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Tehnar
2010-02-02, 06:02 AM
This thread is a continuation of a older one (http://www.giantitp.com/forums/showthread.php?t=136049). The objective is to build a effective wizardly foe with the conditions below.



level 14 character, primarily wizard
no prestige classes
no metamagic reducers (including metamagic rods)
elite array
80,000 gp to spend on magic items (25,000 max for one item)
can use material from SpC, PHB 2, Completes and MIC and SRD
flaws can be used, but they have to have a impact on the character
no cheese please (wish granting efreet, simulacrum solars, etc)


His tower is already designed, along with his minions:

I settled on a 4 story tower, 60 ft diameter, 20 ft high, stone walls. All the doors are reinforced wooden doors (size=M, can be barred, have DC 25 lock, Arcane Lock turns that into a DC 39 lock)*. There are windows on the 2nd, 3rd and 4th floors, but they are made from glassteel (can be opened, but usually barred from inside; size=S). The outer tower walls are constructed with the aid of Gorgon blood, so no teleporting in and out of the tower (though teleport effects work inside the tower normally).

*Arcane lock has been houseruled that it increases the lock DC by the caster level. Additionally alarm spells are considered traps, and can be disarmed.

All the floors are divided, the stairs and landing separated from the rest.

Ground floor:


There is a alarm spell on the entrance door (goes off if anyone anyone tampers with the lock), as well as a chime that goes off when the doors are opened (Search DC 24, DD DC 18). The foyer which is about 20'x15' there are stairs leading to the second floor and a door leading to a guest room, a kitchen and a privy. The foyer is guarded by a flesh golem, while two babau's are either in the kitchen or the guest room. They will come into the foyer at any sign of disturbance. On the 2nd step of the stairs leading to the second floor is a audible alarm trap, which will also trigger a guards and wards spell for the entire tower. That can be also activated by a command word from the wizard.


Guards and Wards:


The guards and wards spell will be active on the stairs and landings only (including the ground floor foyer). Stairs will be webbed, landings will be under the effect of stinking cloud. As there are no major hallways, Ill not place the confusion effect. All of the doors (except the ground floor door to the guest room and kitchen, and the top floor door to the balcony) will be Arcane Locked. A suggestion "flee the tower" will be placed on the stairs going from 2nd to 3rd floor. The wizard (but not the babau or flesh golems) can bypass these measures as normal.

2nd floor:

The library and research/working area for the wizard. This open space and well lit space has bookshelves next to the walls, and a large 10ft diameter wooden table in the middle of the room. It provides +4 circumstance bonus on Knowledge(Arcana) and Alchemy checks when doing research. There are two traps in this room; a major image of fog and a symbol of weakness on the wall opposing the entry. The wizard can activate and deactivate the fog illusion with a command word; the symbol is set to activate on any creatures except him and outsiders. In a chest (arcane locked, DC 44) under one of tables are potions of cure moderate, cure serious, invisibility, spider climb. There are 6 glassteel windows; however they are all alarm trapped. Triggering the alarm will arcane lock them.

3rd floor:


The wizards living quarters. Similar to the second floor, it is all a open space. There is a bed to the north wall next to a fireplace, across the room is a privy and closets. In a chest under the bed is the same set of potions as on the second floor. There is a symbol of stunning (which is only activated by the wizards command word, a swift action). On a wall next to the door there is a small opening (tiny sized) through which the wizard can cast spells on those on the landing. It is usually shut and barred (search DC 20 to notice). Also on the landing, there is a pressure sensor (Search DC 27, DD 30) that releases a cloudkill spell. The cloud will eventually drift down to the bottom floor landing. This is a favorite defensive location for the babau (as they are immune to poison), and will try to mount a resistance there if they can.

Top floor:


This floor has a 20 ft balcony going all around the tower. It is usually used for stargazing, or observing ships coming to and fro. Aside from the stairs down, a storage for telescopes; there is also a summoning chamber, which is not in use anymore. On the balcony there are always two babau on patrol (disguised as commoners), and on the top of the stairs a flesh golem guards the way down. He will come to assist the babau if he hears something. On the 2nd step down there is a alarm trap which will also trigger the guards and wards.



A additional stipulation is that the wizard can't leave his tower (he is magically compelled not to). However the entire tower qualifies as his sanctum.

The Babau guards are advanced by 2HD, representing elite guards.

The party consists of a Fighter, Rogue/Swordsage, Barbarian and Shapeshift Druid.

So do your worst playgrounders. Ill pick one of your builds, and then report how he fared against the party.

Runestar
2010-02-02, 07:44 AM
Here's a sample wizard npc if you need one in a hurry.
http://www.greyhawkonline.com/duicarthan/npcs/gleepwurp.html

For flavour reasons, I would expect the wizard not to use AoE damage spells for fear of wrecking his abode. So I will be focusing mostly on debuffing/battlefield control/single target spells. Here's a stub, don't feel like typing out a complete stat block at the moment.

str:8, dex:12, con:14(16), int:18(22), wis:13, cha:10

Assume he casts the following at the start of each day:
1) Extended empowered false life (5th lv slot), +24temp hp
2) Resistance (superior), 6th lv slot - +6 to all saves
3) Contingency (???), no slots
4) Extended Create magic tattoo (for +1caster lv, +2con, +2attack), 3 3rd lv slots (or replicated using shadow conjuration, if you think he can't afford burning 300gp/day to them for 3 4th lv slots).

Eq: ring of enduring arcana for +4 vs dispel check, headband of intellect+4, metamagic rod of empower/extend??? He will definitely need some support tanks as well.

Tactics:
Before combat: skittish nerves when rolling for initiative
Round1: waves of exhaustion, quickened ???

Biffoniacus_Furiou
2010-02-02, 08:18 AM
Water Halfling (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#waterHalflings), Conjurer 14, Evocation and Necromancy prohibited
Feats: Obtain Familiar (CA) (1st), Augment Summoning (Wizard 1), Sanctum Spell (CA) (3rd), Earthbound Spell (PH2) (6th), Dimensional Jaunt (CM) (9th), Craft Contingent Spell (CA) (12th)
ACFs: Abrupt Jaunt (PH2 specialist Wizard), Rapid Summoning (SRD (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants), trading Obtained Familiar), Enhanced Summoning (SRD (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants))

Str 10 (12 base, -2 race)
Dex 15 (13 base, +2 race)
Con 16 (14 base, +2 race)
Int 22 (15 base, +3 levels, +4 Enhancement)
Wis 8
Cha 10

Equipment:
Circlet of Rapid Casting (MIC p86) (15,000 gp)
Mask of Intelligence +4 (MIC p234) (16,000 gp)
Healing Belt (MIC p110) (750 gp)
Contingent Spell: Displacement CL 10 (see below) (1,500 gp 120 xp)
Contingent Spell: Dragon Breath CL 10 (see below) (2,000 gp 160 xp)
Contingent Spell: Animate Breath CL 14 (see below) (4,900 gp 392 xp)
Contingent Spell: Barkskin CL 12 (see below) (1440 gp 96 xp, includes NPC spellcasting fee)
Contingent Spell: Shield CL 14 (see below) (700 gp 56 xp)
Contingent Spell: Ray Deflection CL 10 (see below) (2,000 gp 160 xp)
Contingent Spell: Ironguard CL 14 (see below) (4,900 gp 392 xp)
Contingent Spell: True Seeing CL 14 (see below) (4,200 gp 336 xp)
forty of Contingent Spell: Faith Healing CL 1 (see below) (2,400 gp 160 xp)
Scroll of Split Ray of Dizziness CL 9 (1,125 gp)
Scroll of Superior Invisibility CL 15 (3,000 gp)
NPC spellcasting: Unhallow (CL 9) with Freedom of Movement attached (5,450 gp)
Spell Component Pouch (5 gp)
Project Image component x10 (50 gp)
True Seeing component x4 (1,000 gp)
Services: hired a War Troll (MM3) for one year at the standard fee of 30 gp per day (10,950 gp)
2,630 gp remaining

Contingent Spells:
Contingent Displacement: triggered any time he's targeted by a melee or ranged attack which would not be resolved as a touch attack.

Contingent Dragon Breath: triggered upon his desire to use a breath attack.

Contingent Animate Breath: triggered at the same time as Contingent Dragon Breath.

Contingent Barkskin: triggered any time he's targeted by a melee or ranged attack which would not be resolved as a touch attack.

Contingent Shield: triggered any time he's targeted by a Magic Missile spell or by a melee or ranged attack which would not be resolved as a touch attack.

Contingent Ray Deflection: triggered any time he's targeted by a melee or ranged attack which would be resolved as a touch attack.

Contingent Ironguard: triggered any time he would be damaged by a metal weapon attack.

True Seeing: triggered upon his desire for it to do so.

Contingent Faith Healing: These are numbered 1-40, and will trigger as follows:
1: triggered upon being reduced to nine below his maximum HP.
2: triggered upon being reduced to nine below his maximum HP unless 1 has not yet been triggered.
3-40: triggered upon being reduced to nine below his maximum HP unless (current number -1) has not yet been triggered.


Spells Prepared: 5/7/7/6/6/5/5/3, DC 16 + spell level, all with Sanctum Spell
0: Acid Splash*, Detect Magic, Read Magic, Mage Hand, Prestidigitation
1st: Grease*, Grease*, Mage Armor* x4, Unseen Servant*
2nd: Glitterdust*, Invisibility, Pyrotechnics, Ray of Stupidity, Ray of Stupidity, Ray of Stupidity, Heart of Air
3rd: Greater Mage Armor*, Stinking Cloud*, Heart of Water, Mass Snake's Swiftness, Dispel Magic, Summon Undead III*
4th: Black Tentacles*, Solid Fog*, Heart of Earth, Orb of Cold*, Earthbound Pyrotechnics, Blinding Breath
5th: Summon Monster V*, Earthbound Summon Undead III*, Earthbound Stinking Cloud*, Heart of Fire, Dimension Jumper
6th: Freezing Fog*, Superior Resistance, Earthbound Black Tentacles*, Karmic Retribution, True Seeing
7th: Summon Monster VII*, Earthbound Summon Monster V*, Project Image

He's already cast Mage Armor on each babau, which he does daily. He also uses Greater Mage Armor, Superior Resistance, and Heart of Air/Earth/Fire/Water on himself each day. He also puts each Earthbound spell in a choice location, summoned creatures are instructed to attack whoever triggered it and anyone who attacks them. His minions will likely make their stand outside his lair, he'll start by casting Project Image on the landing and using that as the source of his spells. Himself and all of his minions will be under the effects of Freedom of Movement due to the Unhallow.

Summoned Monsters:
Summon Undead III: two Owlbear Skeletons
Summon Monster V: Fiendish Tiger
Summon Monster VII: 1d4+1 Fiendish Tigers

Tactics Round 1: Rapid Casting Grease on the stairs, Black Tentacles on the stairs below the grease.
Round 2: Rapid Casting Grease on the stairs above the previous one, Pyrotechnics: Smoke Cloud any fire sources the invaders have or Summon Monster to engage any who make it up the stairs.
Round 3: Rapid Casting Ray of Stupidity on the most heavily armored foe or whoever made it up the stairs, Ray of Stupidity on the same target.
Round 4: Ray of Stupidity on that same target if they're not in a coma, or Orb of Cold on an enemy spellcaster.
Round 5: Orb of Cold on an enemy spellcaster if still unused, or Mass Snake's Swiftness if multiple allies are still standing, or Glitterdust if two+ opponents are within range, or Scroll of Split Ray of Dizziness on two opponents who may full attack the minions.
Round 6+: Continue summoning monsters and using fog effects to hinder the invaders.

Sanctum Breached: If the invaders make their way into his room, use the Scroll of Superior Invisibility and use Abrupt Jaunt to evade attacks on the first round. Round 2 cast Blinding Breath and trigger Contingent Dragon Breath (Blue) and hit as many foes as possible, creating an animated breath minion in the process. Dimensional Jaunt downstairs, summon more creatures and throw around cloud effects. Work on making his way to the front door where he'll call out for the local city guards to assist him, using his breath attack at every opportunity until the duration expires.

Runestar
2010-02-02, 08:37 AM
Can't believe I actually overlooked the various heart spells...:smallredface:

Hallavast
2010-02-02, 09:40 AM
Minor nitpick, but does anyone else think 20ft is a bit short for a 4 story tower?

KillianHawkeye
2010-02-02, 09:41 AM
Minor nitpick, but does anyone else think 20ft is a bit short for a 4 story tower?

Maybe the wizard is Tiny sized?

Hallavast
2010-02-02, 09:53 AM
Maybe the wizard is Tiny sized?

Well, yeah. The hafling wizard idea would fit nicely, but a lesser stone golem? I mean, the cealings on each floor couldn't be more than 7 ft.

... Unless it's a halfling-sized stone golem created by a wizard that has a height complex problem and doesn't want to feel dwarfed by his golem...

Edit: Excuse me. It's a flesh golem I was reffering to. Halfling Frankenstein?

Tehnar
2010-02-02, 10:11 AM
Its 20 ft per story, so its 80 ft high.

Looking good so far, thanks for the entries. I think the session will be in a couple of days and Ill try to create a digital map of the tower before that.

@Biffoniacus: I like the build, just won't allow the War Troll hireling (unfair to the PCs) and the Faith healing contingencies (too convulted).

Biffoniacus_Furiou
2010-02-02, 10:26 AM
The War Troll was mostly just a place to dump his remaining cash. I was planning on throwing in a Planar Binding minion, went looking for a tough 12 HD monster, picked out a Fiendish War Troll, then just decided he could hire one given the fee guideline. Maybe just have the cash lying around, or perhaps get a bunch of Animated Objects with it.

The contingent Faith Healings are a bit unfair, but I wouldn't exactly call them convoluted. Just look at it this way: He created each one in order, he creates more when some have been used. Each triggers if he's down by at least 9 HP and it is the oldest one yet to be triggered. It's more cost efficient than Contingent Heal or any other higher level spell, and they end up giving him about 360 extra HP as long as he's not killed in a single attack. A stay-at-home spellcaster at this level would have something to this end, and multiple Faith Healing contingent spells is much more elegant than similar tricks (multiples of Indomitability + Heal), a lot cheaper to accomplish, and easier to replenish. You have to give him something like this to be an appropriate higher-level spellcaster challenge, and this is one of the easier to grasp.

Lysander
2010-02-02, 10:30 AM
A few possible items:

Ring of X-Ray Vision: It wouldn't help in combat directly, but it would allow the wizard to see through the walls and floor of his tower (assuming they're not more than 1ft thick) and find out who's attacking. He hears an alarm from downstairs? He just looks through the floor. Alarm from the roof? Just looks up through the ceiling. It would allow him to quickly plan ambushes and traps. If the walls are more than 1ft thick he could have special parts that are only a foot thick, but still solid stone.

Cloak of Resistance +5: A solid protective option.

A wand of summon monster IV: This guy seems like the type to avoid direct combat if possible. I could see him spamming summon monster spells and having them swarm any attackers, preferably from another room. This could be used in conjunction with the ring.

jiriku
2010-02-02, 10:40 AM
Biff's build (like all his builds) is going to do the job very effectively. I particularly like the way he uses project image to get around the restriction of being unable to leave the tower and thus moves the initial battle outside his home. It's natural that if the wizard is expecting attack, he does not want the bad guys in his home, and he does not want to fight inside where his possessions can get damaged. An initial battle line outside avoids those risks, and also has a good chance of drawing help from the city guard, since the outdoor battle will probably attract a lot of notice.

The circlet of rapid casting violates your stricture on no metamagic rods (it's effectively a low-powered rod of quicken), so I'd recommend removing one ray of stupidity, both grease spells, along with mass snake's swiftness, and one other 3rd level spell, and replacing them with two earthbound grease spells, web, and two copies of ray of enfeeblement. The earthbound grease spells can fill the same role as the rapid casting grease, while the web and ray of enfeeblement spells will lock down enemies for his minions to attack, especially since the minions can move freely within the web, thanks to freedom of movement.

Edit: earthbound is a +2 metamagic. Adjusted recommendations to reflect this.

Tehnar
2010-02-02, 01:10 PM
I am very strict when dealing with contingencies and their trigger effects. The other contingent spells also have borderline (for me at least) triggering conditions, as the contingency spell is based on a single triggering condition. As such for Shield I will rule it activates under the same condition as Displacement.

Also I don't see how he could have had Faith Healing as a contingent spell(s), since he doesn't know the spell. Same with Barkskin.

I like the breath weapon combo. Though since I don't allow metamagic reducers will take jiriku's suggestions for spells.

HailDiscordia
2010-02-02, 01:21 PM
@ Biff

How can you have so many contingencies going at once? I see that they are listed as items (or is that just to account for the material component cost?). I'm just curious.

It's a great build but it would give me a headache to run it as a DM.

Lysander
2010-02-02, 01:32 PM
You know what would be a nasty spell for him to have prepared? Forcecage. That could potentially take one or more of the characters out of the fight, and leave them unable to escape even if the wizard is killed.

Godskook
2010-02-02, 01:39 PM
@ Biff

How can you have so many contingencies going at once? I see that they are listed as items (or is that just to account for the material component cost?). I'm just curious.

It's a great build but it would give me a headache to run it as a DM.

Craft Contingent Spell(A feat his wizard has) allows you to make 'items' of contingent spells. I'm not sure of the full-rules on how they behave for things like dispel, but it is definitely legal to have multiple contingent spells up and running that way.

Tehnar
2010-02-02, 01:48 PM
They have a Pick of Piercing, and all of them have a way to teleport a limited distance.

arguskos
2010-02-02, 01:55 PM
Craft Contingent Spell(A feat his wizard has) allows you to make 'items' of contingent spells. I'm not sure of the full-rules on how they behave for things like dispel, but it is definitely legal to have multiple contingent spells up and running that way.
Notably, Biff's contingencies are illegal. A creature can only have a number of contingent spells equal to it's Hit Dice (Contingent Spells, pg 139 of Complete Arcane).

potatocubed
2010-02-02, 02:23 PM
I'm not a build expert, but the first thing I notice when looking at your party is a lot of meleers. In an enclosed area, such as a tower, Mr. Wizard's going to need to either be able to engage the characters where they can't hit back (hooray project image, one of my favourite spells) or he's going to need at least two escape plans. Because they will get to him in melee, and at that point the encounter is pretty much over unless he has another trick up his sleeve.

One of the things I usually have active on my PC wizards is a contingent dimension door set to trigger when I say some absurd phrase - say, "squid testicles" in an obscure language like Celestial. This gives me essentially a free action escape-from-almost-anything. When playing a PC I typically set the door's destination to be 'maximum range, straight up' and trust in feather fall or teleport to get down (or further away) again. Your wizard can have a more concrete destination in mind, such as a walled-off room in his tower with no entrances or exits (a tiny window for air, I guess), a bunch of healing potions and his collection of spellbooks. He can rest up and get out with another dimension door the next day (or come back to ambush the PCs while they're looting his house).

Lysander
2010-02-02, 02:37 PM
Here's one escape plan: Have a tiny series of passages inch-wide passages hidden in the walls. When enemies attack he takes gaseous form and hides inside. He's able to travel throughout the entire tower that way without being seen, and can spy out of and exit from the thin tunnel from a few well placed spyholes. This wouldn't help defeat the PCs, but it'd make him harder to locate that simply becoming invisible and standing in the corner of the room, and could buy time until reinforcements arrive.

Tehnar
2010-02-02, 04:15 PM
Ill probably substitute one of the spells for a dimension door; so he can get around the tower without need for LOS.

A hiding place is certainly a good idea, I have to give it some thought on how to implement it. Perhaps a niche in a chimney.

The plan was (if the PCs were successful, I want this to be a tough and dangerous battle) for the wizard to die. However I could modify the final encounter of the campaign and add him to it, if the PCs don't kill him.

Eldariel
2010-02-02, 04:38 PM
I am very strict when dealing with contingencies and their trigger effects. The other contingent spells also have borderline (for me at least) triggering conditions, as the contingency spell is based on a single triggering condition. As such for Shield I will rule it activates under the same condition as Displacement.

Also I don't see how he could have had Faith Healing as a contingent spell(s), since he doesn't know the spell. Same with Barkskin.

You can craft contingent spells on other people. You can also co-operate in creating them. Summon a creature with the capability to cast said spells and craft the contingency together with them. You fill the need for the feat, he provides the spell. Rules support this kind of co-operation.

And yeah, it's possible to write triggers that act in consecution. A clause like "When I've taken 9 damage and there is no Faith Healing Contingency 1..." works just as fine, as long as you name the Faith Healing Contingencies. First obviously has no such limitation.

Lysander
2010-02-02, 05:03 PM
A hiding place is certainly a good idea, I have to give it some thought on how to implement it. Perhaps a niche in a chimney.


What about a tiny compartment inside the wall accessible by a Phase Door? In fact, since Phase Door doesn't have a timed duration or a material cost there's no reason there shouldn't be phase doors for him to use all over the place. He's trapped in the tower, so why not cover the walls, ceilings, and floors with phase doors just for a situation like this? When cornered he can just drop through the floor, or fly up through the ceiling.

Another thing: Babaus have Greater Teleport (self) at will. So they wouldn't have to worry about the traps on the stairs, they can just teleport around the tower as needed.

Tehnar
2010-02-02, 05:35 PM
Good catch with the phase door. Ill install some of them in the tower, so he can move around.

I take a very strict view on valid conditions with contingency like spells. I would not allow such a contingency to work for my players, thus I will not allow it for my NPCs.

Lysander
2010-02-02, 05:51 PM
Another thing to remember about Babaus: they have telepathy 100ft, which means as soon as any of them sees the attackers, the other Babaus and the wizard will be informed about whatever it sees. This combined with their teleportation gives them incredible flexibility in a fight. They don't need to just stand in place and die, they can retreat, regroup, and plan ambushes as needed.

Tehnar
2010-02-02, 06:06 PM
Forgot to mention in this incarnation of the thread; due to a plot related reason outsiders can't use their sp teleport abilites in the area. However I am counting on their telepathy to provide a early warning system.

Schylerwalker
2010-02-02, 08:45 PM
I also happened to notice a lot of meleers; most of them won't have a terribly good Will save (Though the druid will). I recommend the seventh level spells repulsion and waves of exhaustion in tandem, while they're in the courtyard, say. Combine with a nice burly minion (How about an advanced, half-fiend manticore?), and you can effectively tie them up while peppering them with annoying spells like acid fog and cloud kill.

Just some initial thoughts while I get the creative juices flowing.

Lysander
2010-02-02, 10:22 PM
Forgot to mention in this incarnation of the thread; due to a plot related reason outsiders can't use their sp teleport abilites in the area. However I am counting on their telepathy to provide a early warning system.

Can they still try to summon another Babau?

faceroll
2010-02-03, 01:44 AM
Another thing to remember about Babaus: they have telepathy 100ft, which means as soon as any of them sees the attackers, the other Babaus and the wizard will be informed about whatever it sees. This combined with their teleportation gives them incredible flexibility in a fight. They don't need to just stand in place and die, they can retreat, regroup, and plan ambushes as needed.

You could also give one of them the mindsight feat. Eat it, rogues.

Tehnar
2010-02-03, 04:54 AM
Demons summoning other demons is out as well. Ive adjusted the CR of the monsters to account for that.

Actually the barbarian has the highest will save (when raging). But the wave of exhaustion + repulsion is a good idea; that would slow them down some. However it is not compatible with the wizard Biff put together (he banned necromancy and evocation).

I don't really consider mindsight a valid feat. It might be thematically appropriate for some ultrapsionic monsters; however as I don't allow it for my PCs, I won't give it to my monsters as well. It has no real counter.

potatocubed
2010-02-03, 05:40 AM
Another thought: since the wizard is bound to the tower, is there any reason the PCs don't just set fire to the place and wait for him to die? Or get their hands on various earth-moving magic and level the tower, wizard and all?

Tehnar
2010-02-03, 06:28 AM
Well the PC's don't know he is bound to the tower.

Perhaps a bit of back story will help.

The province of Elariel is under rebellion. The rebels have amassed a large army and are currently getting ready to lay seige to the city of Elariel. The PCs, who work for the rebels, have infiltrated the city about a month ago. They learned that the real power in the city is the Governor's Grand Vizeir (the wizard in question), and after assassinating a army captain (who turned out to be a demon in disguise) they decided to to go for what they think is the head of the beast, and kill the Vizeir.

What the PC's don't know is that the real BBEG is the governor himself (likewise a demon) who has been spreading rumors that he is actually under the control of the Vizeir. He in fact compelled the wizard to serve him. Additionally he doesn't care about the upcoming siege, as he is very close to completing his Plan of Doom (TM). The PCs have caused him minor troubles in the past, but they are very elusive and foiled all manner traps, assassination attempts, and methods to locate them. Currently the BBEG is busy with his Plan of Doom (TM), but when he becomes aware that the PCs have assassinated his captain he will become more cautious.

If the PCs assault the wizard within one day, reinforcements will be slow and consist of a regular "trouble" patrol. If they wait longer, the BBEG will be alerted, and he will use the wizard as a stalking goat, a deadly patrol waiting to ambush them at the first sign of trouble.

The compulsion effect on the Wizard is breakable, but only by a break enchantment or similar effect (DM and GDM won't work). While the wizard is a evil bastard, if they free him, he will tell PCs all he knows and then flee the city.

Lysander
2010-02-03, 09:32 AM
Is the wizard able to speak freely? I assume he's magically compelled to act like he's the bad guy and not tell the PCs anything. In that case they should all get to make a DC15 Sense Motive check to figure out that he's acting weird when they observe him.

Tehnar
2010-02-03, 09:56 AM
Yup, thats what I was planning on doing, though at a slightly higher DC, since its not a pure dominate effect.

Also have a short dying speech prepared that might give some hints of the upcoming problems. That is if a summon of a druid doesn't swallow him. Mental note: prepare magic circle vs X.

Drogorn
2010-02-03, 12:38 PM
Note that a magic circle spell would temporarily negate any mental control the demon has over your wizard. If your players realize that he's under someone's control, they may try that instead of killing him. This also means that the wizard can't use this magic circle or protection from X on himself, since the demon would obviously forbid attempts to break his control.

Unless you house rule the two spells to not do what they say they do, of course.

Lysander
2010-02-03, 01:15 PM
Maybe his contingent spell could be an automatic dimension door designed to move him out of any effect that would block the mind control. As soon as he gets free he teleports elsewhere in the tower before he can react. Then, mind control resumed, he tries to dispel or avoid whatever freed him before.

Tehnar
2010-02-03, 01:31 PM
Hmm, I fluffed the control effect the demon has on the wizard as not so much mind control, but more like the wizard has to obey the demons orders to the letter. If you read The Wheel of Time, something like the Asha'man - Aes Sedai bond. Thanks for warning me though, that could foil it.

I probably should stat out that spell/ritual.

Schylerwalker
2010-02-03, 07:15 PM
The tower is made of some kind of valuable material?

Tehnar
2010-02-04, 10:31 AM
@SchylerWalker: No, the tower is made of normal stone.

Anyway, the session is tonight and this is what I decided to go with so far. I decided to go with Biffs version of the wizard with the following changes.

He will be human, as that makes more sense within my campaign setting.

Contingency spells:
Except for the faith healing and barkskin all other contigencies will stay.
An Heal spell contingency will trigger if the wizard is caught at 25% of hp or less (18 hp).
A teleport will trigger on his command (only if the PC's manage to break enchantement.

Spells.
I will take Jiriku's suggestion for a modified spell list. Will also have magic circle vs good as a level 3 spell instead of dispel magic and dimension door instead of earthbound pyrotehnics.

I will add one more flesh golem to the level 2 lab area.

The session is tonight, so will write up a report tommorow.