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Saph
2011-08-13, 05:27 PM
I need to build an important NPC for the sandbox game I've been GMing, and I'm looking for suggestions. The campaign's been running for 15 sessions and has progressed from monster hunting to building up a castle to politics to a civil war. This is for the civil war part. :)

Here's the picture I'll be using for the NPC (large):

http://fireemblemblog.files.wordpress.com/2008/06/zelgius2.jpg

And here are the specifics:

1) Originally a general and heir to the throne. Was captured and reprogrammed by a mid-to-high-level wizard to be a combination general and figurehead, under the control of the campaign's BBEG.

2) Has to be originally human. Any modifications after that (templates, etc) are fine, as long as the character still looks like the same person.

3) Has to wear heavy armour and carry a sword, though he doesn't have to be a melee type.

4) Has to have VERY high defences. This can be provided by items, templates, permanent spells, or whatever - the guy kitting him out has lots of resources and I'm the DM, so I can just make stuff up if necessary. I anticipate he'll have the entire party trying to kill/disable him sooner or later, so he has to be able to withstand focused fire from 5-6 PCs for a couple of rounds. Offence is secondary - he'll mostly be a general-type with minions around, so he doesn't have to have a huge amount of attack power (and it'll make for a dull fight if he can one-shot the PCs too easily).

For reference, the current party is:

• 9th-level Dread Necromancer
• 9th-level Swordsage
• 8th-level Warblade/Psion/Gunslinger (don't ask)
• 8th-level Archivist
• 8th-level Wilder
• 8th-level Crusader

Moderately optimised - they can chew through standard CR 10 encounters without difficulty but don't have anything ridiculous. They also have access to NPC help to fill in anything they lack.

What I'm looking for is some ideas on build, templates, and items to give him. I'm thinking this NPC should be somewhere in the region of EL 14 or so, though heavier on defence than attack.

Midnight_v
2011-08-13, 05:30 PM
Uhm... that picture link seems broke...
Well, in anycase this is one of the go to builds I've become fond of for evil dudes blackguards needing more love and all.
From PhaedrusXY:

Here is an NPC that I made for a campaign that I started a while back, but never got to finish. The PCs never even encountered this guy. They briefly entered a town he'd captured and turned into his temporary headquarters, and the party wizard (using True Seeing) spotted Durak's succubus cohort spying on them ethereally. I'm sure they would have eventually made their way back to meet him (for good or ill), but they had more pressing issues at the time.

The game was set in the Unapproachable East region of the Forgotten Realms, and the description of Durak below mentions things related to that area and to specific campaign elements of my game. I also used a few houserules when making him, but I think I mentioned them all where they are listed. You can of course get rid of these, and he can be scaled back (or up) to suit your needs.

Durak the Black, Fallen Palladin, Blackguard Demonbinder

Fighter1/FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword1/Eldritch Knight 5
BAB+19, Caster level 10 BG (4th level spells), 17ND (8th level spells), -10% ASF

(Alternatively, FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword5/ArcaneTrickster2 might be better, but you need to get Mage Hand somehow. I think this is the same as SangDrax's build.)

Hit Dice: 12d10+7d6+1d8+100 (184) 224 raging
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: AC 23/21rage (10+8armor+1nat+4dex), touch 14, flat-footed 19 AC 27/25 w/Unholy Aura
Base Attack/Grapple: +19/+25(27rage)
Attack: Using Smite Good, Divine Might, Arcane Strike(8th), Spellstoring (Inflict Serious Wounds), and Power Attack(-19): +28 (17-20/x2)
Damage: 1d10+72+2d6unholy+2d6bane+8d4+3d8+10+1Con, Avg 135/145, +3d6 if they're flatfooted or flanked.
Full Attack: + 30/25/20/15 (17-20/x2)(1d10+15+2d6unholy+2d6bane+1Con, Avg 35/45) raging vs. good and bane
Space/Reach: 5 ft./5 ft.
Special Attacks: +3d6 Sneak Attack, Succubus can use Sp abilities from inside sword, Demon Trap Will DC 26 & SR 30ft, Smite Good 4xday (+9att, +10dmg)
Caster Levels: BG 10, ND 17
Saves: Fort +30, Refl +15, Will +20; partial progression: Fort +25, Refl +17, Will +22; F34,Refl19,W24, SR 25 & 1d6 Str Defensive w/UnholyAura, SR spell 29
Abilities: Str 22/26, Dex 18, Con 20/24, Int 10, Wis 14, Cha 28
Skills: Concentration +20, Hide +8, Know(Rel) +2, Know(Planes)+10, Intimidate +5, Sense Motive +2, Ride +25
Feats: Education, Power Attack, Cleave, Improved Sunder, Iron Will, Spell Focus: Conj., Divine Might, Arcane Strike, Leadership, Alertness (familiar), Mounted Combat
Challenge Rating: 20
Alignment: Lawful Evil

Details, equipment, etc.

Progression
1 Education, Power Attack, Cleave
3 Improved Sunder
6 Iron Will
9 Spell Focus: Conjuration
12 Convert 10 Palladin levels to Blackguard levels, Take Divine Might
13 NarD1 Inimical Casting
14 Spellsword1
15 NarD2 Arcane Strike, Iron Sign
16 EK1 Mounted Combat
18 EK3 Leadership

Stats:
Str 22/26raging (17+1lvl+4item)
Dex 18 (12+4item+2inherent)
Con 20/24raging (14+4item+2inherent)
Int 10
Wis 14
cha 28 (18+4lvl+4item+2inherent)

Gear
Adamantium Katana is normally +1 Keen, Unholy, Wounding, Spellstoring, Bane (vs. whatever he's fighting, if in doubt Magebane). If opponent's type is unknown, last ability will be some elemental damage.

+3 Glamored Twilight Mithril Chainmail (ASF10%, ACP-1, Max Dex +6, Price?), Belt of Giant Str +4 (16,000), Gloves of Dexterity +4 (16,000), Amulet of Health +4 (16,000), Cloak of Charisma +4 (16,000), Tome of Cha +2 (55,000), Gut Worm (+2inhCon, Rage at will, cure pois 1xday), Fiendish Skin (55k, +1NA, +2 inh Dex, Darkv 60ft., Poison 1xday DC27), Fiendish Familiar (source of spell knowledge, stats 2 higher for bonus spells), Hat of Disguise, Adamantium Katana, Silver Wakazashi

He has learned different spells that are not on the Nar Demonbinder list from his Fiendish Famliar. (and because of how I let sorcerers choose spells)
Nar Demonbinder Spells:
4th(6): Fly, Summon Undead IV, Dismissal, Haste
5th(6): Improved Blink, Flame Wave (see custom spells), Plane Shift, True Seeing
6th(5): Greater Dispelling, Heal, Fiendform (Horse->Deinoch, Imp-->Barbezu)
7th(3): Blasphemy, Power Word: Blind (200 HP, no save, SR applies)
8th(2): Unholy Aura (+4 Defl&Saves, SR 25vs. good, good take 1d6 Str dmg per attack on BG, 1rnd/lvl, 1creature/lvl)

Commonly prepared Blackguard Spells:
1st: (3) 3xCorrupt Weapon (1min/lvl, autocrit vs. good)
2nd: (3) 2xBull's Strength, Shatter
3rd: (2) Protection from Elements, Inflict Serious Wounds
4th: (1) Cure Critical Wounds


Cohort, Familiar, Mount, and Summoned

Elite Succubus/Fiend of Possesion 6 Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8+6d6+24 (72)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19 23 w/UhAura
Base Attack/Grapple: +9/+9
Attack: Claw +7 melee (1d6)
Full Attack: 2 claws +9 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues; vs Good: SR 25 +1d6 Str defense w/UnholyAura
Saves: Fort +11, Ref +10, Will +15; F15,R14,W19 w/UhAura
Abilities: Str 10, Dex 10, Con 12, Int 20, Wis 20, Cha 32
Skills: Bluff +28, Concentration +10, Diplomacy +15, Disguise +26* (+28 acting), Escape Artist +9, Hide +15(20), Intimidate +22, Knowledge (arcana) +14, Listen +22, Move Silently +9, Search +14, Spot +22, Sense Motive +20, Spellcraft +14, Survival +5 (+7 following tracks), Use Rope +0 (+2 with bindings)
Feats: Improved Toughness, Persuasive, Craft Magic Arms and Armor, Craft Wonderous Item, Forge Ring
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil

A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Combat
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon.
A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 25), detect good, detect thoughts (DC 23), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 24), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her alter self ability, a succubus gains a +10 circumstance bonus on Disguise checks.

Abilities added from Fiend of Possesion:
Ethereal Form (Su): At will, CL = HD
Hide Presence (Ex): Can "hide" magically from spells that affect evil outsiders or try to detect her presence inside a possessed creature or object. Use Int mod instead of Dex mod on this check (same for this char). Add +4 if the fiend is not controlling the object or creature at the time. DC is as normal for the spell.
Possess Object (Su): See FF pg. 205 for details. Will save DC 26. Can sense surroundings as normal up to 60 ft., or 120 ft. as a full round action. Can use any inate abilities that are purely mental (includes Spell-like). This includes non-continuous objects like a puddle of water, a wall, etc. The objects can be anywhere from Tiny to Collossal.
Curse (Su): Can make an object Cursed as the Bestow Curse spell. Will DC 26.
Magic Item (Su): Can enhance an item with a bonus equal to levels in FoP class. May be enhancements or special abilities. If the fiend tries possessing the item wielder, the DC increases for 1 per day the wielder has the item, to a max of +10.
Control Object, Animate Object (Su): See Fiend Folio pg. 206.
Possess Creature (Su): Will DC 26 to resist. Automatically knows surface thoughts and can probe memories (Will save DC 26). Can communicate telepathically with possessed creature.
Ally or Enemy (Su): Can grant +4 profane boost to an ability score or -4 profane penalty to an ability score of creature she is possessing as a free action.
Control Creature (Su): Can exert direct control on a possessed creature as a Standard Action. Will save DC 26. Fiend can do this at will. Control lasts 17rnds + 1per time the fiend has controlled this host, unless the fiend decides to relinquish control sooner. The fiend has access to all abilities of the host including spells, feats, skills, etc, but still uses it's own mental ability scores, and can choose whether the host remains aware of what's going on or blacks out.


Fiendish Heavy Warhorse Companion
Large Magical Beast (Extraplanar, Evil)
Hit Dice: 12d8+48 (145) 169 raging
Initiative: +1
Speed: 50ft.
Armor Class: 27/25rage (+4AC, –1 size, +3 Dex, +11 natural), touch 12, flat-footed 20 AC 31/29 w/UnholyAura
Base Attack/Grapple: +9/+19 (+21 grapple w/rage)
Attack: Hoof raging +18 melee (1d6+8) +20 if BG threatened
Full Attack: 2 hooves +20 melee (1d6+10) and bite +20 melee (1d4+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite good 1/day +12 damage
Special Qualities: Low-light vision, scent, Darkvision 60 ft., 10 Resist Cold&Fire, SR 25, Imp. Evasion, Share Spells, Empathic Link, Bloodbond, Speak with Master, Share Saves, DR 10/magic, Gutworm (+2 Con, Rage at will,NeutPois1xday)vs Good: SR 25 +1d6 Str defense w/UnholyAura
Saves: Fort +31/33, Ref +11, Will +14/16;
F35/37, R15,W18/20 UnholyAura
Abilities: Str 26/30, Dex 16, Con 22/24, Int 9, Wis 16, Cha 6
Skills: Spellcraft +2, Spot +5
Feats: Multiattack, Improved Multiattack, Combat Reflexes, Spellcasting Harrier, Improved Toughness
Alignment: Lawful Evil


These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds. (Alot more for this one, especially if it's raging.)

Fiendish Deinonychus form (buffed) (may redo for Nightmare form)

Large Animal (Extraplanar)
Hit Dice: 12d8+48 (145) 169 raging
Initiative: +2
Speed: 60 ft. (12 squares) 90 hasted but Imp only 70 hasted
Armor Class: 28/26 (+4AC, –1 size, +2 Dex, +13 natural), touch 11, flat-footed 27 AC 33/31 w/buffs
Base Attack/Grapple: +9/19 (21 raging)
Attack: Talons +18 raging (2d6+8) +20 w/BG threatened
Full Attack: Talons +20/20 melee (2d6+10, Avg 17) and 2 foreclaws +20 melee (1d3+5, Avg 7) and bite +20 melee (2d4+5, Avg 10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Smite good 1/day +12 damage
Special Qualities: Low-light vision, scent, Darkvision 60 ft., 10 Resist Cold&Fire, SR 25, Imp. Evasion, Share Spells, Empathic Link, Bloodbond, Speak with Master, Share Saves, DR 10/magic, Gutworm (+2 Con, Rage at will,NeutPois1xday);vs Good: SR 25 +1d6 Str defense w/UnholyAura
Saves: Fort +30/32, Ref +10, Will +14/16;
F34/36,R14,W18/20 UnAura
Abilities: Str 27/31, Dex 15, Con 21/25, Int 9, Wis 16, Cha 8
Skills: Spellcraft +2, Spot +5
Feats: Multiattack, Improved Multiattack, Combat Reflexes, Spellcasting Harrier, Improved Toughness

Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have.
Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).
Speak with Blackguard (Ex): If the blackguard’s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Blood Bond (Ex): If the blackguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): If the blackguard’s character level is 19th or higher, the servant gains spell resistance equal to the blackguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

IMP fiendish familiar

Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 20d8 (92/112)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 24 (+2 size, +4AC, +3 Dex, +6 natural), touch 15, flat-footed 21
Base Attack/Grapple: +19/+11
Attack: Sting +24 melee (1d4 plus poison)
Full Attack: Sting +24 melee (1d4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, Improved Evasion, Empathic Link, Share Spells
Saves: Fort +21, Ref +19, Will +10
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 16
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 16). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar.

BEARDED DEVIL (BARBAZU) form (Imp via Fiendform)

Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 20d8 (92/112)
Initiative: +2
Speed: 40 ft. (8 squares) 70 hasted
Armor Class: 29/27 (+2 Dex, +4Defl, +4AC, +8 natural+1haste) touch 17, flat-footed 22
Base Attack/Grapple: +19/+21(23/25)
Attack: Glaive +23 raging or buffed (1d10+6 plus infernal wound) or claw +23 melee (1d6+4)
Full Attack: Glaive +23/23/18/13/8 raging&buffed (1d10+9 plus infernal wound, Avg 14) or 2 claws +23 melee (1d6+6, Avg 9)
Space/Reach: 5 ft./5 ft. (10 ft. with glaive)
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, fast healing 2, spell resistance 17, telepathy 100 ft.; vs Good: SR 25 +1d6 Str defense w/UnholyAura
Saves: Fort +24/26, Ref +19, Will +10; F28/30,R23,W14
Abilities: Str 15/23, Dex 15, Con 17/21, Int 10, Wis 12, Cha 16
Skills:
Feats: Dodge, Weapon Finesse

Every bearded devil carries a sawtoothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
Combat
Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will— greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16/18 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16/18 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.
Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16/18 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.
Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.
Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

2 Cloud Giant Skeletons (there are better choices for summoning, but these are decent for core. 12 headed pyrohydra skeletons are nice too.)

Huge Undead
17d12 (110 hp)
+6
50 ft. (10 squares)
13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
+8/+28
Gargantuan morningstar +18 melee (4d6+18, Avg 32) or claw +18 melee (1d8+12, Avg 16) or rock +8 ranged (2d8+12, Avg 21)
Gargantuan morningstar +18/13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12)
15 ft./15 ft.
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits
Fort +5, Ref +7, Will +10
Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1
Tactics, and Roleplay Background
Tactics
PreCombat Buffs: (s=shared w/mount&imp)
Fly (s), Improved Blink (s), True Seeing (s), Fiendform (Horse->Deinoch, Imp-->Barbezu), Freedom of Movement (s), Protection from Elements (s)-only if he has an idea of what element, Bull's Str on Imp&Horse, Haste (all), Unholy Aura (all)

1) Scout enemy. Imp may do this in alternate form. Succubus could also go Ethereal and scout very well.
2) Succubus possesses BG
3) Buff, except summoning spell
4) All teleport to enemy on surprize round
5) BG is on mount and flanks with Imp. They go after obvious spellcasters first, and try to stay within 5' of each other if at all possible. Imp & succubus have telepathy and use it to coordinate attacks. The Blackguard uses his massive super smite on the first round of combat, trying to thin the enemy numbers.
6) Succubus uses Suggestion every round to suggest an enemy to flee, unless she needs to change the weapon's enhancements around. She targets the enemy that she thinks will have the weakest will save.
7) If Blackguard thinks they'll help, he summons skeletal cloud giants (casting Defensively), but not usually until they drop one enemy or it flees. They continue attacking the same enemy until it dies. Blackguard uses Heal via Share Spells if they need it.
8) Since they are all blinking, they attack as Invisible (deny Dex to AC, +2 to hit) and also get another +2 to hit from flanking.
9) If things go bad, succubus possesses BG and they all teleport away via Share Spells.

Personality
Driving Motivations and Personality Quirks- Pride, National Pride, Protectiveness, a bit of Shame, Revenge, extreme Discipline and respect for it, Impatience, Quick-tempered

A tall man, standing six foot two and powerfully built. He always stands erect, and walks as if marching at the head of a line of proud soldiers, even though his current crew is a motley thrown together band of humanoids not far removed from banditry. He has blond hair, blue eyes, and an attractive face, but for the ugly brand in the middle of his forehead. A perceptive individual will also notice a few dark scales on his neck and arms, normally barely hidden by his armor. He could have had the brand removed by now, but has chosen not to and makes no effort to conceal it. He still wears the armor of his old order, the Army of the Lion, a beautiful suit of mithril chainmail. The lionhead crest on the chestpiece is still visible. He wears a regal red cloak and keeps his equipment well polished and impecably maintained. His katana and wakizashi hang at his side in the style of a Daisho. If unclothed, the small evil face of his demonic familiar can be seen peering out where his navel should be. It is round and pudgy like that of a human infant, but covered in red scales, with serpentine eyes and a mouthful of needle-like teeth.

Lord Durak Tharanas (Durak the Black) was once a proud and fierce champion of goodness and member of the Army of the Lion (centered in Emmech, Aglarond), but became disgusted with what he saw as the foolishness and lack of courage of the common folk, and even many of his fellow soldiers. He felt like many of the wrongs he helped to right could have been easily avoided, if the people had been stronger themselves, or had a firmer ruler to guide them. He dislikes the Symbul's methods and her long periods of absence, often leaving the actual ruling of the country in the hands of "lessers", and thinks the country should be more active about preparing for the inevitable war with Thay.

His methods became more callous and cruel, and eventually he was kicked out of his order and exiled after brutally beating a young soldier to death who'd abandoned his post in the middle of the night to sneak off with a lover. For his crimes, he was branded with the mark of a criminal and banished upon pain of death from his homeland. He wandered aimlessly for a while throughout Faerun, and eventually met a swordsmen from the east who impressed him greatly. This man taught him the Way of the sword, but his heart had already turned bitter and cruel. He came to see westerners as weak and unfit to govern themselves, and to see himself as a self-appointed conquerer who could govern them and keep them in check. In his quest for power and domination of others, he learned to summon and bind demons to his will using ancient secrets of the Nars. He sees them as tools to be used to further his own power and agendas. He is cruel and not opposed to grinding his enemies to dust, or even assassinating those he feels are not worthy of a direct fight. After all, if a man is not wise enough to be ready to defend himself at all times, then he is not worthy of keeping his life.

He has become convinced that the only way to "save" the people of his homeland is to conquer them himself and rule them with an iron fist. He is willing to use whatever means necessary to increase his personal power in order to realize this dream. He has become so corrupt that it is possible he might be convinced to ally with the undead, if he thinks he could use them to hasten his plan to place himself on the throne of Aglarond. It is also possible that he could be convinced to aid the heroes in saving the land from the undead, but he himself is as brutal and thorougly evil as the undead themselves are.

A better build might be:

HumanParagon3/FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword1/EldritchKnight3

Levels 1-12: Palladin 1-11 with one level of Human Paragon stuck in there somewhere (probably at 2nd level). Then turn Blackguard.

Progression
1 Power Attack, Cleave
3 Improved Sunder
6 Iron Will
9 Spell Focus: Conjuration
12 Divine Might
13 NarD1
14 HP2 Arcane Disciple (or Mother Cyst) (b)
15 HP3 Arcane Strike* (or Practiced Spellcaster)
16 Spellsword1
17 EK1 Mounted Combat* (b)
18 NarD2 Leadership

The Human Paragon levels let you avoid taking the Education feat, and also net you another bonus feat, a +2 to one stat, and let you customize your skill list.

Apply Adaptive Learning to Use Magic Device, and give your Imp familiar some staves, and he can just stay out of combat and blast people, or heal you, or whatever else you need. Use staves to be more effective at buffing yourself and your allies, also. You can pick any domain you want for the Arcane Disciple feat. Its primary purpose is to grant the character 2nd and 3rd level Arcane spells so that it legally qualifies for Spellsword and Eldritch Knight.

If you go with Practiced Spellcaster, and get a Karma bead, and the DM lets it apply to your Arcane spells (according to RAW this works), then your Nar Demonbinder CL would be 24, making for some nasty Blasphemy spells. You lose a point of BAB with this build, but I think gaining a feat and UMD as a class skill make up for it. Your saves are a bit better overall, also.

*Good alternative feats would be Improved Buckler Defense, Resounding Blow, Improved Critical, and Combat Brute.

One of the cool things is there's not race listed so it gives you a little play room, since I really don't know what the race of this guy/girl is.
Though you cold make it a necropolitan for the undead traits, and there are a few other things that could be done to shore up the equipment.
Also its good over the course of levels. Starting around becoming a blackguard at 11.

Greenish
2011-08-13, 05:53 PM
Bone Knight for blanket immunities, heavy armour and weapons.

You'd have to use pally (probably the LE one, though fallen normal works too) to have all 10 levels by EL 14, but defenses would be rather high, with immunity to stunning, crits, SA, poisons, sleep effects, disease, paralysis, death effects, fatigue, exhaustion, ability damage to physical abilities, ability drain, energy drain and death from massive damage. Also pretty good at rebuking undead, and comes with a cool undead horse that can't be rebuked (while you're riding it).

[Edit]: Also, a bit of DR. That's something, eh?

Saph
2011-08-13, 05:58 PM
Haven't got the book for Bone Knight to hand, though I could track it down. How well does it match the "look human" requirement? The character has to LOOK like he's still the same person, even if he's been turned into something else.

Greenish
2011-08-13, 06:02 PM
Haven't got the book for Bone Knight to hand, though I could track it down. How well does it match the "look human" requirement? The character has to LOOK like he's still the same person, even if he's been turned into something else.Well, he'd have to wear armour made of bones, and couldn't ever take it off, but I don't think that includes the helmet. Otherwise, he'd be fully human. :smalltongue:

Saph
2011-08-13, 06:16 PM
Hmm, Bone Knight actually looks like it might fit quite well. It's got the whole "unholy general" thing going for it.

Would need something extra to stop him just getting quickly destroyed by HP damage, though - maybe some special armour.

Greenish
2011-08-13, 06:22 PM
There's gotta be a critter somewhere with adamantine bones (Wolverine?). Make the armour out of those, hope (well, you're the DM) that the DR stacks.

Oh, and BK comes with Tower Shield proficiency. Animate one of those, pick Divine Shield and Parrying Shield (or Shield Specialization & Shield Ward). Add Cha to AC and touch AC (and with Shield Ward to resist Bull Rushes etc.).


Shape Soulmeld (Rage Claws) and a bit of essentia can keep him up and running for a while more.

Biffoniacus_Furiou
2011-08-13, 06:39 PM
For a 'Black Knight' in general, my first thought would be Paladin 4/ Bone Knight 4/ Divine Crusader 1/ Bone Knight 6/ Contemplative/ etc. The Divine Crusader domain would probably be Wrath, though that would be extremely heavy offense rather than defense.

There's an arcane spell in Underdark called Mineralize Warrior, which gives a creature the Mineral Warrior (http://www.wizards.com/default.asp?x=dnd/ex/20031003e) template and makes them the caster's loyal servant for a year plus one day. The Spellwarped Creature template in MM3 could also be fitting, it gives SR and some significant ability score bonuses, plus some additional benefits whenever a spell fails to overcome its SR.

For a defensive focus, I would definitely use Crusader. For extreme defense with heavy armor, something like Crusader 5/ Battle Sorcerer 1/ Abjurant Champion 5 with Battle Caster and mithral armor so he can cast Shield, Mirror Image, etc. Another option would be a psionic class/race with the feat Deflective Armor from RoS, which would require his armor to actually be considered heavy.

I'd make him a Spellwarped Human Mineral Warrior, Crusader 2/ Battle Sorcerer 2/ Psychic Warrior 2/ Crusader 1/ Abjurant Champion 5, with fractional BAB. That would put him at CR 15, ECL 16. Give him two flaws: Forsaken (no familiar) and Inattentive (-4 listen and spot), feats should be Extra Granted Maneuver, Combat Casting, Battle Caster, Battle Caster, Practiced Spellcaster: Sorcerer, Heavy Armor Optimization, Deflective Armor, Combat Reflexes, and Practiced Manifester: Psychic Warrior.

Equipment for an ECL 16 NPC would be 77,000 gp worth, so +1 Full Plate, +1 Spell Storing Greatsword, Lesser Metamagic Rod of Maximize, Circlet of Rapid Casting (MIC), Sandals of the Vagabond (CC), Third Eye: Clarity (MIC), a Runestaff (MIC) of Dispel Magic, Glitterdust, and Heart of Water (CM); a Ring of Counterspells with Protection +1, an Eternal Wand (MIC) of Hound of Doom (CW) (Guenhwyvar-type item alert!), a Periapt of +2 Constitution, and 2900 gp for mundane gear, spell component pouch, etc.

His maneuvers and stances should be (all the available 1st level maneuvers except Stone Bones), Revitalizing Strike, Martial Spirit, and Bolstering Voice.

His Battle Sorcerer spells known should be (6/4/2/1):
0- Mending, Message, Mage Hand, Detect Magic, Read Magic, Prestidigitation
1st- Shield, Swift Expeditious Retreat, Nightshield, Benign Transposition
2nd- Command Undead, Whirling Blade
3rd- Vampiric Touch

Psychic Warrior powers known: Expansion and Thicken Skin.

Tactics:
Yesterday's spells/day: put Rod of Maximized Vampiric Touch into his sword, put Dispel Magic into his Ring of Counterspells.
Prior to combat: Psionic Focus, manifest Thicken Skin and augmented (duration) Expansion, cast Heart of Water, Shield, and Nightshield, summon Hound of Doooom (make it always summon the same specific hound every time, and give it a name!)
Note that he will have both Spellcraft and Psicraft ranks to qualify for all his feats, so he should be able to recognize spells being cast, psionic powers being used, spell component pouches, spell/prayer books, etc. and can make educated tactical decisions.
Surprise round: Command Undead on the strongest mindless undead present and order it to grapple someone wearing a spell component pouch or carrying a spellbook, or cast Glitterdust on opponents.
1st round: Use the Circlet of Rapid Casting to Command Undead on a powerful mindless undead and order it to grapple a caster/psionic user, charge someone who isn't heavily armored; or use the Circlet of Rapid Casting to Benign Transposition with his Hound of Doom and full attack.
2nd+ round: Circlet of Rapid Casting to Command Undead or Glitterdust or Whirling Blade and full attack, or Rapid Casting Benign Transposition and full attack.

This opponent is designed to be extremely difficult to kill, which I think is exactly what you want. He's not going to kill anyone in one round, but between Command Undead and the Hound of Doom and his three attacks/round and Whirling Blade he should pose a considerable threat to multiple characters at once and his attacks should nearly always hit.

Saph
2011-08-14, 04:14 AM
Some good ideas there. Both Mineralise Warrior and Spellwarped would fit pretty well - I'll read up on those!

Midnight_v
2011-08-14, 08:24 AM
Hmm... You didn't like the blackguard?

molten_dragon
2011-08-14, 09:12 AM
My first thought would be a cleric 4/crusader 1/ruby knight vindicator 9. EL 14, with 11 levels of cleric casting, and 12 initiator levels, with a solid +13 BAB on top of it. Possibly you would need to reflavor RKV a bit, but Wee Jas is the goddess of death and magic, so she could certainly work for an evil character. This build would fit all your criteria.

1. Fits quite well into the 'general' role. With cleric buffs and White raven maneuvers, you have a ton of options for supporting your minions and making them more effective.

2. Works perfectly well played as a straight human.

3. Can wear heavy armor use a sword (fairly effectively too).

4. Excellent defenses. RKVs make very good tanks. Between magic items, cleric spells, and maneuvers, you can protect yourself from anything the PCs throw at you. Most RKV builds don't do a ton of damage, but they do have some striking power as well, so he'll be able to join combat and be a threat.

Prime32
2011-08-14, 10:43 AM
I had a thread on this (http://brilliantgameologists.com/boards/index.php?topic=11841) before - maybe some of the ideas there would be useful. My idea of a black knight involves fear effects, immunities and showing up unexpectedly.

I should point out that there's a PrC which lets you add grafts until you count as a warforged, and examples of NPCs gaining the half-dragon template through rituals, so there's precedent for a NPC giving himself a warforged-like body in that manner. (the grafts don't cover all your body, so the head and hands can be left alone or done Six Million Dollar Man style)

Optimator
2011-08-14, 01:46 PM
Hexblade/ Paladin of Tyranny/Crusader Ur-Priest RKV?