remember that you can re-group if cornered, and all you need to do is to lock the adventurers down, while your spread-out skeletons work them down with bows. If you run out of minions, use summon monster to deal some damage to the adventurers, and act as a decoy for your escape.
Always remember your cloudy conjuration, that can be placed in front of you to grant concealment, and you can possibly hide behind it.
Your newest trick comes from the scroll of magic jar. Use it only when cornered (and you are out of places to run to) by the PCs, simply teleport the 10 feet away and cast the spell, have your various bodies keep peppering them with spells. Start by trying to take over their things from categories 2, 3 and 4, if they save, take over some of your own undead. When they are all destroyed (except from the one you want to escape with), attempt to take over their category 1, 5, and 6, when (if?) that fails, return to your own body, and immediately benign transposition yourself away to your skeleton stunt double, then start running, because by now, you should be out of tricks. Hopefully the Adventurers wont know where you run to, IF you shower as soon as possible so they can't smell it from all that sewage.
Monks are pretty much the best designed class ever.

JaronK

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Lo77o

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Re: Be a guest star in my game (sort of)
« Reply #26 on: January 10, 2011, 10:43:08 AM »
A quick note on the steel dragon, he cannot cast cleric spells due to loredrake, so no lesser vigor.

That is true. I knew that when i picked loredrake, im just used to picking cleric spells for my dragons. Thanks for reminding me.
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concjo

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Re: Be a guest star in my game (sort of)
« Reply #27 on: January 10, 2011, 12:14:09 PM »
I like the Uncle Sam character, but would go for the UA variant that get's rid of familiar (jaunt in this case) and allows you to summon as a standard action (rapid summoning). Also, you can give up scribe scroll for augment summoning (+4str/con summoned creatures). Should have 2 summon III in the spell list if you go that route. Stay invis and summon away. Make sure your first summon appears by enemy spell casters so they're in the cloudy conjuration effect or you can use web, etc. to break up the party and then summon.

Mixster

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Re: Be a guest star in my game (sort of)
« Reply #28 on: January 10, 2011, 08:21:11 PM »
I like the Uncle Sam character, but would go for the UA variant that get's rid of familiar (jaunt in this case) and allows you to summon as a standard action (rapid summoning). Also, you can give up scribe scroll for augment summoning (+4str/con summoned creatures). Should have 2 summon III in the spell list if you go that route. Stay invis and summon away. Make sure your first summon appears by enemy spell casters so they're in the cloudy conjuration effect or you can use web, etc. to break up the party and then summon.

This is another decent route to play it.

I wanted to create a small annoying recurring villain that can always get away and thus focuses more on the teleportation part of Conjuration than on the summoning part.

But yeah, your idea is great too, and also adds the option to use summon monster I to place a creature far away from the combat, and then benign transposition with it to get away from the combat.

I already switched out Scribe Scroll for Improved initiative, but if going that route, yes augment summoning is probably better. I just wanted to be pretty sure to win the initiative so I could at least attempt to entangle or blind the party before they did anything.

If you go the summoning focused route I suggest dropping Dispel Magic to pick up another summon monster III, remember to extend those with your rod of extend, else, they will only last half the combat.

If doing that, you should also get the 350gc holy symbol that adds +1 HP per HD of each monster you summon. Which will make your summons a bit beefier for almost no expense.
Monks are pretty much the best designed class ever.

JaronK

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