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Gwachitallemall
2015-03-26, 02:06 PM
Welcome back everyone, to the third evil villain competition, also known as, Optimize my BBEG!

This was brought about by a different thread by Sam K and Scorponok, saying it would be a good idea to have one of these, so here we are!

First One (http://www.giantitp.com/forums/showthread.php?395046-Villainous-Competition-Or-Optimize-my-BBEG!)
Second One. (http://www.giantitp.com/forums/showthread.php?400517-Villainous-Competition-Round-2-Or-Give-me-something-evil!&p=18868986#post18868986)

We're a little different than most of the optimization threads. We run on CR instead of ECL.

Contestants: You will need to present a write-up of your build with at least one of the following points: 5 CR, 10 CR 15CR, 20 CR, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20 CR build in the table below. Feel free to present as many of these as you like, and please give a rundown of the build's abilities and playability at all of the levels you didn't show. The rules are as follows:

Secret Laboratory: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Item Familiars and Taint are also banned from the competition. Dragon Magazine Compendium is allowed. We don’t want to make this too easy, do we?

Plotting Time: Contestants will have until 17:59 CDT (23:59 GMT) Thursday, April 16th (Extended creation time due to Easter) to create their builds and PM them to the Supreme Chancellor, Gwachitallemall. Builds will then be posted simultaneously, to avoid copying. Judges will have until 17:59 CDT (23:59 GMT) Thursday, April 30th to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Subtlety (Changed from Power for this Round only.) , Elegance, Concept.

Concept will be how close the contestants stick to the contest’s concept, based on the judge’s discretion.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. As the Iron Chef competition states, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance: Fully monstrous builds are allowed, but may be penalized at the judges discretion. All class levels are to be added on as associated class levels, and the race you are using must have at least 3 intelligence. Amount of sources can be penalized, but obscurity of sources should not be penalized. Count the three Core books as one source. Unearthed Arcana can be penalized for elegance if the specific feature seems unnecessary or makes the playing field unfair (In this case, you can give a 0 if it makes the field unfair.)


Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Using the table below, the easiest way to use it is to go to the top left of the private message, and click the little a/A icon. It allows you to see what you're writing.
Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.


CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


Code immediately below (spoiler).

CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


You can use the below table for Spells.

Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-


Code Immediately Below,
Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-





Speculation: Please don’t post or speculate on possible builds until the “reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

Concept for this 2nd Contest is:
Double Agent!
For this one, the limitation is, no limitation! Go on, build crazy!
“I’m your friend, I didn’t plant that evidence!” (The man who seems to be friendly to the party, but wants to betray their deepest secrets.)
Leadership is still banned.

We will award 1st through 3rd places, and an Honorable mention if we get enough votes for it!

Tips for submitting your entry, provided by Weaselguy:


- Use capitalization and punctuation, correctly.
- Make good use of Spoilers, for cleanliness.
- Don't forget your sources. If it's something that can be found in the contents section, then book title seems to be fine. Obscure stuff, may want to include page number too.
- DeviantArt has about 9 billion pictures that you can reference, I can almost guarantee you can find one there to fit your character.
- Make good use of tables. In addition to the Build table and the Spells table, I like doing on e for my Ability Scores, just to keep it neat.
- Do a build stub at the top of your Build Table, something like Wizard 2/Fighter 3/Abjurant Champion 5/Eldritch Knight 10

We are using the Elite Array for our BBEG's.

Begin your evil plotting.

To Standardize Entries, please use this format when emailing it in:

PM: My Name
Subject: Villainous Competition 3, Name of your Entry

For Revisions and disputes, do the same thing. It makes it easier for me finding the entries in my mail box.

As for questions, just send them as Villainous Competition 3 Questions.

Gwachitallemall
2015-03-26, 02:07 PM
Reserved post for Subtlety Questions.

Jormengand
2015-03-26, 03:06 PM
I like this. Given my deep-seated loathing for the maximus optimum est style of power-judging, I like this a lot.

Time to start making!

Vhaidara
2015-03-26, 03:54 PM
This should be interesting. Now, here's the question: Is this double agent supposed to be snapshots of when he turns, or is he supposed to be working with the party through everything?

Red Fel
2015-03-26, 04:25 PM
As someone who'd like to judge, I'd really appreciate a more concrete definition of what you mean when you say "subtlety." Other than that, I'm intrigued and looking forward to this.

Gwachitallemall
2015-03-26, 04:59 PM
Subtle: making use of clever and indirect methods to achieve something.

(of a mixture or effect) delicately complex and understated.


You're looking to see how complex their build is, but also how they are able to do the concept portion, would their BBEG's ever be ousted by the characters before the endgame? If so, do they have a way to deal with it?

You want to be evil, turn the party evil, make them work with you, while making it hard for them to do any work, because you're giving their enemies information, while not being caught.

You're Severus Snape, from Harry Potter. I can't really think of anyone else right now, that fits that spot.

Subtle. Don't get caught. Be able to get out of it if you are caught.

Gwachitallemall
2015-03-26, 05:00 PM
Consider him turning as end-game. He's been with them throughout. They think, no, know he's good. They could never believe he's the one who is leaking out their secrets.

Red Fel
2015-03-26, 06:31 PM
You want to be evil, turn the party evil, make them work with you, while making it hard for them to do any work, because you're giving their enemies information, while not being caught.

My concern is that this would dangerously straddle the line between its own category and Concept, which is a separate category.

At least Power could be measured independently. You'd need to come up with a measure of Subtlety that can be gauged independently of Concept. For example: Ability to avoid detection, ability to avoid capture, ability to maneuver (by lies or blackmail) your way out of a corner. That sort of thing.

Gwachitallemall
2015-03-26, 06:41 PM
I don't really like power for this one, however.

Subtlety:

The ability to avoid being found out.

The ability to make a situation, without being known as the person who caused it.

atemu1234
2015-03-26, 07:22 PM
Consider him turning as end-game. He's been with them throughout. They think, no, know he's good. They could never believe he's the one who is leaking out their secrets.

If I could figure out how to make the tables, I'd be golden to give this a shot.

WeaselGuy
2015-03-26, 07:24 PM
So, as pointed out in the last thread, using the Elite Array for stats is supposed to increase our CR by +1. I would assume that we should factor this into our builds, yes?

Jormengand
2015-03-26, 07:55 PM
So, as pointed out in the last thread, using the Elite Array for stats is supposed to increase our CR by +1. I would assume that we should factor this into our builds, yes?

Augh, can't we just progress our characters in a vaguely normal fashion rather than messing around with what does and doesn't increase your CR?

Livius
2015-03-26, 07:58 PM
Augh, can't we just progress our characters in a vaguely normal fashion rather than messing around with what does and doesn't increase your CR?

Elite array doesn't increase CR for characters with class levels, so that shouldn't be a problem for most people.

Jormengand
2015-03-26, 08:02 PM
Elite array doesn't increase CR for characters with class levels, so that shouldn't be a problem for most people.

Okay. I won't pretend to know how CR claims to work. Not after That Damned Crab.

WhamBamSam
2015-03-26, 09:41 PM
Elite array doesn't increase CR for characters with class levels, so that shouldn't be a problem for most people.This is what I was saying in the last thread. Apologies for any lack of clarity on my part. The Elite Array would have been a CR issue for the CR 20 Black Wyrm that I had originally hoped to submit, but was less of a concern for the Ancient Black Dragon Swordsage 1 that I would have submitted had I mustered the motivation to finish my entry.

I'm gonna have to ponder this one a bit. Not sure I've got a great idea yet. Maybe I'll end up judging.

Gwachitallemall
2015-03-27, 06:25 AM
Yeah.. so I'm having a problem coming up with more consistent standards for Subtlety. All I have is really think like a spy and judge them like a spy. Double Agent doesn't really cover the spying part under concept. It more covers how well you betray your allies and how much of a double agent you are (This is a heavily fluff centric concept, I see.)

This'll probably be the only one or one of the few like this, if we don't either hold par on contestants or increase.

sakuuya
2015-03-27, 08:10 AM
Hmm, not having to worry about power will make my idea much easier to implement.

Also, would you be willing to waive the elite array CR for builds with no class levels, Mr. Chancellor? Since the elite array is required, I don't think it makes sense to punish fully monstrous builds for it.

Amphetryon
2015-03-27, 08:15 AM
I have a silly idea.

Telonius
2015-03-27, 08:24 AM
Definitely got something here. I'm in.

illyahr
2015-03-27, 11:32 AM
How about this: Subtlety is a cross of how much pain they can cause the PC's versus how quickly they are discovered?

petty saboteur + easily found = low rating
"The universe hates us" + "at least you're on our side" = max points

Oh, and offering to judge again. :smallsmile:

Gwachitallemall
2015-03-27, 11:55 AM
How about this: Subtlety is a cross of how much pain they can cause the PC's versus how quickly they are discovered?

petty saboteur + easily found = low rating
"The universe hates us" + "at least you're on our side" = max points

Oh, and offering to judge again. :smallsmile:

I like this version of subtlety.

WeaselGuy
2015-03-27, 12:53 PM
I've got somethin' percolatin' for this one... We'll see how it pans out. Promise, nothing from Sandstorm for me this time :smallbiggrin:

WhamBamSam
2015-03-27, 01:30 PM
I have an idea. It involves something that I'm not as familiar optimizing, however, and I'm not sure I'll have time to write it all up.

Troacctid
2015-03-27, 01:39 PM
The power category traditionally measures the mechanical strength of the build from an optimization standpoint. Gaining and maintaining the players' trust seems like more of a story concern. I think it would make the most sense to use that category to judge the character's aptitude for the task as expressed in their game mechanics--an Expert with appropriate class skills should always score higher than a Commoner with cross-class skills here, even if the Commoner has a better story.

Gwachitallemall
2015-03-28, 12:49 AM
So.. how sneaky are you by game mechanics? Works for me too..

sakuuya
2015-03-31, 12:31 PM
Aaaand, sent! Not sure how well I followed the prompt, though...

Thurbane
2015-03-31, 06:06 PM
I'll do my best to get an entry in for this one.

Gwachitallemall
2015-04-03, 07:07 AM
Okay, here's a question
Since it's kinda dead in here- is the convept not liked, or the removal of power for subtlety? Or possibly, the 3 week brew time?

sakuuya
2015-04-03, 08:18 AM
Do you mean dead in terms of posts in this thread or entries received? Because if it's the latter, yeah, it's probably the extended cooking time. More time equals more time to procrastinate. :smallwink:

Gwachitallemall
2015-04-03, 08:44 AM
The thread. I'm used to it being a little more active, but I'm also used to getting no entries until about a week left.

Also, elite array CR penalty for pure monsters is removed.

Vhaidara
2015-04-03, 08:46 AM
Well, I mean, I've seen the other competitions barely hit 4 pages in an entire cycle. So it shouldn't be a huge problem.

sakuuya
2015-04-03, 08:49 AM
Yeah, Junkyard Wars is usually 3 or 4, and I believe Zinc Saucier was similar. Iron Chef is the only competition that regularly pulls out a lot of pages.

WeaselGuy
2015-04-03, 08:57 AM
The thread. I'm used to it being a little more active, but I'm also used to getting no entries until about a week left.

Also, elite array CR penalty for pure monsters is removed.

Honestly, I've just been procrastinating. I have an idea for this, I just haven't set aside the time to code the table or write the fluff.

Gwachitallemall
2015-04-03, 11:08 AM
Both on this one have put at least 5 pages, and it isn't because of me, hah.

Telonius
2015-04-03, 04:21 PM
Just got back from a short vacation myself. Spring Break is happening roughly now-ish, so that might explain some of the quiet.

Gwachitallemall
2015-04-06, 05:30 AM
Spring break was about a month ago for us, but I guess some people still have it going on. This weekend had been easter weekend, so maybe that's some of it, but we hadn't had responses for a lot longer than just a weekend.

Telonius
2015-04-06, 08:45 AM
Putting the finishing touches on mine - and as usual, finding the picture is turning out to be the hardest part.

Telonius
2015-04-06, 10:48 PM
And the submission is off! Really looking forward to what everybody else has to offer. (Minimum of Silver Medal by default is not something I'm hoping for...)

Telonius
2015-04-09, 08:12 AM
Just over a week to go! Is anybody running into major snags, or is the crafting going along well?

Jormengand
2015-04-09, 01:39 PM
Just over a week to go! Is anybody running into major snags, or is the crafting going along well?

I'm probably just going to do it all in one day the way I did last time, 'cause I have too much other stuff on my mind right now.

Troacctid
2015-04-09, 01:51 PM
I thought of an idea I really like, but I'm not sure how I would go about building a [REDACTED] given that [REDACTED]. Maybe I could use [REDACTED]?

Telonius
2015-04-09, 02:08 PM
Oh, don't worry about redacting all that. You're among friends here, you can let us know. I promise I won't say anything. :sabine:

sakuuya
2015-04-09, 03:14 PM
I thought of an idea I really like, but I'm not sure how I would go about building a [REDACTED] given that [REDACTED]. Maybe I could use [REDACTED]?

You could just do what I did and use [REDACTED]. I hope that helps.

Troacctid
2015-04-09, 03:34 PM
I wonder how the judges would react if I completely [REDACTED] a [REDACTED] for my entry. :smalltongue:

sakuuya
2015-04-09, 03:36 PM
I'd give that build [REDACTED]/20.

Gwachitallemall
2015-04-09, 08:28 PM
I'm doing my campaign this sunday, maybe I should look through our past entrants to see if there's anything that stands out for my villain.. I still have to custom build an Overlord in Eberron, however. That's going to be fun.

Vhaidara
2015-04-10, 10:54 AM
Guys, just remember, use of [REDACTED] will result in me [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] with a [REDACTED] fish [REDACTED].

I'm looking at you, [REDACTED].

Red Fel
2015-04-10, 11:00 AM
I'm looking at you, [REDACTED].

... What? What did I do?

Vhaidara
2015-04-10, 11:02 AM
... What? What did I do?
character min
[REDACTED]

Sam K
2015-04-10, 11:12 AM
Probably gonna sit this one out. The concept didn't really do it for me (I guess I didn't find a way to take something good and slap a undead template on it, which seems to be the theme of my entries)!

Aka-chan
2015-04-10, 10:40 PM
Crunch is done and fluff is coming along nicely.

Gwachitallemall
2015-04-13, 04:54 AM
3 Days left, 3 total entries so far.

Aka-chan
2015-04-13, 10:16 PM
Just sent my entry in!

WeaselGuy
2015-04-14, 06:09 PM
Whelp, I pushed it almost to the last minute, and did the whole thing in the past 6 hours, but I finished it, and I'm pretty proud of this one. Hope it's well received, and best of luck to all my fellow entrants (myself included!) :smallbiggrin:

Gwachitallemall
2015-04-16, 05:13 AM
Alright, last day, and I have 7 entries. Pretty solid. Lets see if we can get a few more.

Jormengand
2015-04-16, 02:29 PM
Doubt I'll be able to get an entry in in the next two and a half hours. If I had another couple of days, I could.

WeaselGuy
2015-04-16, 02:55 PM
If my math holds, I think there's about 4 hours left to build...

Jormengand
2015-04-16, 03:34 PM
If my math holds, I think there's about 4 hours left to build...

I may be adjusting GMT-BST the wrong way. Anyway, ehh. Might or might not.

Gwachitallemall
2015-04-16, 04:21 PM
1 hour, 40 minutes left.

Jormengand
2015-04-16, 04:33 PM
Yeah, no chance of that. Sorry people.

sakuuya
2015-04-16, 04:45 PM
Yeah, no chance of that. Sorry people.

But now I won't be able to identify anybody's build! :smalltongue:

Gwachitallemall
2015-04-16, 06:47 PM
Alright, sorry about that. Builds will be up soon. Don't post until I say we're finished.

Gwachitallemall
2015-04-16, 06:48 PM
He really isn't who you think he is.. But I guess I'll be saying that about all of these guys.


Sam, the innkeeper

Master of the house
Doling out the charm
Ready with a handshake
And an open palm
Tells a saucy tale
Makes a little stir
Customers appreciate a bon-viveur
Glad to do a friend a favor
Doesn't cost me to be nice
But nothing gets you nothing
Everything has got a little price

TN Half-Fey Kalashtar Wilder 13/Thrallherd 6

Public Role:
Sam is a friendly, helpful mundane innkeeper. He gives quests to clean up crime in the city. He also can sell information or items, with a "friend discount" down to market value. In dire situations, he may even mount a rescue as a 'flying archer' with some of his friends.

Private Role:
Sam is a crime lord specializing in protection schemes about sales of information and theft.
The quests are him using the PCs as enforcers. He rescues them to protect himself, and knows they were captured via Psicrystal spying/Mindlink with Dominated PC/threat from captors.
If he gets paid, he can give warnings about party intentions or location.
He has information from Read Thoughts, Charm Person, Psionic Dominate
He gives stolen items (flight + Time Hop, Charm Person, Psionic Dominate)

Concealment Tactics:
Mindlink PLA
Charm person at will SLA
Manifest without display
1 mile telepathic speech via psicrystal after ML 5/CR 6
Thralls/believers/charmed minions for faces. He doesn't have to reveal himself to make deals or tip people off.
Read Thoughts
Conceal Thoughts for Bluff bonus
Mind Probe

Endgame Tactics:
Flight, Plane Shift, Greater Teleport, Reality Revision to escape
Wild Surge Augmented Psionic Dominate (panic button)
Disintegrate, Crystal Shard and weapons for damage
Time Hop as a combat spell (take out the ground beneath their feet)
Charmed minions, thrall, believers to delay pursuit
Psionic Mind Blank, Detect Teleport, and Divert Teleport protect against Scry-and-Die retaliations.



Sam is combat-weak at CR 5. Power comes from social skills/SLAs and flight for mobility. He won't win a straight fight, but can snipe and fly if necessary. Diplomancing is a reasonable approach here, with at will Charm Person and +14 Diplomacy (+3 ranks +2 racial +5 Cha +2 Bluff +2 Sense Motive). Bluff also works well already with a +24 (+7 ranks +2 racial + 5 Cha +10 Conceal Thoughts)

A bunch of stuff turns on here. 5th level powers means Psychic Reformation -> Incarnate -> Permanent Conceal Thoughts, Detect Psionics, Detect Teleportation, freeing up room for Crystal Shard damage and Plane Shift escape. Thrallherd gives cheap Dominate, already at 2 people for 1 day/ML with Wild Surge. There's also a new Hold Monster SLA and PR for the Psicrystal.


Cloak of Charisma +2x
chain shirt
heavy shield
light crossbow
other resistance/AC items


ReasonStrDexConIntWisCha
Elite Array81013141215
Race81211141419
HD 481211141420
HD 881212141420
HD 1281212141421
HD 1681212141422


CRClassBABFortRefWillSkillsFeatsClass / Racial Features
2Educated Wilder 10002Bluff 4, Concentration 4, Diplomacy 2, Knowledge (psionics) 4, Psicraft 4, Sense Motive 4Psicrystal Affinity (singleminded)Wild surge +1, psychic enervation,+2 bonus on saving throws vs mind-effecting, +2 Bluff, Diplomacy, Intimidate, +2 Disguise as human, mindlink 1/day, +1 PP/level, immune to dreams, Low-light vision, immune to enchantments, fly 60 ft, half-fey SLAs
3Educated Wilder 21003Bluff 5, Concentration 5, Knowledge (psionics) 5, Profession (innkeeper) 1, Psicraft 5, Sense Motive 5-Elude touch
4Educated Wilder 32113Bluff 6, Concentration 6, Diplomacy 3, Knowledge (psionics) 6, Psicraft 6InquisitorWild surge +2
5Educated Wilder 43114Autohypnosis 2, Bluff 7, Concentration 7, Knowledge (psionics) 7, Psicraft 7-Surging euphoria +1
6Educated Wilder 53114Bluff 8, Concentration 8, Diplomacy 4, Knowledge (psionics) 8, Psicraft 8-Expanded Knowledge (Read Thoughts)
7Educated Wilder 64225Autohypnosis 5, Bluff 9, Concentration 9, Psicraft 9Psionic Meditation-
8Thrallherd 14227Bluff 10, Concentration 10, Diplomacy 5, Psicraft 10-Thrallherd
9Thrallherd 25228Bluff 11, Concentration 11, Diplomacy 6, Psicraft 11--
10Thrallherd 35338Bluff 12, Concentration 12, Diplomacy 7, Psicraft 12Expanded Knowledge (Dispel Psionics)Psionic Charm
11Thrallherd 46339Bluff 13, Concentration 13, Diplomacy 8, Psicraft 13--
12Thrallherd 56339Bluff 14, Concentration 14, Diplomacy 9, Psicraft 14-Psionic Dominate
13Thrallherd 674410Bluff 15, Concentration 15, Diplomacy 10, Psicraft 15Expanded Knowledge (Schism)-
14Educated Wilder 784410Bluff 16, Concentration 16, Psicraft 16, Sense Motive 8-Wild surge +3
15Educated Wilder 894411Bluff 17, Concentration 17, Psicraft 17, Sense Motive 11--
16Educated Wilder 995511Bluff 18, Concentration 18, Psicraft 18, Sense Motive 14Expanded Knowledge (Modify Memory)Expanded Knowledge (Mind Probe)
17Educated Wilder 10105512Bluff 19, Concentration 19, Psicraft 19, Sense Motive 17--
18Educated Wilder 11115512Bluff 20, Concentration 20, Psicraft 20, Sense Motive 20-Wild surge +4
19Educated Wilder 12126613Bluff 21, Concentration 21, Diplomacy 11, Psicraft 21, Sense Motive 21Burrowing PowerSurging euphoria +2
20Educated Wilder 13126613Bluff 22, Concentration 22, Diplomacy 12, Psicraft 22, Sense Motive 22-Expanded Knowledge (Greater Teleport)


Without items:
CR234567891011121314151617181920
PP51220314256577187104124145169193220256286319353

Expanded KnowledgeE, ThrallherdT, Incarnated PowerI, Gained by Psychic ReformationR, Lost by Psychic Reformation
Powers Known:
1st level: Vigor, Conceal ThoughtsI, Crystal ShardR, Detect TeleportI,R, Detect PsionicsI,R, CharmT
2nd level: Share Pain, Read ThoughtsE
3rd level: Time Hop, Dispel PsionicsE
4th level: Freedom of Movement, Psychic Reformation, SchismE, Modify MemoryE, DominateT
5th level: IncarnateR, Plane Shift, Mind ProbeE
6th level: Disintegrate
7th level: Divert Teleport
8th level: Psionic Mind Blank, Greater TeleportE
9th level: Reality Revision


Wilder, Thrallherd (XPH)
Half-Fey (Fiend Folio)
Kalashtar (Eberron)
Educated Wilder (Mind's Eye)
song lyrics (Les Miserables)

Gwachitallemall
2015-04-16, 06:49 PM
They really are quite impish, aren't they?



http://fc08.deviantart.net/fs71/f/2010/126/b/a/ba364660800f02d10cd44fbada9c64c1.jpg
Image by Lim Kim Wong (http://akakuma.deviantart.com/art/imp-163112235)

Toadpipe
LE Imp Warlock 6/Fiend of Possession 6/Fiend of Corruption 6


Opening Remarks
There's nothing really special about Toadpipe's origin--he's an imp, recently promoted from lemure, who wants to corrupt the PCs because that's what devils do. He's also immortal, which means he can play the long con--a few years of pretending to be nice is a small price to pay for recruiting the Material Plane's mightiest heroes to Team Devil. Therefore, he does try to play nice, getting PCs to trust and rely on him before slowly tempting them toward the dark side.

He presents himself as being disenchanted with hell and trying to become a good guy on the material plane. That's part of why he never seeks promotion to a higher form, since it would expose his lie. Imps are also better at this sort of thing than steel or chain devils (the next two forms), and his imp form is especially nonthreatening. Li'l devil baby. Pretending he's trying to atone also gives him some leeway--goodness is antithetical to his nature, so of course he'll screw up and "accidentally" do evil things sometimes. He's also best played as kind of silly--clumsy and excitable and very curious about the material plane. Let the party think of him as their little comic relief sidekick.

Because he's all about tempting and corrupting the PCs, Toadpipe is best used in a campaign where good and evil aren't black-and-white. He wouldn't be much fun for an Exalted campaign, for instance.


Ability Scores & Racial Traits


Score
Array
Racial
4 HD
8 HD
12 HD
16 HD
20 HD


Str
8
8
8
8
8
8
8


Dex
10
16
16
16
16
16
16


Con
13
13
13
13
13
13
13


Int
15
15
16
16
16
16
16


Wis
12
14
14
14
14
14
14


Cha
14
18
18
19
20
21
22



Imp Traits: Darkvision 60 ft.; DR 2/good or silver; Resist 5 Fire; Fast Healing 2; Poison (1d4 Dex/2d4 Dex, DC 14); SLAs (at will: Detect Good, Detect Magic, Invisibility (self only); 1/day: Suggestion; 1/week: Commune); Alternate Forms: Raven, Rat


Build Table


CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


2nd
Imp (3 HD)
+3
+3
+3
+3
Bluff 3, Diplomacy 5, Disguise 3, Hide 5, Knowledge (Arcana) 5, Listen 5, Move Silently 5, Sense Motive 3, Spot 5, Use Magic Device 3
Weapon Finesse, Martial Study (Shadow Hand; Shadow Jaunt)
Imp Traits


3rd
Warlock
+3
+3
+3
+5
Bluff 6, Knowledge (Arcana) 6, Hide 6

Elditch Blast 1d6, Least Invocations


4th
Fiend of Possession
+3
+5
+5
+7
Bluff 8, Disguise 4, Sense Motive 5

Ethereal Form, Hide Presence, Possess Objects


5th
Fiend of Possession
+4
+6
+6
+8
Bluff 9, Disguise 5, Sense Motive 8
Fade into Violence
Curse, Magic Item


6th
Fiend of Possession
+4
+6
+6
+8
Bluff 10, Disguise 7, Sense Motive 10

Control Object


7th
Fiend of Possession
+5
+7
+7
+9
Bluff 11, Disguise 10, Sense Motive 11

Animate Object, Possess Creature


8th
Fiend of Possession
+5
+7
+7
+9
Bluff 12, Diplomacy 7, Hide 7, Sense Motive 12
Open Least Chakra (Crown)
Ally or enemy, possess noncontinuous object


9th
Fiend of Possession
+6/+1
+8
+8
+10
Bluff 13, Diplomacy 9, Hide 8, Sense Motive 13

Control creature


10th
Warlock
+7/+2
+8
+8
+11
Bluff 14, Hide 10, Sense Motive 14, Use Magic Device 4

Detect Magic


11th
Warlock
+8/+3
+9
+9
+11
Bluff 15, Hide 12, Sense Motive 15, Use Magic Device 5
Mindsight
DR 1/Cold Iron, Eldritch Blast 2d6


12th
Warlock
+9/+4
+9
+9
+12
Bluff 16, Hide 14, Sense Motive 16, Use Magic Device 6

Decieve Item


13th
Warlock
+9/+4
+9
+9
+12
Bluff 17, Hide 16, Sense Motive 17, Use Magic Device 7

Elditch Blast 3d6


14th
Warlock
+10/+5
+10
+10
+13
Bluff 18, Hide 18, Sense Motive 18, Use Magic Device 8
Martial Stance (Island of Blades)
Lesser Invocations


15th
Fiend of Corruption
+10/+5
+12
+12
+15
Bluff 19, Diplomacy 11, Hide 19, Sense Motive 19

Alternate Form, Fiend's Favor


16th
Fiend of Corruption
+11/+6/+1
+13
+13
+16
Bluff 20, Diplomacy 13, Hide 20, Sense Motive 20

Suggestion, Mind Shielding


17th
Fiend of Corruption
+11/+6/+1
+13
+13
+16
Bluff 21, Diplomacy 15, Hide 21, Sense Motive 21
Master Manipulator
Mark of Justice


18th
Fiend of Corruption
+12/+7/+2
+14
+14
+17
Bluff 22, Diplomacy 17, Hide 22, Sense Motive 22

Fiendish Graft, Major Creation


19th
Fiend of Corruption
+12/+7/+2
+14
+14
+17
Bluff 23, Diplomacy 18, Hide 23, Sense Motive 23

Geas, Tempation


20th
Fiend of Corruption
+13/+8/+3
+15
+15
+18
Bluff 24, Diplomacy 19, Hide 24, Sense Motive 24
Ability Focus (Geas)
Grant Wish, Soul Bargain




Invocations & Soulmelds
Least Invocations: Beguiling Influence, See the Unseen, Call of the Beast

Lesser Invocations:Charm

Typical Soulmeld Bound: Shedu Crown (crown)

Snapshots
Level 5: Toadpipe is very stealthy already, but he can't do that much yet. On the first point, he can become ethereal at will (which characters at this level will have a hard time countering), he can hide in an item, and he can make himself extremely hard to detect while possessing an item--including avoiding Detect Evil/Protection from Evil/etc. By RAW, the "mental hide check" uses his Int modifier instead of his Dex modifier, but his +8 size modifier still applies. He takes Martial Study mostly because he needs Hide as a class skill, but a little teleport is always useful.

As for doing stuff...he can turn its item into a magic item and use Suggestion once a day. Using these abilities to convince a character to keep its item is a good choice, because that'll make it easier for Toadpipe to possess 'em later. Since there's no rule about re-assigning or undoing the magic item bonuses, he can use item powers as a reward mechanism--giving better bonuses when the item is used for morally questionable purposes. He also has a li'l Eldritch Blast, but since (a) he can't use it while possessing something, and (b) it scales poorly thanks to his lack of Warlock levels, it's not very interesting. He can also use Commune once a week, which should be used to get instructions from his higher-ups (lower-downs?) in hell.

Also note that there's no particular reason for Toadpipe to reveal himself to the PCs yet. He can appear as a useful magic item and spy on them while they carry him around.

Level 10: Now Toadpipe's got much nastier tricks. Controlling a possessed person is a little gauche to use on PCs, but, say, making a good NPC perform evil actions and betray the PCs? Yes, please. He wants the PCs to think they've got very few allies--except, of course, for that nice little devil that follows her around. Since he can do a lot more than just chill out in a magic sword (and since he should have been gaining intel on them for a while), this would be a good time for him to introduce himself. He should always be trying to make the party better, because he wants them to want him around. At this level, that basically means doing what the PCs want him to do. If he wants to start corrupting them, it's going to have to be through roleplay rather than mechanics.

He takes the Open Least Charka feat specifically to bind Shedu Crown. Possess Creature lets him telepathically communicate with his possessee, but he could really use standard telepathy for when he's in an item or otherwise unable to communicate normally.

Level 15: Toadpipe's Warlock levels are filler, really--he needs to get the Charm invocation to qualify for Fiend of Corruption, but Warlock SLAs aren't that important. Beguiling Influence is nice for his social checks, but See the Unseen and Call of the Beast are really just flavor. He does pick up Mindsight here, and Island of Blades is fun for a possessing character (because he can grant flanking while in someone else's weapon or body), but his Fiend of Possession level is most important. Not only can he be anywhere, he can be anyone with his Alter Self ability, which is simpler than controlling someone. Fiend's Favor is explicitly for use like a drug, and it's the point at which the balance of power should really start to shift.

Level 20: Temptation is an odd ability (it mimics the alignment-change use of Atonement), since Toadpool should be capable of turning PCs evil the old-fashioned way. Although it combos well with Wish--offer a PC a wish in exchange for agreeing to Temptation. Throw a soul bond in there too. Fiendish grafts are similarly enticing, especially because (unlike wishes), PCs can't really procure them themselves. Fiend of Corruption in general really ups the amount of power Toadpipe can give a party, which in turn gives him influence over them. That influence can be solidified with Mark of Justice and Geas, but by this point, he may not even need them.

Sources
Complete Arcane: Warlock, Beguiling Influence, See the Unseen
Complete Mage: Call of the Beast
Fiend Folio: Fiend of Possession, Fiend of Corruption
Lords of Madness: Mindsight
Magic of Incarnum: Open Least Chakra
Player's Handbook II: Fade into Violence, Master Manipulator
Tome of Battle: Martial Study, Martial Stance

Core: Everything else

Gwachitallemall
2015-04-16, 06:50 PM
Trying to hide your true self.. Quite Fiendish of you.


Desideria Mentiris
Half-Fiend Changeling Beguiler14/Mindbender1/Fiend of Corruption2

“Now pay attention, Acolyte. It doesn’t matter what you look like, who you are, what your past might be. The most important thing you can do to maintain your cover, is to find a hero and tell them most of the truth. And I guarantee you, the land is crawling with people who want to think of themselves as heroes. Feed them a sob story of undeserved hardship and redemption, and throw yourself at their mercy. You want a defender? Just ask. You won’t even need to pay them. Make them believe that they're your only hope, and they’ll go to war to protect you. Plant that seed of pride, and you won’t need to convince anyone you’re on the side of the angels. They’ll do it for you. If anything goes wrong, and some Cleric starts pushing too hard, give your hero your saddest puppy eyes, say you’re just endangering the team’s mission, and offer to leave. And when they flat-out refuse that? You’re well on your way to sending their soul gift-wrapped to Baalzebul.”

http://www.writeups.org/img/fiche/4949a.jpg
http://i.annihil.us/u/prod/marvel//universe3zx/images/thumb/8/87/Crimson_Cowl.jpg/406px-Crimson_Cowl.jpg

Desideria Mentiris was the daughter of a Pleasure Devil and a Changeling cultist of Baalzebul. She was born of seduction, raised on trickery, and educated in the fine arts of temptation and betrayal. Though she wears many faces, most of her disguises have one thing in common: what appears to be a long cloak. In reality, her wings are folded and wrapped around herself, altered by her Changeling nature to appear like regular fabric.

Throughout her long career, she’s left a trail of broken heroes in her wake. Paladins and other idealists are her favorite targets. Early on in her career, she received targets from the superiors in her cult, but now she chooses high-value targets on her own initiative. Her usual method is to study the target (using various identities, like a fruit-seller or other merchant) over the course of a week to find out what makes them tick. Then, plan a meeting that makes a memorable first impression. This might involve offering unexpected assistance during a fight, begging for help while being chased by the authorities, or any other interaction that would best tug on the target’s heartstrings. (One of her proudest moments was appearing in her natural state, bat wings and all, petting the illusion of a unicorn that “ran away” a few seconds after a Paladin approached). She has no problem in using her Changeling abilities to become a male if it serves her mission; like many Changelings, her idea of gender is rather fluid.

Desideria typically gains the trust of a hero (or group of heroes), then reveals her own background to them. She is very careful never to lie, but tells selective truths to make herself seem good, vulnerable, or dependent on her chosen hero. Some example truths: her parents were a devil and a cultist (true); her parents performed a Ritual of Alignment on her (true); her background will always cause her to register as Evil (true) and arouse suspicion (true); she doesn’t believe anyone will ever fully trust her (true); she prefers to summon good-aligned creatures to help her (true); she wants to help them succeed (true); she lives in constant fear that someday, someone will find out who she really is and kill her for it (true); she doesn’t think that she’s worthy of being called Good (true, and useful on the rare occasion that someone thinks to use Detect Good on her before she gains immunity to alignment detection); she wishes people would see her as a Good person (true).

Once she has gained the confidence of the target, she begins to report their movements to other cultists or devils in the area. Her Mindsight and Telepathy abilities allow her to communicate wordlessly with invisible or inconspicuous co-conspirators close by. These associates will typically report back to the cult, and stage various events that point the adventurers towards investigating a local personality (usually a beloved Cleric or similar figure) that is putting pressure on devil-worshipers. Evidence is planted, the adventuring party comes into conflict with the Cleric, and both the Cleric and the party are put into the worst light possible. With the pressure on, she typically seduces a member of the party. She subtly eggs them on to more and more morally questionable tactics. If one of the party members is suspicious, she uses her Fiend’s Favor ability on them, giving them power freely. If a party member finally crosses the line into Evil territory, she promises to keep it quiet; for a price. In the unusual event that she is unable to turn the party to Evil, she arrange for her collaborators to “capture” her. One of them will offer to release her to the party, at the cost of one small favor.


From Half-Fiend:
Bat Wings, fly speed equal to land speed (average maneuverability)
+1 natural armor.
Natural Weapons: Primary 2 claws (1d4+str), secondary bite (1d6+ ½ str). Treated as magic for DR purposes.
Smite Good 1/day, +(HD) damage.
Darkvision 60
Immune to Poison
Resist Acid, Cold, Electricity, Fire 10
Natural weapons treated as magic
Outsider Type
SR = HD+10
DR 5/magic (improves to 10/magic at HD 12)

From Changeling:
Speed 30
+2 vs Sleep and Charm
+2 on Bluff, Intimidate, and Sense Motive
Speak Language is always a class skill
Disguise Self (body only) at will. +10 disguise when active.

Starting Languages: Common, Dwarven, Elven, Gnome, Halfling
Alignment: Lawful Evil
Deity: Baalzebul

Str 8 +4(racial)
Dex 10 +4(racial)
Con 12+2(racial)
Int 14+4(racial) +1(4th HD) +1(8th HD)
Wis 13 +1(12th HD)+1(16th HD)
Cha 15+2(racial)

Desideria's Build: Beguiler14/Mindbender1/Fiend of Corruption2


CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
n/a
+x
+x
+x
+x
-
-
Template CR +1


2nd
Beguiler 1
+0
+0
+0
+2
Bluff(4), Diplomacy(4), Disguise(4), Gather Info(4), Know(Local)(4), Sense Motive(4), Tumble(4), Use Magic Device(4), Intimidate(2), Speak: Celestial, Infernal, Draconic, Orc
Improved Initiative
Armored Mage (light), Trapfinding. Darkness 3/day (Half-Fiend)


3rd
Beguiler2
+1
+0
+0
+3
Bluff(5), Diplomacy(5), Disguise(5), Know(Local) (5), Sense Motive(5), Tumble(5), UMD(5), Concentration(2), Intimidate(2.5)
-
Cloaked Casting (+1 DC), Surprise Casting


4th
Beguiler3
+1
+1
+1
+3
Bluff(6), Diplomacy(6), Disguise(6), Sense Motive(6), Tumble(6), UMD(6), Concentration(4), Intimidate(3), Forgery(1) Speak: Undercommon
Improved Initiative
Advanced Learning: Shock and Awe. Desecrate 1/day (H-F)


5th
Beguiler4
+2
+1
+1
+4
Bluff(7), Diplomacy(7), Disguise(7), Sense Motive (7), Tumble(7), UMD(7), Spellcraft (2), Forgery(2), Intimidate(3.5)
-
-


6th
n/a
+x
+x
+x
+x
n/a
n/a
5 HD = +1 CR


7th
Beguiler5
+2
+1
+1
+4
Bluff(8), Diplomacy(8), Disguise(8), Sense Motive (8), Tumble(8), UMD(8), Spellcraft (4), Intimidate(4), Gather Info(5)
Silent Spell (Beguiler)
Silent Spell. Unholy Blight 1/day (H-F)


8th
Mindbender1
+2
+3
+1
+6
Bluff(9), Diplomacy(9), Know(Religion)(4)
Arcane Disciple (Baalzebul): Strength Domain.
)


9th
Beguiler6
+3
+4
+2
+7
Bluff(10), Diplomacy(10), Disguise(10), Sense Motive (10), Tumble(10), UMD(10)
-
Surprise Casting (move action) Poison 3/day (H-F)


10th
Beguiler7
+3
+4
+2
+7
Bluff(11), Diplomacy(11), Disguise(11) Sense Motive (11), Tumble(11), UMD(11), Concentration(9)
-
Advanced Learning: Shadow Conjuration.


11th
Beguiler8
+4
+4
+2
+8
Bluff(12), Diplomacy(12), Disguise(12) Sense Motive (12), Tumble(12), UMD(12), Concentration(10), Spellcraft (6), Know(Arcana)(2)
Mindsight
Cloaked Casting (+2 to overcome SR). Contagion 1/day (H-F)


12th
Beguiler9
+4
+5
+3
+8
Bluff(13), Diplomacy(13), Disguise(13) Sense Motive (13), UMD(13), Concentration(13), Spellcraft (8), Know(Arcana)(4)
-
-


13th
n/a
+x
+x
+x
+x
n/a
n/a
11 HD = +1 CR


14th
Fiend of Corruption 1
+4
+7
+5
+10
Bluff(14), Diplomacy(14), Disguise(14), UMD(14), Concentration(14)
-
Alternate Form, Fiend’s Favor. Blasphemy 1/day (H-F)


15th
Fiend of Corruption2
+5
+8
+6
+11
Bluff(15), Diplomacy(15), Disguise(15), UMD(15), Concentration(15)
Practiced Spellcaster
Suggestion, Mind Shielding. DR improves to 10/magic (Half-Fiend)


16th
Beguiler10
+6
+8
+6
+12
Bluff(16), Diplomacy(16), Sense Motive (16), UMD(16), Concentration(16), Spellcraft (10), Know(Arcana)(6)
Still Spell (Beguiler)
Still Spell. Unholy Aura 3/day, Unhallow 1/day (H-F).


17th
Beguiler11
+6
+8
+6
+12
Bluff(17), Diplomacy(17), Sense Motive (17), UMD(17), Concentration(17), Spellcraft (13), Know(Arcana)(9)
-
Advanced Learning: Shadow Evocation


18th
Beguiler12
+7
+9
+7
+13
] Bluff(18), Diplomacy(18), Sense Motive (18), UMD(18), Concentration(18), Spellcraft (16), Know(Arcana)(12)
Spell Focus (Illusion)
Horrid Wilting 1/day (H-F)


19th
Beguiler13
+7
+9
+7
+13
Bluff(19), Diplomacy(19), Sense Motive (19), UMD(19), Concentration(19), Spellcraft (19), Know(Arcana)(15)
-
Cloaked Casting (+2 DC)


20th
Beguiler14
+8
+9
+7
+14
Bluff(20), Diplomacy(20), Sense Motive (20), UMD(20), Concentration(20), Spellcraft (20), Know(Arcana)(18), Disguise(17)
-
Summon Monster IX (fiend only) 1/day (H-F)



Rules Note: Fiend Folio’s 3.5 update changed Fiend of Corruption's “Alternate Form” description to remove the second sentence, which referred to the Polymorph Self spell (http://archive.wizards.com/default.asp?x=dnd/errata)

Spells per Day/Spells Known


CR
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st – n/a
-
-
-
-
-
-
-
-
-
-


2nd
5
3
-
-
-
-
-
-
-
-


3rd
6
4
-
-
-
-
-
-
-
-


4th
6
5
-
-
-
-
-
-
-
-


5th
6
6
3
-
-
-
-
-
-
-


6th – n/a
-
-
-
-
-
-
-
-
-
-


7th
6
6
4
-
-
-
-
-
-
-


8th
6
6
5
3
-
-
-
-
-
-


9th
6
6
6
4
-
-
-
-
-
-


10th
6
6
6
5
3
-
-
-
-
-


11th
6
6
6
6
4
-
-
-
-
-


12th
6
6
6
6
5
3
-
-
-
-


13th - n/a
-
-
-
-
-
-
-
-
-
-


14th
6
6
6
6
5
3
-
-
-
-


15th
6
6
6
6
5
3
-
-
-
-


16th
6
6
6
6
6
4
-
-
-
-


17th
6
6
6
6
6
5
3
-
-
-


18th
6
6
6
6
6
6
4
-
-
-


19th
6
6
6
6
6
6
5
3
-
-


20th
6
6
6
6
6
6
6
4
-
-




At this CR, Desideria does a very good job of concealing her true nature from a group of adventurers, or low to mid-level city guards. Her Disguise checks are at a minimum of +19 (+10 from Changeling, +7 from ranks, +2 from Charisma), with an additional +2 from Bluff synergy to act in character. Her Bluff is at +11 (+2 racial, +2 charisma, +7 ranks). Her Perfect Reflection feat pushes those numbers even higher, if she’s attempting to impersonate a specific person. As a Beguiler, she has access to the Undetectable Alignment spell, offering her some amount of protection from most casual detection spells.
She has all the capabilities of a 4th-level Beguiler, with additional defenses from Half-Fiend that would make much more of a difference at lower levels (+1 Natural Armor, DR 5/magic, Resistance 10 to several energy types). She does have flight and natural weapons, but prefers not to use them if there is any possibility that she would be observed.

By the time she’s reached level 4, she’s performed the Ritual of Alignment. (Depending on the needs of the story, this could have either been done by Desideria herself at level 3, with gold provided by her parents or stolen from her victims; or performed on her behalf with donated gp/XP when she was a child).

At CR 5, Desideria would be comfortable insinuating herself into a group of low-level adventurers who aren’t too cautious about trusting people who help them. Her career is being watched closely by her fellow cultists, who might offer some behind the scenes aid if absolutely necessary.

Desideria now casts as a Beguiler8. Her level of Mindbender allows her to communicate much more easily with any collaborators. Shadow Conjuration (gained through Advanced Learning) can help fool the general public and maintain her own redemption story if she conjures Good creatures. The Arcane Disciple feat adds several helpful spells from the Strength domain to her list.

At CR 10, Desideria has risen high in her cult’s estimation, and has gained the attention of several minor devils pledged to Baalzebul. Typical goals at this level might be to bring down the reputation of a mid-ranking Paladin or Cleric; turn a medium-sized town towards evil, or provoke a border skirmish between two tense neighbors; and, of course, turn a 10th-level party towards Law and Evil at every opportunity.

CR 15 is the “sweet spot” of the build; she has all of the features that really define the character. Desideria casts as a Beguiler10 (only 2 above CR 10, due to two levels in Fiend of Corruption and an increase in CR due to hitdice, for Half-Fiend). Her “Fiend’s Favor” ability allows her to focus on a particular party member she wants to “help.” Depending on the needs of her cover story and the dynamics of the party, she might not actually demand payment for the boost. With Mindsight, she can communicate even with invisible collaborators, and easily relay information to and from her overseers in Baator. Her social skills continue to climb. The Alternate Form ability (gained from Fiend of Corruption) offers her a much wider variety of disguises and alternate identities than the Changeling “Minor Shape Change” ability. She can now assume the form of any humanoid, from Small to Large size. She no longer has to craft her disguises to include a cloak, much to her own relief. Even one clue that connects her identities is one clue too many. She will sometimes use her Alternate Form to stir up trouble among lower-level adventurers, appearing as an attractive member of a typically-Good race, and sending them on quests that subtly help the cause of Evil. It can also offer her equal-CR party an excellent edge in reconnaissance, if it’s necessary to sneak into an Orc encampment, Bugbear tribe, or Kobold mine.

At CR 15, Desideria has come under the direct supervision of one of Baalzebul’s minions. She may still be directing the cult personally, or she might be ordered to set off on her own as a special agent of temptation. Typical goals at this level might be to inspire a blood feud between kingdoms, to steal defense plans from a famously honorable general, to discredit an order of Paladins, to prop up the worship of devils generally, or to coordinate with a Falxugon to purchase the souls of one or more of her party members (in an effort, of course, to prevent Desideria from coming to harm).

Desideria’s arcane skills reach their high point here. She’s gained access to Shadow Evocation (through Advanced Learning), and otherwise casts as a Beguiler15. Summon Monster IX (gained from Half-Fiend) offers a flashy way of announcing her final betrayal, if she finally reveals herself.

At CR 20, Desideria has come to the attention of Baalzebul himself. While he has almost certainly not seen her personally, he is monitoring her progress. This is not necessarily a good thing for Desideria’s career. She is likely being pitted against a rival servant, in either a contest of cruelty (to see who can damn the most souls) or in actual combat (to the death, naturally). If she has not managed to actually cause an alignment change in the party by this level, there may be some political repercussions. Typical goals for this level might be to frame a Lawful Good high priestess for devil-worship, inspiring an act of genocide, causing a world-renowned Paladin to become a Blackguard, or tempting an impressionable heir to the throne to kill their Lawful Good parents and mandate the worship of the Lords of Baator.

Changeling race: Eberron Campaign Setting
Beguiler base class: PHB2
Mindbender prestige class: Complete Arcane
Fiend of Corruption prestige class: Fiend Folio p202
Ritual of Alignment: Savage Species p148
Shock and Awe spell: Spell Compendium p189
Perfect Reflection feat, Players’ Guide to Eberron p25
Arcane Disciple feat, Complete Divine p79
Practiced Spellcaster feat, Complete Divine p82 and Complete Arcane p82
Mindsight feat, Lords of Madness p126
Baalzebul domains, Fiendish Codex 2, p27

Desideria can be altered somewhat according to the needs of the campaign. While the build presented here assumes that her duplicitous nature takes precedence over power concerns, a similarly-themed character can certainly built using alternate ingredients. For a character emphasizing more magic, and less Infernal connections, she could be built using all Beguiler levels; eschewing both Fiend of Possession and the Ritual of Alignment (“merely” having signed a Pact Certain to earn herself a one-way trip to Baator).

If you would like to remove the increased HD from Half-Fiend, you could build the character as simply a Tiefling. This would limit her ability to disguise herself at lower levels (particularly, limiting her choice of appearance and sex), and put her more immediately in the suspicion of her team. You would end up casting as a Beguiler18, which would open up a much more powerful array of spells. However, this would be at the expense of earlier-level trust-building and character development. (If you’re introducing her to a higher-level party, this might not be a concern).

Gwachitallemall
2015-04-16, 06:51 PM
Go for the deals, stay for the steals!


"Crazy" Joe
Human Bardic Sage 20
http://i.imgur.com/5UAIlR6.png?1
"Welcome to Crazy Joe's Magic Shop! You know why they call me Crazy Joe? Because my prices are crazy low!"

For this contest, I wanted to use a background character. Someone the PCs would trust implicitly. Someone who is beneath suspicion. So, meet "Crazy" Joe, the owner of the local Magic Mart. By day, he runs a completely legitimate magic item shop. But when the shop closes, he has a few, shall we say, side deals.

(He's not actually crazy, by the way. It's just a nickname.)

If you want to use Joe as the Big Bad of your campaign, play him as a puppet master hiding in plain sight. He's quietly pulling strings, manipulating all of the campaign's lesser villains. What exactly his grand scheme is depends on what kind of campaign you want to run. Maybe he's instigating a war between two factions so that he can sell weapons to both sides and make a huge profit. Maybe he's secretly the ringleader of a group that enslaves and tortures innocent people in order to produce Liquid Pain (see Book of Vile Darkness), which he uses to manufacture his magic items. Maybe he holds a grudge against a prominent leader of a good-aligned faction and is working to bring them down. Just spitballing here.

Whatever his motives, he operates through cat's-paws. His agents never see his true face--he only ever meets them in disguise, if he meets them at all. (He has several spells that let him deliver instructions remotely.)

While he's theoretically in a position to undermine the PCs by selling them cursed items, he does still value the reputation of his business, so he'd have to be truly desperate to do such a thing. Selling them items that constantly relay information back to him, however...that he has no qualms about.

This version of Joe is Neutral Evil, and uses a wand of undetectable alignment (or a similar item) to appear as True Neutral. If you're worried that your PCs might somehow dispel or identify the active spell, you could instead give him the Vecna-Blooded template from Monster Manual V, which is a hard counter to any attempt to discern his true alignment.
Joe is well-suited to a subordinate role too. In this case, he's not the bad guy, but he is feeding information to the bad guy. He has a multitude of ways to spy on the PCs and report their comings and goings to their enemies, and thanks to the Disguise Spell feat, they'll have no idea that he's doing it.

This version of Joe is True Neutral, motivated primarily by simple greed. He figures it's not really hurting anyone if he discreetly passes a little intelligence along in exchange for cash.

If the PCs find him out, he will, of course, vehemently deny his involvement, with a heavily boosted Bluff check.
Joe is best suited for a campaign with a central hub city, because it ensures that players will always be coming back to his shop for their magic items. However, he can be adapted to a different kind of setting easily enough: just have him show up in every magic shop, no matter what town they're in. (You're the DM. You can do that.) Play it up as a joke, and say you cribbed the idea from the old video game cliche where every town has an identical shopkeeper; they'll probably have a good laugh and won't give it a second thought.
NE or TN Human Bardic Sage 20



Ability
Elite array score
Middle age bonus/penalty
Level-up bonus
Final score


Strength
8
-1

7


Dexterity
12
-1

11


Constitution
10
-1

9


Intelligence
15
+1

16


Wisdom
13
+1

14


Charisma
14
+1
+5
20





CR
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1st
Bardic SageUA (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantBardicSage) 1
+0
+0
+0
+2
Appraise 4, Bluff 4, Diplomacy 4, Knowledge (Arcana) 4, Listen 4, Perform (Oratory) 4, Profession (Shopkeeper) 4, Sense Motive 4, Spellcraft 4, Use Magic Device 4
Eschew Materials, Melodic CastingCM
Bardic music, lore songDu, countersong, fascinate, inspire aweDrM, cantrips


2nd
Bardic Sage 2
+1
+0
+0
+3
Appraise 5, Bluff 5, Diplomacy 5, Knowledge (Arcana) 5, Listen 5, Perform (Oratory) 5, Profession (Shopkeeper) 5, Sense Motive 5, Spellcraft 5, Use Magic Device 5

1st level spells


3rd
Bardic Sage 3
+2
+1
+1
+3
Appraise 6, Bluff 6, Diplomacy 6, Knowledge (Local) 1, Listen 6, Perform (Oratory) 6, Profession (Shopkeeper) 6, Sense Motive 6, Spellcraft 6, Use Magic Device 6
Obtain FamiliarCAr
Inspire competence


4th
Bardic Sage 4
+3
+1
+1
+4
Appraise 7, Bluff 7, Decipher Script 1, Diplomacy 7, Listen 7, Perform (Oratory) 7, Profession (Shopkeeper) 7, Sense Motive 7, Spellcraft 7, Use Magic Device 7

2nd level spells, +1 Cha


5th
Bardic Sage 5
+3
+1
+1
+4
Bluff 8, Diplomacy 8, Listen 8, Perform (Oratory) 8, Profession (Shopkeeper) 8, Sense Motive 8, Spellcraft 8, Use Magic Device 8, Skill Trick: False TheurgyCS




6th
Bardic Sage 6
+4
+2
+2
+5
Appraise 9, Bluff 9, Diplomacy 9, Listen 9, Perform (Oratory) 9, Profession (Shopkeeper) 9, Sense Motive 9, Spellcraft 9, Use Magic Device 9
Disguise SpellCAd
Suggestion


7th
Bardic Sage 7
+5
+2
+2
+5
Appraise 10, Bluff 10, Decipher Script 2, Diplomacy 10, Listen 10, Perform (Oratory) 10, Profession (Shopkeeper) 10, Sense Motive 10, Spellcraft 10, Use Magic Device 10

3rd level spells


8th
Bardic Sage 8
+6
+2
+2
+6
Appraise 11, Bluff 11, Decipher Script 3, Diplomacy 11, Listen 11, Perform (Oratory) 11, Profession (Shopkeeper) 11, Sense Motive 11, Spellcraft 11, Use Magic Device 11

Inspire awe (60 feet), +1 Cha


9th
Bardic Sage 9
+6
+3
+3
+6
Appraise 12, Bluff 12, Decipher Script 4, Diplomacy 12, Listen 12, Perform (Oratory) 12, Profession (Shopkeeper) 12, Sense Motive 12, Spellcraft 12, Use Magic Device 12
Vatic GazeCAr
Inspire greatness


10th
Bardic Sage 10
+7
+3
+3
+7
Appraise 13, Bluff 13, Decipher Script 5, Diplomacy 13, Listen 13, Perform (Oratory) 13, Profession (Shopkeeper) 13, Sense Motive 13, Spellcraft 13, Use Magic Device 13

4th level spells


11th
Bardic Sage 11
+8
+3
+3
+7
Appraise 14, Bluff 14, Diplomacy 14, Knowledge (Nobility and Royalty) 1, Listen 14, Perform (Oratory) 14, Profession (Shopkeeper) 14, Sense Motive 14, Spellcraft 14, Use Magic Device 14




12th
Bardic Sage 12
+9
+4
+4
+8
Appraise 15, Bluff 15, Diplomacy 15, Knowledge (Nobility and Royalty) 2, Listen 15, Perform (Oratory) 15, Profession (Shopkeeper) 15, Sense Motive 15, Spellcraft 15, Use Magic Device 15
Craft Wondrous Item
Song of freedom, +1 Cha


13th
Bardic Sage 13
+9
+4
+4
+8
Bluff 16, Diplomacy 16, Knowledge (Nobility and Royalty) 4, Listen 16, Perform (Oratory) 16, Profession (Shopkeeper) 16, Sense Motive 16, Spellcraft 16, Use Magic Device 16

5th level spells


14th
Bardic Sage 14
+10
+4
+4
+9
Bluff 17, Diplomacy 17, Knowledge (Local) 2, Knowledge (Nobility and Royalty) 5, Listen 17, Perform (Oratory) 17, Profession (Shopkeeper) 17, Sense Motive 17, Spellcraft 17, Use Magic Device 17

Inspire awe (5 rounds)


15th
Bardic Sage 15
+11
+5
+5
+9
Bluff 18, Diplomacy 18, Knowledge (Local) 4, Listen 18, Perform (Oratory) 18, Profession (Shopkeeper) 18, Sense Motive 18, Spellcraft 18, Use Magic Device 18
Captivating MelodyCM
Inspire heroics


16th
Bardic Sage 16
+12
+5
+5
+10
Bluff 19, Diplomacy 19, Knowledge (Local) 5, Listen 19, Perform (Oratory) 19, Profession (Shopkeeper) 19, Sense Motive 19, Speak Language 1, Spellcraft 19, Use Magic Device 19

6th level spells, +1 Cha


17th
Bardic Sage 17
+12
+5
+5
+10
Bluff 20, Diplomacy 20, Listen 20, Perform (Oratory) 20, Profession (Shopkeeper) 20, Sense Motive 20, Spellcraft 20, Use Magic Device 20, Skill Trick: Listen to ThisCS




18th
Bardic Sage 18
+13
+6
+6
+11
Bluff 21, Diplomacy 21, Listen 21, Perform (Oratory) 21, Profession (Shopkeeper) 21, Sense Motive 21, Spellcraft 21, Use Magic Device 21, Skill Trick: Magical AppraisalCS
Lyric SpellCAd
Mass suggestion


19th
Bardic Sage 19
+14
+6
+6
+11
Bluff 22, Diplomacy 22, Listen 22, Perform (Oratory) 22, Profession (Shopkeeper) 22, Sense Motive 22, Speak Language 3, Spellcraft 22, Use Magic Device 22




20th
Bardic Sage 20
+15
+6
+6
+12
Bluff 23, Diplomacy 23, Listen 23, Perform (Oratory) 23, Profession (Shopkeeper) 23, Sense Motive 23, Speak Language 5, Spellcraft 23, Use Magic Device 23

Inspire awe (frighten), +1 Cha


Total skills: Appraise 15, Bluff 23, Decipher Script 5, Diplomacy 23, Knowledge (Arcana) 5, Knowledge (Local) 5, Knowledge (Nobility and Royalty) 5, Listen 23, Perform (Oratory) 23, Profession (Shopkeeper) 23, Sense Motive 23, Speak Language 5, Spellcraft 23, Use Magic Device 23, Skill Tricks (False Theurgy, Listen to This, Magical Appraisal)

0-level spells: dancing lights, detect magic, ghost sound, mage hand, mending, message, prestidigitation, read magic
1st-level spells: alarm, charm person, disguise self, improvisationSC, silent image, swift invisibilitySC
2nd-level spells: alter self, calm emotions, detect thoughts, heroism, locate object, tongues, whispering wind
3rd-level spells: dispel magic, enduring scrutinyCM, glibness, illusory script, listening coinSC, secret page, scrying
4th-level spells: analyze dweomer, dimension door, greater mirror imageSC, sending, shadow conjuration, voice of the dragonSC
5th-level spells: greater blinkSC, greater scrying, nightmare, mirage arcana, shadow walk, shadow evocation
6th-level spells: city strideRoD, mass charm monster, nixie's graceSC, permanent image, vision

Scrying and whispering wind should be traded out once Joe learns greater scrying; detect magic should be traded out once Joe has Vatic Gaze.

The order Joe learns these spells is somewhat arbitrary. He's an NPC, so you don't have to be too strict about it--the players will never actually know what spells he has, so just pick his list on the fly and they'll be none the wiser. Remember, though, one of his spells of each level is always a bonus divination spell, courtesy of bardic sage.
So, we've got a few components here.

Disguise Spell
Crazy Joe has oratory for his perform skill because it allows him to perform without drawing attention to the fact that it's a performance--he's just talking, giving a little spiel about his store. "Ah! Visitors! Welcome, friends, to Crazy Joe's Magic Shop! Our prices are so low, we must be crazy! Step right in, have a look around! We've got cloaks of resistance! Rings of protection! Headbands of intellect! Whatever you need, you can find, right here in Crazy Joe's Magic Shop!"

What the PCs didn't know is that while he was talking, he was using his Disguise Spell feat (plus Eschew Materials) to cast...something. Maybe multiple things. Glibness? Detect thoughts? Ghost sound? Who can tell? They certainly can't, because even if they somehow beat his Perform check with their Spot check to notice that he was casting a spell (which, given his Perform modifier, is no cakewalk), the feat prevents them from making a Spellcraft check to identify the spell, full stop.

Also of note is the False Theurgy skill trick, which allows him to pretend he's casting one spell while actually casting a different spell. So, for example, he could fake casting identify on a player's item while actually casting enduring scrutiny on their face.

Divinations
Most of Joe's spells are self-explanatory, but I'll highlight just a few of the spells he can use to gather and distribute intelligence, in no particular order.

Detect thoughts lets him steal secrets right out of the PCs' heads.
Whispering wind and sending allow him to discreetly send messages over great distances.
Scrying and greater scrying allow him to spy on the PCs from anywhere in the world. Snag a bit of their hair first for best results.
Enduring scrutiny is amazing. Need to know if the PCs are doing ? Drop this baby on them and get mentally alerted every time they do it. No save.
Listening coin gives Joe a clairaudience effect at any distance.
Analyze dweomer, in addition to being a big help around the shop, can be used to identify all the active spell effects on the PCs.
Secret page can be used to send coded messages that nobody can read without knowing the password. Very valuable when discretion is called for. Illusory script provides a more powerful version of the effect with a shorter duration.
There are plenty of other useful Bard spells available to Joe; I'm sure you can find some uses for silent image and shadow conjuration and so on.

Boosting skill checks

Lore song (alternate class feature from Dungeonscape) lets Joe add a +4 insight bonus to any skill check, several times a day. (This is fantastic for an NPC, because they don't have to conserve their daily resources over multiple encounters--they're going to be offscreen the rest of the day, so who cares?)
Heroism gives a +2 morale bonus to all skill checks for 10 minutes/level.
Improvisation offers Joe a luck bonus on skill checks equal to half his caster level.
Joe's raven familiar can use Aid Another to give him a +2 bonus on a skill check.
Some spells give bonuses to specific skills. The infamous glibness gives +30 (untyped) to Bluff, and voice of the dragon gives a +10 enhancement bonus to Bluff, Diplomacy, and Intimidate. Alter self and disguise self each give a stacking +10 bonus to disguise.

Joe has a lot of skills that can really benefit from temporary bonuses like these. Bluff, Diplomacy, Perform, Profession, Sense Motive, Spellcraft, and Use Magic Device are all core skills for him and love getting boosted. He can also use temporary bonuses to confidently make skill checks even for untrained skills like Disguise, Forgery, and Craft.

Use Magic Device
Does your plot require Joe to have some magical ability that he, sadly, does not actually have? Never fear! Just give him a scroll or wand of it and blam, he can UMD that ****. He owns the magic mart. If he needs a scroll, he can get his hands on a scroll. And with maximum ranks, synergy bonuses from Decipher Script and Spellcraft, and plenty of ways to boost skill checks, hitting the DC should be easy enough, both for him and for his raven familiar (who can totally use wands and stuff).

Profession (Shopkeeper)
Crazy Joe's Magic Shop is an actual magic shop, and Joe needs the skills to run it. His profit is determined by his Profession (Shopkeeper) check, made once a month, so he can blow a bunch of skill boosts for it and take 10 to get a big ol' chunk of gp. (See Dungeon Master's Guide II for more information on running a business.)

Granted, the PCs will probably never see this part of the character, but Crazy Joe is raking in the dough.

Sense Motive
Besides letting him see through deceptions (always important), Sense Motive allows Joe to know when the person walking into his store is a high-level adventurer. He uses the Assess Opponent option (described in Complete Adventurer) to determine their strength relative to his own. He also has the Vatic Gaze feat to tell him whether they're a spellcaster, and, if they are, what level of spells they can cast.

This, incidentally, is why he can afford to blow so many of his daily resources on his encounters with the PCs. He knows that they're higher-level than most of his other customers.

Having a raven familiar is also nice for Sense Motive, as the raven can roll its own check, essentially letting Joe roll twice and take the better result.

Other skills
Appraise is useful for a shopkeeper, but mostly it only has ranks for the synergy bonus with Profession (Shopkeeper). Bluff is obviously necessary for the character concept. Diplomacy doesn't work on PCs, but it is important in helping Joe deal with fellow NPCs. Listen is maxed because it's important for a shopkeeper to stay alert (and, like Sense Motive, it's a great skill to share with a familiar). Spellcraft is needed for identifying magic items; this can be done at will with Vatic Gaze.

Bardic Music
Inspire Courage is of limited use to Crazy Joe on an average day, as he doesn't really have teammates to buff, so instead he swaps it for Inspire Awe, which is great. Nigh-unbeatable save DC, and it imposes a -2 penalty on their saves against everything else. The Fascinate + Suggestion combo also makes for a great distraction and (basically) an extra spell known, respectively. Later, Captivating Melody, Lyric Spell, and Mass Suggestion become useful options too. Mass Suggestion is nice for convincing crowds of people to come and shop at Crazy Joe's!
Most likely, you won't have to do any work at all to get the players to trust Joe, because you know how PCs are...they never pay much attention to the shopkeeper. He's just the DM's excuse to get new items into their hands, right?

Of course, the dilemma is that you also want your villain to be memorable. You can't just make him fade completely into the background--he has to have a little personality. So my advice is to make him a salesman. He should be energetic, hawking his wares with sincere enthusiasm. Think Billy Mays: "HI, CRAZY JOE HERE FOR TRUEDEATH CRYSTALS! ARE YOU TIRED OF MISSING INCORPOREAL CREATURES OVER AND OVER AGAIN? DO YOU FIND YOURSELF UNABLE TO MAKE SNEAK ATTACKS AGAINST THOSE PESKY SKELETONS AND ZOMBIES? WELL WORRY NO MORE! JUST SLOT ONE OF OUR PATENTED AUGMENT CRYSTALS INTO YOUR WEAPON AND VOILA! YOU'LL BE TURNING THOSE UNDEAD INTO REDEAD IN NO TIME!"

To ensure that your players make regular stops to his shop, skew their loot towards cash rather than items, and make sure to give them enough downtime to go back into town and spend it.
If the players fight Crazy Joe in combat, make sure he makes full use of his stock of magic items. He is the magic item guy, so it would be a disappointment if he couldn't toss around thousands of gp's worth of scrolls and wands when the spit hits the fan. Pick out some spells for both him and his raven.

Remember, these shouldn't just be generic good spells. By the time the confrontation happens, he's been spying on the party for months. He should have a selection of spells specifically tailored to beat them.

Furthermore, he should be able to surprise them. He can use enduring scrutiny to be instantly alerted if and when the PCs become suspicious of him, and then either take steps to cover his tracks or go into Scry 'n Die destructo-mode. (Since we wouldn't be having this section if there weren't a climactic confrontation, presumably you've chosen the latter option.) Even if he can't get the jump on the party, he can whisk himself away with shadow walk and fight again later, when he can choose the time and place--preferably after slamming the casters with nightmares for a couple days so they can't regain spell slots.

Gwachitallemall
2015-04-16, 06:56 PM
Once a tool, always a tool.
+5 Adamantine Telepath

http://i.imgur.com/cs6jXKO.jpg?1
Human +5 psychokinetic burst ghost touch adamantine greataxe Psion (Telepath) 20

Garric Tanner was human, once. That was before he contracted the fatal, incurable curse. Before he was forced to abandon himself or be destroyed, body and soul. Alas, Psions have such low Fortitude saves.

With little time to spare, his wife (an orc rogue), desperate to save him, rummaged frantically through her handy haversack to find something, anything to rescue the father of her unborn child. What she found was a scroll of polymorph any object. Praying to Olidammara for luck, she read the words on the scroll...and rolled a natural 20 on Use Magic Device. With a puff of sparks, her adamantine greataxe took the form of a sleeping human. Tanner, recognizing the opportunity, manifested true mind switch as fast as he could, placing himself inside the new, healthy body. He embraced his wife tearfully, knowing that, although in just a few minutes his new body would revert back into the shape of a greataxe, he would survive to see his child grow up, even if it wasn't quite the way he'd planned.

That was a long time ago. The years went by, and although his new body took some getting used to, he found that his psionic powers still worked just as well as ever, and he could see, hear, and speak just fine thanks to his telepathy and synesthesia. Since he could still be close to his loved ones, he felt no need to undergo the traumatic experience of another true mind switch to become human again. He was with his wife until she died of old age, and his half-orc son grew to be a fierce warrior, and together as fighter and weapon, the two of them slew many foes.

...That is, until one fateful day, when the young half-orc ran afoul of a group of adventurers during a raid that, by sheer bad luck, happened to be in a wild magic zone. The adventurers cut his son down like wheat at a harvest, and the psion could only watch in horrified frustration as the powers he tried to manifest had no effect. When the adventurers looted him off of his son's still-warm corpse, he snapped. He vowed to himself that he would dedicate the rest of his existence to making his child's murderers' lives as miserable as possible...and they would never know why it was happening. He would play the part of the inanimate tool, but all the while, he would be quietly sabotaging their every endeavor.
Str: 8
Dex: 12
Con: 10
Int: 15 (+5 via level-up)
Wis: 13
Cha: 14



CR
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features
Powers Known
PP/day


1st
Telepath (http://www.d20srd.org/srd/psionic/classes/psion.htm) 1
+0
+0
+0
+2
Bluff 4, Concentration 4, Diplomacy 4, Psicraft 4, Sense Motive 4
Overchannel (http://www.d20srd.org/srd/psionic/psionicFeats.htm#overchannel), Psionic Endowment (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psionicEndowment)B, Greater Psionic Endowment (http://www.d20srd.org/srd/psionic/psionicFeats.htm#greaterPsionicEndowment)B
Bonus feat
Psionic Charm (http://www.d20srd.org/srd/psionic/powers/charmPsionic.htm), Synesthete (http://www.d20srd.org/srd/psionic/powers/synesthete.htm), Empathy (http://www.d20srd.org/srd/psionic/powers/empathy.htm)
2+1


2nd
Telepath 2
+1
+0
+0
+3
Bluff 5, Concentration 5, Diplomacy 5, Psicraft 5, Sense Motive 5


Far Hand (http://www.d20srd.org/srd/psionic/powers/farHand.htm), Telempathic Projection (http://www.d20srd.org/srd/psionic/powers/telempathicProjection.htm)
6+2


3rd
Telepath 3
+1
+1
+1
+3
Bluff 6, Concentration 6, Diplomacy 6, Psicraft 6, Sense Motive 6
Enlarge Power (http://www.d20srd.org/srd/psionic/psionicFeats.htm#enlargePower)

Read Thoughts (http://www.d20srd.org/srd/psionic/powers/readThoughts.htm), Psionic Suggestion (http://www.d20srd.org/srd/psionic/powers/suggestionPsionic.htm)
11+3


4th
Telepath 4
+2
+1
+1
+4
Bluff 7, Concentration 7, Diplomacy 7, Knowledge (Psionics) 1, Psicraft 7, Sense Motive 7


Aversion (http://www.d20srd.org/srd/psionic/powers/aversion.htm), Create Sound (http://www.d20srd.org/srd/psionic/powers/createSound.htm)
17+6


5th
Telepath 5
+2
+1
+1
+4
Bluff 8, Concentration 8, Diplomacy 8, Knowledge (Psionics) 2, Psicraft 8, Sense Motive 8

Telepathy (http://archive.wizards.com/default.asp?x=dnd/psm/20070411a)
Crisis of Breath (http://www.d20srd.org/srd/psionic/powers/crisisofBreath.htm), False Sensory Input (http://www.d20srd.org/srd/psionic/powers/falseSensoryInput.htm)
25+7


6th
Telepath 6
+3
+2
+2
+5
Bluff 9, Concentration 9, Diplomacy 9, Knowledge (Psionics) 3, Psicraft 9, Sense Motive 9
Mindsight

Dispel Psionics (http://www.d20srd.org/srd/psionic/powers/dispelPsionics.htm), Telekinetic Thrust (http://www.d20srd.org/srd/psionic/powers/telekineticThrust.htm)
35+9


7th
Telepath 7
+3
+2
+2
+5
Bluff 10, Concentration 10, Diplomacy 10, Knowledge (Psionics) 4, Psicraft 10, Sense Motive 10


Psionic Dominate (http://www.d20srd.org/srd/psionic/powers/dominatePsionic.htm), Modify Memory (http://www.d20srd.org/srd/psionic/powers/modifyMemoryPsionic.htm)
46+10


8th
Telepath 8
+4
+2
+2
+6
Bluff 11, Concentration 11, Diplomacy 11, Knowledge (Psionics) 5, Psicraft 11, Sense Motive 11


Correspond (http://www.d20srd.org/srd/psionic/powers/correspond.htm), Psionic Dimension Door (http://www.d20srd.org/srd/psionic/powers/dimensionDoorPsionic.htm)
58+12


9th
Telepath 9
+4
+3
+3
+6
Bluff 12, Concentration 12, Diplomacy 12, Knowledge (Psionics) 6, Psicraft 12, Sense Motive 12
Expanded Knowledge (http://www.d20srd.org/srd/psionic/psionicFeats.htm#expandedKnowledge) (Remote Viewing)

Mind Probe (http://www.d20srd.org/srd/psionic/powers/mindProbe.htm), Psychic Crush (http://www.d20srd.org/srd/psionic/powers/psychicCrush.htm), Remote Viewing (http://www.d20srd.org/srd/psionic/powers/remoteViewing.htm)
72+13


10th
Telepath 10
+5
+3
+3
+7
Bluff 13, Concentration 13, Diplomacy 13, Knowledge (Psionics) 7, Psicraft 13, Sense Motive 13
Craft Psionic Arms and Armor (http://www.d20srd.org/srd/psionic/psionicFeats.htm#craftPsionicArmsAndArmor)B
Bonus feat
Psionic True Seeing (http://www.d20srd.org/srd/psionic/powers/trueSeeingPsionic.htm), Implanted Suggestion
88+15


11th
Telepath 11
+5
+3
+3
+7
Bluff 14, Concentration 14, Diplomacy 14, Knowledge (Psionics) 8, Psicraft 14, Sense Motive 14


Psionic Overland Flight (http://www.d20srd.org/srd/psionic/powers/overlandFlightPsionic.htm)
106+16


12th
Telepath 12
+6
+4
+4
+8
Autohypnosis 1 (cc), Bluff 15, Concentration 15, Diplomacy 15, Psicraft 15, Sense Motive 15
Extend Power (http://www.d20srd.org/srd/psionic/psionicFeats.htm#extendPower)

Mind Switch (http://www.d20srd.org/srd/psionic/powers/mindSwitch.htm), Death Urge (http://www.d20srd.org/srd/psionic/powers/deathUrge.htm)
126+24


13th
Telepath 13
+6
+4
+4
+8
Autohypnosis 2 (cc), Bluff 16, Concentration 16, Diplomacy 16, Psicraft 16, Sense Motive 16


Psionic Moment of Prescience (http://www.d20srd.org/srd/psionic/powers/momentofPresciencePsionic.htm)
147+26


14th
Telepath 14
+7
+4
+4
+9
Bluff 17, Concentration 17, Diplomacy 17, Knowledge (Psionics) 10, Psicraft 17, Sense Motive 17


Divert Teleport (http://www.d20srd.org/srd/psionic/powers/divertTeleport.htm), Crisis of Life (http://www.d20srd.org/srd/psionic/powers/crisisofLife.htm)
170+28


15th
Telepath 15
+7
+5
+5
+9
Bluff 18, Concentration 18, Diplomacy 18, Knowledge (Psionics) 12, Psicraft 18, Sense Motive 18
Focused Skill User (Bluff, Diplomacy, Sense Motive), Expanded Knowledge (Psionic Telekinetic Sphere)B
Bonus feat
Anticipatory Strike, Psionic Telekinetic Sphere (http://www.d20srd.org/srd/psionic/powers/telekineticSpherePsionic.htm)
195+30


16th
Telepath 16
+8
+5
+5
+10
Bluff 19, Concentration 19, Diplomacy 19, Knowledge (Psionics) 14, Psicraft 19, Sense Motive 19


Bend Reality (http://www.d20srd.org/srd/psionic/powers/bendReality.htm), Greater Psionic Teleport (http://www.d20srd.org/srd/psionic/powers/teleportPsionicGreater.htm)
221+32


17th
Telepath 17
+8
+5
+5
+10
Bluff 20, Concentration 20, Diplomacy 20, Knowledge (Psionics) 16, Psicraft 20, Sense Motive 20


True Mind Switch (http://www.d20srd.org/srd/psionic/powers/mindSwitchTrue.htm)
250+34


18th
Telepath 18
+9
+6
+6
+11
Bluff 21, Concentration 21, Diplomacy 21, Knowledge (Psionics) 18, Psicraft 21, Sense Motive 21
Expanded Knowledge (Psionic Teleportation Circle)

Reality Revision (http://www.d20srd.org/srd/psionic/powers/realityRevision.htm), Shatter Mind Blank (http://www.d20srd.org/srd/psionic/powers/shatterMindBlank.htm), Psionic Teleportation Circle (http://www.d20srd.org/srd/psionic/powers/teleportationCirclePsionic.htm)
280+36


19th
Telepath 19
+9
+6
+6
+11
Bluff 22, Concentration 22, Diplomacy 22, Knowledge (Psionics) 20, Psicraft 22, Sense Motive 22


Mind Seed (http://www.d20srd.org/srd/psionic/powers/mindSeed.htm)
311+38


20th
Telepath 20
+10
+6
+6
+12
Bluff 23, Concentration 23, Diplomacy 23, Knowledge (Psionics) 23, Psicraft 23, Sense Motive 23
Expanded Knowledge (Greater Metamorphosis)
Bonus feat
Microcosm (http://www.d20srd.org/srd/psionic/powers/microcosm.htm), Psychic Chirurgery (http://www.d20srd.org/srd/psionic/powers/psychicChirurgery.htm), Greater Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosisGreater.htm)
343+50


You might as well just introduce the +5 Adamantine Telepath into your game at full build, since True Mind Switch (a 9th level power) is built into his backstory. It might seem rough to pit them against a CR 20 enemy when they're only level 9 or so, but remember that he's not unleashing his full power against them in a combat encounter or teleporting them into a volcano in their sleep--he's subtly manipulating events to make them more vulnerable to any other challenges they're facing during the campaign. So it's not necessary for him to gradually become more difficult--that will happen naturally as the PCs start facing more dangerous enemies and walking into more perilous situations.

Here are the main pillars of your strategy when employing this villain:

Maintain plausible deniability
You should only strike when the PCs won't be in a position to determine what's going on. (You can, of course, use a Concentration check to dispense with displays (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#display), making powers effectively undetectable, but it's best not to give them any hints, either.) For example, let's say they're in a fight against a dire lion. The dire lion roars and charges at one of the PCs. What does the greataxe do? He takes this spot to manifest Demoralize, forcing the whole party to make a save vs. fear. They'll assume it's caused by the lion's roar--they'll never guess that a third party is interfering with the fight. Or, another example, let's say the PCs are using invisibility and silencing spells to infiltrate an enemy's camp. The greataxe manifests False Sensory Input on one of the guards, and uses it to show the guard a noisy illusion of the party...at the party's exact location. When the guard comes running and sounds the alarm, the PCs will conclude that he must have had some sort of true seeing effect. Etc. Also, take note of the Anticipatory Strike power: it lets you do stuff like this as an immediate action.

What you should not do is this: "Roll a Will save. Only a 13? Okay, your character decides it would be a good idea to do [whatever]." That's no good. If you try to pull this stuff directly on the players, the jig is up. They'll know OOC that something is going on, even if their characters don't. At best, that puts them in an awkward position. At worst, it incentivizes them to use metagame knowledge to mess up your plan. So BE SUBTLE, mmkay?

Manipulate other NPCs
As a Telepath, the greataxe has great tools for controlling the game's other NPCs. Most notably, he can use Suggestion, Dominate, or Implanted Suggestion to directly control their actions. He can also alter their emotions, give them an Aversion, falsify their senses, modify their memories, or even use Mind Seed to turn them into a copy of himself as he once was. By forcing other NPCs to do his bidding, he can make it appear as if there's a worldwide conspiracy against the PCs, as everyone they meet seems to be secretly plotting against them. In reality, it's just him, screwing with them.

Come to think of it, he probably should create an actual conspiracy. He has the social skills for it, and with powers like Remote Viewing and Correspond, he can easily conduct such things from afar.

Leak information
Empathy, Read Thoughts, and Probe Mind make him privy to all of their deepest secrets. So, of course, he's happy to give those secrets away to their enemies, and to his various pawns. He'll give away all of the PCs' most common tactics, along with advice on how to counter them. Pretty soon, everyone they fight will seem to have the perfect item or spell to shut down the PCs' strategy.

A bit of advice for this bit: make sure that at some point, the enemies let slip that they are somehow gaining intelligence on the PCs. If you don't give the players a hint that the enemies do actually have an in-universe source for their information, they'll think you're just metagaming your encounter design and call bull**** on you.

At some point, just start ****ing with them
You'll start out being subtle, but eventually, you should start taking opportunities to just screw with their minds. Randomly cast Telekinetic Sphere on them and bounce them around a little. Set up Teleportation Circles in the night so that they wake up in the middle of the wilderness somewhere. Use Create Sound to...well, if you can't think of anything creatively confusing to do with Create Sound, I'm revoking your DM license. And if one of the players carelessly utters the phrase "I wish...", have him grant their wish with Reality Revision, using the "may pervert your intent into a literal but undesirable fulfillment" clause.

I have no idea how your players will react to this, but they'll have to react SOMEHOW. Whatever their first theory is, try and do your best to lead them along as if that theory is correct...and then throw them a curveball that leaves them utterly confused again. Feel free to laugh maniacally.

Is this evil DMing? Maybe. Maybe. It's a tough line to walk, messing with them while not making them so frustrated that they're not having fun anymore. But if you can pull it off, it'll be delicious.

And the final pillar is...

Attack their loved ones
They took his only son from him. If he can make them feel the same pain he felt, he will.

If the players ever meet with their characters' family, close friends, or loved ones, he will sense their love with his Empathy power. And he will cast Psychic Crush. And he will keep casting Psychic Crush, until the PCs' loved one lies dying on the floor. Then he'll cast Crisis of Life. The bastards took his SON. As far as he's concerned, they don't get to have family anymore.
So, I used a +5 psychokinetic burst ghost touch adamantine greataxe for this villain, but really, that may not be the best choice. After all, what if your party doesn't have a melee fighter? Or what if the player playing the fighter stops showing up to sessions? You might lose your main villain. That would be awkward.

While it would be possible to have an NPC pick up the +5 Adamantine Telepath and team up for vengeance, I recommend adapting him to be a different kind of awesome loot based on the specific needs of the party. He might be a headband of intellect +6, for example, or a ring of greater invisibility. (Shout-out to Sauron!) What's important is that the party needs to believe they're getting an awesome magic item, one that they won't be likely to try and sell or replace. If they do try and sell or replace him, he has ways to prevent that--see the above section on manipulating NPCs--but it's better if it doesn't come to that.

This concept would actually work with a more basic intelligent item (http://www.d20srd.org/srd/magicItems/intelligentItems.htm), too, but this way is cooler.
Complete Psionic: Implanted Suggestion and Anticipatory Strike powers, Focused Skill User feat
Expanded Psionics Handbook/SRD: Basically everything
Lords of Madness: Mindsight feat
Mind's Eye web enhancement, "Expanded Classes, Part 3": Telepathy ACF

Gwachitallemall
2015-04-16, 06:58 PM
I want to say I'm reminded of the movie, Mask.. but.. I'm not, unfortunately.



Judith Iskari O'ta
Mask of the Betrayer
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpt1/v/t34.0-12/11118573_10153712172684692_1502373914_n.jpg?oh=d11 9d696867ef8867e4108e9fa1927a7&oe=55301539&__gda__=1429208673_73805369121d2156c51391f6ab21658 b

CE Succubus Spymaster 3/Master of Masks 10
Languages Known: Abyssal, Common, Draconic (Base Languages), Dwarven, Elvish, Gnomish, Halfling (Bonus Languages due to high Intelligence)


"Oh dear, can someone please help me? Oh, you there, strapping adventuring types, maybe you can help me, yes? Oh, my name is Judith Iskari O'ta. You haven't heard of me? Well, I guess it's not too surprising, my family is one of the smaller noble houses from the city of- oh dear, there I go, rambling on again. Anyways, can you capable looking nice people help a damsel in distress? I promise, I won't be a burden..."

And so began our downward spiral. We didn't realize it at first. We just thought it was a string of bad luck. This gorgeous red-headed vixen crosses our path, needing help, who were we to say no? Told us she was being forced into an arranged marriage, and all she wanted to do was escape and perform a career as an actress. She wasn't horrible with a blade either, and seemed to know a few useful spells, so it's not like she was completely useless to us. She definitely seemed to know what we were thinking of most of the time (called it a "woman's intuition"), and could pinpoint ambushes from about a hundred feet out. But then in the next town, our trapsmith was implicated in a botched heist, and our paladin refused to associate with criminals, convicted or not, so we had to leave him behind. We just knew it wasn't Judith, cause she had an alibi clear across town at the time of the burglary. Had an audition for some acting guild, they took her on as an apprentice, but told her she needed to hone her craft some in the real world. She showed back up at the inn the next morning with this mask, said it was fortuitous, this mask was magical and would let her fill in for our convicted thief. I mean, she wasn't wrong, she was definitely able to sneak around pretty well, and could really find those weak spots in our enemies. We took on a few jobs in the city there, and she proved to be pretty valuable, I reckon.

About the time we were lookin' to move on though, our wizard got herself into a bit of a sticky situation with the local caster's guild though. Apparently, they had it on good authority that Lyssa had been using charm magic to get into secure sections of the guild's library. I mean, we knew the girl was heavy into the book reading and lore research, so it didn't really surprise us much. We just never thought she would go about it like that. Judith assured us that it would be ok though, 'cause she had just finished this new mask that would let her cast spells just like Lyssa could. Apparently her acting guild was involved in some sort of "Mask Magic", whatever that was. We really didn't have time to go into it in a bunch of detail, we had to get this sealed cask to the next country over, in order to avert a civil war. So, we took off, Me, Craigg the Paladin, Bryn the Priest, Jovin the Bard, and Judith with her masks.

"These fools were so easy. They took me into their group with almost no questioning of my origins or of who I was. I tell you, the "damsel in distress" card works every time. Sure, the Paladin tried turning his Detect Evil on me, but that was useless thanks to my training as a Spymaster. Their rogue though. He almost caught me slipping up, so he was the first to go. It really wasn't even hard. I set him up with a fence down by the docks, then all I had to do was put in an appearance at the theater, fly across town to a jeweler's shop, Alter Self into him, make sure I was seen by witnesses, and break in. After the guards showed up, I hid and changed my appearance again to match a guard, then flew back to the audition before anyone was the wiser. A little scrying from the mage guild later, based on the witnesses description, led them straight to the poor sap. Then Lyssa, that snooping twit, she got a little too curious about my magical abilities. Kept trying to bring up that they weren't "proper spells". Way too curious for my tastes. So, I did what any sensible fiend would do, and charmed my way into the restricted stacks of the library. Lifted a couple of the more... esoteric tomes, and hid them in Lyssa's trunk. One well placed anonymous tip to the authorities later, and she was caught red-handed."

Craigg was the next to go. He and Judith had been arguing a lot at that point. Turns out she wasn't the most devout of people, and when she whipped out a mask to emulate a High Priest, him and Bryn took umbrage to her blasphemy. He went so far as to challenge her to combat though, convinced that she was a heretic to his faith, and should be dealt with accordingly. I mean, it seemed like he was really going to go through with it, but I couldn't have him just randomly challenging party members to a fatal duel. Believe me, he woulda cleaved her in half too, pretty little thing that she was. No way she could stand up to his greatsword. Plus, he could Fall for stuff like that. No, wasn't worth it. Sadly, he had to say his goodbyes. I mean, we had known him for nearly 2 years at that point, sure, but I mean, come on. One good look at Judith, and you just know that she was basically harmless. Besides, we had kinda developed a thing at this point. And boy did she leave me gasping the next morning. Well, there was more to that too, I just didn't know it at the time.

"Oh my. Have you ever heard the term "Big Stupid Fighter"? I tell you what, this guy, Anton, he has it in spades. It's only a matter of time before the idiot charges into battle, only to discover he has the martial prowess of an acolyte, instead of a blademaster. He's fun though..."

Turns out Jovin finally got a better gig than adventuring with us. Good riddance, I say. He had been getting a little too cozy with Judith for my tastes. Then his college sent word he was both behind in his dues, and that his poor reputation was reflecting badly on the college's good name. Turns out this fool had been playing songs that made fun of the local aristocracy and writing plays that taunted the nobility! He denied it, of course, but we saw the manuscripts and sheet music. Even he admitted they were written in his style of penmanship, but "they had to be forgeries, since he honestly hadn't written them!" Bollocks, I say. He was jealous of the love between Judith and me, and wasn't thinking straight enough to stay out of trouble. He's probably rotting in the King's dungeon by now, and well deserved in my book.

"I had always been told that nobody ever practiced the art of forgery anymore, and sure enough, even my meager skills were enough to trick anybody that cared to inspect the documents. Oh, of course I had to fan the flames a little bit. Stroking his ego at the right moments, egging him on into fights over me with Anton. Quite simple, really. And posing as a mail clerk to intercept his bardic dues? Child's play. If there is anything I have learned on this Plane, it's that institutions like to be paid. And when they don't get paid, they send out debt collectors. And when those collectors never show back up, well... More heavy handed authorities are called to action."

I never thought me an Bryn would ever part ways. We had known each other for near two decades. But his betrayal of me, it cut deep. Deeper than that last minotaur we had to fight. I really thought I could take him, but my stamina and strength just haven't been the same since I started spending more time with Judith. Anyways, I can't believe Bryn would call Judith a "Hell-spawned Wench". It really isn't fair. To insinuate she was something akin to a Succubus, I mean, I know she's pretty and all, but honestly. What would a Succubus be doing messing around with the likes of us? Sure, we were supposed to be tracking down those cultists a few towns back, but they heard we were coming and booked it into the next country over. Then, well, we were supposed to deliver that precious cargo, but it got stolen in the middle of the night. Was probably Lyssa, now that I think about it, trying to do her magical tests on it. Told her it was a bad idea, must've corrupted her or something. Yeah, that explains why she went off the deep end just a little later. Craigg was supposed to be our diplomatic envoy into the next duchy too, we were supposed to barter with them on behalf of the Empire, but then he had to leave us, with all his religious ranting, so we couldn't broker that deal. But that was ok still, since all we really needed to do was get back to the capitol and tell them what happened. But, well, I'm not so good with words, and after Jovin got locked up, we didn't really have anyone to spin our troubles in a positive light. Judith could've done it I suppose, but she was busy with her theater stuff that day, and couldn't make it to court. But yeah, I mean, really, why would a Succubus truck around with us? We weren't really worth all that much. Besides, wouldn't one of them just kill us and get it over with? Judith never killed anyone that didn't try to kill us first! Shoot, she's the most capable member of the team, what with all her different masks and whatnot. 'Course, now our team is just me and her, since Bryn left us to go back to his monastery. Something about having to atone for his sins, after being forsaken by his god for spending so much time with an agent of the Abyss. Pure hog-wash, there's no way she could be evil. He even tried all his special "interrogation" spells on her, and none of them did any good. Yeah... no way she could be anything other than sweet, innocent, Judith... Would never betray us, betray me...

"So, as you can see, it took a while, but really, this was the best way. Nobody will ever know of our involvement with splitting the nations up at this crucial moment. Three separate countries are now ripe for our influence, if you will just let my Spymaster Sisters loose on the Prime Material Plane. A whisper in the right ear, a kiss to the proper lips, and even the most promising group of goodie-two-shoes adventurers can be led astray. All it takes is subtlety and time. And time is what we have the most of, no? Do we not play the long game?"





Attribute
Base
Racial
From Level
Total


Strength
15
+1
+0
16


Dexterity
14
+1
+0
15


Constitution
13
+1
+4
18


Intelligence
12
+6
+0
18


Wisdom
10
+4
+0
14


Charisma
8
+16
+0
24


All ability score increases due to level go towards Constitution.




CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


7 (6HD)
Succubus
+6/+1
+5
+5
+5
Bluff - 9, Diplomacy - 9, Disguise - 9, Escape Artist - 8, Forgery - 4, Gather Information - 4 Hide - 9, Intimidate - 2, Knowledge (Nobility & Royalty) - 8, Listen - 1, Move Silently - 9, Perform (Act) - 9, Search - 9, Sense Motive - 9
Skill Focus (Bluff), Wanderer's Diplomacy, Mindsight
Energy drain, spell-like abilities, summon demon, Change Shape, 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


8 (7HD)
Spymaster 1
++6/+1
+5
+7
+5
Bluff +1 - 10, Diplomacy +1 - 10, Disguise +1 - 10, Gather Information +3 - 7, Hide +1 - 10, Intimidate +3 - 5, Move Silently +1 - 10, Sense Motive +1 - 10
-
Cover Identity, Undetectable Alignment


9 (8HD)
Spymaster 2
+7/+2
+5
+8
+5
Bluff +1 - 11, Diplomacy +1 - 11, Disguise +1 - 11, Gather Information +3 - 10, Hide +1 - 11, Intimidate +3 - 8, Move Silently +1 - 11, Sense Motive +1 - 11
-
Quick Change, Scrying Defense


10 (9HD)
Spymaster 3
+8/+3
+6
+8
+6
Bluff +1 - 12, Diplomacy +1 - 12, Disguise +1 - 12, Gather Information +2 - 12, Hide +1 - 12, Intimidate +4 - 12, Move Silently +1 - 12, Sense Motive +1 - 12
Craven
Magic Aura, Sneak Attack +1d6


11 (10HD)
Master of Masks 1
+9/+4
+6
+10
+8
Bluff +1 - 13, Disguise +1 - 13, Gather Information +2 - 13, Perform (Act) +2 - 11, Sense Motive +2 - 13
-
Persona Masks


12 (11HD)
Master of Masks 2
+10/+5
+6
+11
+9
Bluff +1 - 14, Disguise +1 - 14, Gather Information +2 - 14, Perform (Act) +2 - 13, Sense Motive +2 - 14
-
-


13 (12HD)
Master of Masks 3
+10/+5
+7
+11
+9
Bluff +1 - 15, Disguise +1 - 15, Gather Information +2 - 15, Perform (Act) +2 - 15, Sense Motive +2 - 15
Imperious Command
Mask Specialist


14 (13HD)
Master of Masks 4
+11/+6/+1
+7
+12
+10
Bluff +1 - 16, Disguise +1 - 16, Gather Information +2 - 16, Intimidate +1 - 13, Perform (Act) +1 - 16, Sense Motive +2 - 16
-
-


15 (14HD)
Master of Masks 5
+11/+6/+1
+7
+12
+10
Bluff +1 - 17, Disguise +1 - 17, Gather Information +2 - 17, Intimidate +1 - 14, Perform (Act) +1 - 17, Sense Motive +2 - 17[
-
Many Faces (2, move)


16 (15HD)
Master of Masks 6
+12/+7/+2
+8
+13
+11
Bluff +1 - 18, Disguise +1 - 18, Gather Information +2 - 18, Intimidate +1 - 15, Perform (Act) +1 - 18, Sense Motive +2 - 18[
Master Manipulator
Hidden Mask


17 (16HD)
Master of Masks 7
+12/+7/+2
+8
+13
+11
Bluff +1 - 19, Disguise +1 - 19, Gather Information +2 - 19, Intimidate +1 - 16, Perform (Act) +1 - 19, Sense Motive +2 - 19[
-
-


18 (17HD)
Master of Masks 8
+13/+8/+3
+8
+14
+12
Bluff +1 - 20, Disguise +1 - 20, Gather Information +2 - 20, Intimidate +1 - 17, Perform (Act) +1 - 20, Sense Motive +2 - 20[
-
Many Faces (3, swift)


19 (18 HD)
Master of Masks 9
+13/+8/+3
+9
+14
+12
Bluff +1 - 21, Disguise +1 - 21, Gather Information +2 - 21, Intimidate +1 - 18, Perform (Act) +1 - 21, Sense Motive +2 - 21[
Combat Panache
-


20 (19HD)
Master of Masks 10
+14/+9/+4
+9
+15
+13
Bluff +1 - 22, Disguise +1 - 22, Gather Information +2 - 22, Intimidate +1 - 19, Perform (Act) +1 - 22, Sense Motive +2 - 22[
-
Many Faces (4, immediate)


Masks Known, in order: Assassin, Jester, Archmage, High Priest, Gladiator, Dragon, Lord.


At will

Charm Monster
Detect Good
Detect Thoughts
Ethereal Jaunt (self plus 50 pounds of objects only)
Suggestion
Greater Teleport (self plus 50 pounds of objects only)

Caster level 12th.
The save DCs are Charisma-based.



Levels 10: I would consider this the earliest point to introduce Judith to the party. At this point, she has 3 levels of Spymaster, and can successfully imitate pretty much anyone she wants to. I would either introduce her as some sort of adventuring noble, maybe a runaway with aspirations to join the circus, or, with her SLA's, Telepathy, Mindsight and 1d6 of Sneak Attack, maybe a Psychic Rogue or Psion/Assassin. Barring a Paladin randomly targeting her with Smite Evil, which he shouldn't, since her Undetectable Alignment ability counters his Detect Evil radar, I don't foresee anybody really suspecting her of treachery, or even of her pretending to be someone she's not.
Levels 11-15: By this point, you are taking levels in Master of Masks. Play up the role of consummate actor, and you can shrug off any slip-ups in subterfuge as merely practicing your character for your next performance. The Assassin and Archmage Masks give you some much needed combat potency, while Jester gives you a bonus to social skills and High Priest will give a small amount of healing capability (either for you or your "allies").
Levels 16-20: Finishing out Master of Masks, you can keep up multiple masks at once, and keep them hidden from view as well. Gladiator and Assassin at the same type really ups the damage ante in combat, Dragon and Archmage will fool anybody into thinking you are a master of the arcane, and Jester plus Lord will really make you the belle of the ball in any social circle.
Sweet Spot - CR 16: I really feel that at this point, when Judith get's Hidden Mask, is her sweet spot. She can keep up two masks at the same time, and conceal them both from view such that nobody even knows what she is emulating. And, within only a move action, she can swap them out as the situation requires.
Tips & Tricks: So, a few things to note about Judith. She is most definitely a social character first and foremost. Her selection of feats really showcases this. Master Manipulator and Wanderer's Diplomacy give her new uses for Diplomacy out of combat, and Imperious Command lets her intimidate foes into submission during combat. Speaking of which, Combat Panache is a tactical feat that lets you force your opponents to attack each other, and you can even drop their combat effectiveness down with an intimidate check. As a Succubus, her SLA's can really come in handy for disrupting inter-party cohesion as well as offering her a convenient means of escape, should the situation demand. And, if need be, she can attempt to summon a vrock once per day. This could be used to help in combat, but personally I would summon it as an opponent, to prove to your allies that you aren't actually an evil person, because why would the denizens of the lower planes attack one of their own?



Really, there aren't any specific items that would make this character shine. Standard stat-boosting items would help. Basic protection items too. Judith can benefit from wearing Light and Medium armor, only her mediocre stealth skills would suffer, and her Dexterity isn't so sky-high that a Mithral Breastplate would hinder her greatly. She has Martial Weapon Proficiency from being an Outsider, and Gladiator Mask gives her proficiency in all Exotic Weapons, so your options are wide open there.


Dungeon Master's Guide - Elite Array
Player's Handbook - Feats, Skills
Player's Handbook 2 - Wanderer's Diplomacy, Master Manipulator
Monster Manual 1 - Succubus
Complete Adventurerer - Spymaster
Complete Scoundrel - Master of Masks
Lords of Madness - Mindsight feat
Champions of Ruin - Craven Feat
Savage Species - Succubus character information
Image - Google Search for "d&d party", chose that one.

Gwachitallemall
2015-04-16, 07:06 PM
Invisible Masks, that's scary. Go frolic, and be multiple!


Ogren Dellahunt, Master of Masks

Build Stub: Factotum 10/Master of Masks 7/Fortune's Friend 3

Str: 8
Dex: 14 (increased at Level 4)
Con: 10
Int: 19 (increased at Levels 8, 12, 16, 20)
Wis: 12
Cha: 14

HP: 76
Languages Spoken: Common, Elven, Draconic, Dwarven, Gnomish




CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Factotum 1
+0
+0
+3
+1
Bluff +9, Disguise +9, Diplomacy +6, Perform (acting) +6, Sleight of Hand +6, Knowledge: Nobility and Royalty +6, Forgery +6, Tumble +6, Hide +6
Skill Focus: Bluff, Skill Focus: Disguise
Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding


2nd
Factotum 2
+1
+0
+4
+1
Bluff +10, Disguise +10, Diplomacy +7, Perform (acting) +7, Sleight of Hand +7, Knowledge: Nobility and Royalty +7, Forgery +7, Tumble +7, Hide +7

Arcane Dilettante (1 spell)


3rd
Factotum 3
+2
+1
+4
+2
Bluff +11, Disguise +11, Diplomacy +8, Perform (acting) +8, Sleight of Hand +10, Knowledge: Nobility and Royalty +7, Forgery +8, Tumble +10, Hide +9, Skill Tricks: Assume Quirk
Weapon Finesse
Brains Over Brawn, Cunning Defense


4th
Factotum 4
+3
+1
+6
+2
Bluff +12, Disguise +12, Diplomacy +9, Perform (acting) +9, Sleight of Hand +12, Knowledge: Nobility and Royalty +7, Forgery +9, Tumble +12, Hide +10, Skill Tricks: Assume Quirk, Second Impression

Arcane Dilettante (2 spells), Cunning Strike


5th
Factotum 5
+3
+1
+6
+2
Bluff +13, Disguise +13, Diplomacy +10, Perform (acting) +10, Sleight of Hand +13, Knowledge: Nobility and Royalty +7, Forgery +10, Tumble +13, Hide +11, Knowledge: Local +3, Skill Tricks: Assume Quirk, Second Impression

Oppotunistic Piety


6th
Factotum 6
+4
+2
+7
+3
Bluff +14, Disguise +14, Diplomacy +11, Perform (acting) +11, Sleight of Hand +14, Knowledge: Nobility and Royalty +7, Forgery +10, Tumble +14, Hide +11, Knowledge Local +4, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade
Quick Draw



7th
Factotum 7
+5
+2
+7
+3
Bluff +15, Disguise +15, Diplomacy +12, Perform (acting) +12, Sleight of Hand +15, Knowledge: Nobility and Royalty +7, Forgery +10, Tumble +15, Hide +11, Knowledge Local +5, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery

Arcane Dilettante (3 spells)


8th
Factotum 8
+6/+1
+2
+8
+3
Bluff +16, Disguise +16, Diplomacy +13, Perform (acting) +13, Sleight of Hand +16, Knowledge: Nobility and Royalty +8, Forgery +11, Tumble +16, Hide +12, Knowledge Local +8, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery

Cunning Surge


9th
Factotum 9
+6/+1
+3
+8
+4
Bluff +17, Disguise +17, Diplomacy +14, Perform (acting) +14, Sleight of Hand +17, Knowledge: Nobility and Royalty +8, Forgery +11, Tumble +17, Hide +12, Knowledge: Local +8, Use Magic Device +4, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery
Sly Fortune
Arcane Dilettante (4 spells)


10th
Factotum 10
+7/+2
+3
+9
+4
Bluff +18, Disguise +18, Diplomacy +15, Perform (acting) +15, Sleight of Hand +18, Knowledge: Nobility and Royalty +8, Forgery +11, Tumble +18, Hide +12, Knowledge: Local +8, Use Magic Device +4, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite

Opportunistic Piety (+1 use)


11th
Factotum 10/Master of Masks 1
+7/+2
+3
+11
+6
Bluff +19, Disguise +19, Diplomacy +15, Perform (acting) +16, Sleight of Hand +19, Knowledge: Nobility and Royalty +8, Forgery +12, Tumble +18, Hide +12, Knowledge: Local +8, Use Magic Device +5, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite

Persona Masks


12th
Factotum 10/Master of Masks 2
+8/+2
+5
+12
+7
Bluff +20, Disguise +20, Diplomacy +16, Perform (acting) +17, Sleight of Hand +21, Knowledge: Nobility and Royalty +9, Forgery +14, Tumble +19, Hide +13, Knowledge: Local +9, Use Magic Device +5, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite
Unbelievable Luck
+1 level spellcasting


13th
Factotum 10/Master of Masks 3
+8/+2
+6
+12
+7
Bluff +21, Disguise +21, Diplomacy +16, Perform (acting) +18, Sleight of Hand +21, Knowledge: Nobility and Royalty +9, Forgery +15, Tumble +19, Hide +13, Knowledge: Local +9, Use Magic Device +6, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite

Mask Specialist


14th
Factotum 10/Master of Masks 4
+9/+2
+6
+13
+8
Bluff +22, Disguise +22, Diplomacy +16, Perform (acting) +19, Sleight of Hand +23, Knowledge: Nobility and Royalty +9, Forgery +16, Tumble +19, Hide +13, Knowledge: Local +9, Use Magic Device +7, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite

+1 level spellcasting


15th
Factotum 10/Master of Masks 5
+9/+2
+6
+13
+8
Bluff +23, Disguise +23, Diplomacy +16, Perform (acting) +20, Sleight of Hand +24, Knowledge: Nobility and Royalty +9, Forgery +17, Tumble +19, Hide +13, Knowledge: Local +9, Use Magic Device +8, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite
Tempting Fate
Many Faces (2, move)


16th
Factotum 10/Master of Masks 6
+10/+2
+7
+14
+9
Bluff +24, Disguise +24, Diplomacy +16, Perform (acting) +21, Sleight of Hand +25, Knowledge: Nobility and Royalty +10, Forgery +20, Tumble +19, Hide +13, Knowledge: Local +10, Use Magic Device +8, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite, Acrobatic Backstab

Hidden Mask


17th
Factotum 10/Master of Masks 7
+10/+2
+7
+14
+9
Bluff +25, Disguise +25, Diplomacy +16, Perform (acting) +22, Sleight of Hand +26, Knowledge: Nobility and Royalty +10, Forgery +20, Tumble +19, Hide +13, Knowledge: Local +10, Use Magic Device +9, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite, Acrobatic Backstab, Back on Your Feet

+1 level spellcasting


18th
Factotum 10/Master of Masks 7/Fortune's Friend 1
+10/+2
+7
+16
+9
Bluff +25, Disguise +25, Diplomacy +16, Perform (acting) +22, Sleight of Hand +26, Knowledge: Nobility and Royalty +10, Forgery +20, Tumble +19, Hide +13, Knowledge: Local +10, Use Magic Device +14, Gather Information +7, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite, Acrobatic Backstab, Back on Your Feet
Make Your Own Luck
Easy Luck, Extra Fortune, More Luck Than Skill


19th
Factotum 10/Master of Masks 7/Fortune's Friend 2
+11/+2
+7
+17
+9
Bluff +25, Disguise +25, Diplomacy +21, Perform (acting) +22, Sleight of Hand +26, Knowledge: Nobility and Royalty +10, Forgery +20, Tumble +19, Hide +13, Knowledge: Local +10, Use Magic Device +14, Gather Information +12, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite, Acrobatic Backstab, Back on Your Feet
Advantageous Avoidance
Bonus Luck Feat


20th
Factotum 10/Master of Masks 7/Fortune's Friend 3
+11/+2
+8
+17
+10
Bluff +25, Disguise +25, Diplomacy +21, Perform (acting) +22, Sleight of Hand +27, Knowledge: Nobility and Royalty +10, Forgery +20, Tumble +20, Hide +19, Knowledge: Local +10, Use Magic Device +14, Gather Information +12, Move Silently +9, Skill Tricks: Assume Quirk, Second Impression, Hidden Blade, Social Recovery, Mosquito's Bite, Acrobatic Backstab, Back on Your Feet

Extra Fortune, Fortune's Favorite




Serene Visage (Spell Comp), Cheat (Spell Comp), Spymaster's Coin (Comp Scoundrel), Amorphous Form (Spell Comp)


Archmage, Faceless, Gladiator, High Priest, Jester, Lord


Ogren grew up in a mid-sized town, where he showed a remarkable facility for learning from a young age. Unlike most of his peers, who focused their efforts on learning a particular trade, Ogren bounced from one skillset to another. His constant search for new challenges eventually led him to become an adventurer. In that career, his ability to recall random bits of information on the fly--not to mention the ability to talk his way out of a bad situation--proved most useful.

Although Ogren's skills are in their infancy at this point, he should be able to find ways to make himself useful to the party. With Knowledge: Nobility and Royalty, he's a good source of information about the local power structure (or about the ancient crest on that suit of armor the PCs "liberated" from a tomb somewhere), and a party that's not too fussy about staying on the right side of the law might find his Forgery skill helpful.


In addition to a thirst for knowledge, Ogren always had a knack for saying the right thing at the right time. From the captain of the guard to the guy who was totally not a fence for the Thieves' Guild (honest!), everyone seemed to like him. In time, Ogren found that he could usually parley his growing roster of connections into money and influence. (And if that didn't work, his light fingers allowed him to relieve wealthy-looking visitors to town of their coin purses.) Why on earth, he thought, should he risk getting eaten by dragons or dissolved by oozes when he could just as easily obtain the things he wanted by smiling at the right people or whispering gossip into the right ears? So Ogren left the adventurer's life and settled in a large coastal city--the very one where the party has their home base.

Ogren isn't meant to be a combat-focused character, but Weapon Finesse, Cunning Defense, and Opportunistic Piety can help him survive a fight if one is unavoidable. At this stage of the game, he also starts picking up skill tricks that augment his already-impressive ability to impersonate others and weasel his way out of tight spots. Assume Quirk, in particular, will help him pick up the special requirement for the Master of Masks prestige class: to impersonate a target so well that he can even fool their closest friends.


Ogren quickly set about climbing the social ladder in his new home, building an extensive network of people who owe him favors, are afraid of having their secrets revealed, or who genuinely believe he's on their side. (The party will probably fall into the last category.) Among other things, his minor spellcasting abilities allowed him to pull out near-impossible wins at games of chance and spy on people he wished to gain an advantage over. Many of his targets know him by different names (none of them his real one, of course) and different appearances. One of his favorite tricks is to set two of his false identities up against one another, so that no matter who his target chooses to help, he wins. In addition to his very real cunning and skill, luck seems to be on his side more often than one would expect, and those seeking to hinder his plans (or figure out what his plans are) often find themselves chasing shadows.

Ogren's skills as a master of disguise and social manipulation have been increasing steadily over the past few levels, and are now bolstered by additional skill tricks and spells. The party may interact with several "different" people, all of whom are actually Ogren. With the Factotum's wide range of competencies, these "individuals" may seem to be very different types of people, decreasing the chances that the PCs will see through the ruse. After all, how many people are there who can use sneak attack and cast arcane magic and cast healing spells? If they become suspicious of one of their contacts and try to corner him, he can slip away either by mundane means or by use of the Amorphous Form spell. For a while, he may genuinely act in the party's best interests in order to move them into the position where he wants them. He may also trick the PCs into thinking of him as an ally by getting them out of a difficult situation that he got them into in the first place.


One of Ogren's various personas is an actor, and in this guise Ogren has become quite popular in his chosen city. Crowds flock to his performances, and he's invited to parties hosted by wealthy merchants and noblemen. All of this, of course, has allowed him to build up an ever-more-impressive network of contacts and to gain ever more influence in the corridors of power. Part of his popularity is due to his natural acting skills, of course, but part of it is also due to the abilities of his Persona Masks. Any competent actor can portray a wise old wizard in a play, but how many of them can make the performance that much more vivid by actually casting Dancing Lights? And in all his endeavors, luck seems to be on his side more than ever...

Ogren's social skills are quite prodigious at this point, and can be boosted further by the Lord mask. Between these, Sleight of Hand, and Forgery, he can get the PCs into any number of uncomfortable situations, from the serious ("What do you mean three different witnesses overheard us plotting an assassination?") to the silly ("What do you mean three different witnesses saw us using Ghost Sound to make vuvuzela noises at the Imperial Gladitorial Games?") Misdirection as a quest-giver could also be a potent tool in his arsenal: he can send the party on a legitimate quest just to get them out of his hair for a while, try to get them killed by misrepresenting how dangerous a quest is likely to be, or set them on one of his enemies by telling them that the enemy is Evil/Lawful/whatever the PCs don't like (which may or may not be true). In the event of a direct confrontation, escape is still his preferred option (and can now be aided by the Archmage Mask's Invisibility SLA). His Tempting Fate and Unbelievable Luck feats are tailor-made for making the party go, "How did he dodge/survive that?" The bottom line here is that you should be twirling a moustache--real or imagined--whenever planning adventures that involve this character.


Ogren has reached the pinnacle of his power, though that power is, as ever, more social than martial or magical. Even those who have begun to suspect that he's not what he seems find it almost impossible to gather any concrete evidence of it, and he seems to always know where any potential threats to him are coming from. As if that weren't enough, it sometimes seems as though he's figured out how to sweet-talk the universe itself into doing what he wants.

Ogren is now high enough level in the Master of Masks prestige class to make his masks invisible, so he should nearly always be wearing the Faceless mask. With the 7th level of MoM, he gains access to more powerful SLAs from the Archmage and High Priest masks, as well as decent combat bonuses from the Gladiator mask--which one he wears as his secondary mask will depend on the situation he expects to face. He has also been initiated into the Fortune's Friend prestige class, the various luck-related benefits of which make him more capable of dealing with "no plan survives contact with the PCs" situations than most BBEGs.


Dungeonscape, Complete Scoundrel, Spell Compendium
-*

Gwachitallemall
2015-04-16, 07:07 PM
Pretty sure that's everyone. Looks like a decent turn out this time, hopefully we see some good scores.

WhamBamSam
2015-04-16, 09:49 PM
My idea which I didn't really bother fleshing out or working on was an [outsider of some sort, probably Neraph] Artificer. He would spend most of the campaign providing the PCs with a perfect magic mart, while at the same time arming their enemies. The outsider thing was so that he could use polymorph to get the Good subtype and gain one extra layer of capacity to fool alignment detection (then using Alter Self to re-assume his natural form so as to fool True Seeing, which only reveals the natural form of polymorphed creatures), but I'd have needed to put some serious work which I didn't feel like doing into layers of defenses against this form and that form of magical detection, especially as I'd need to look through the higher level detection spells to see how successfully I could hide things like Polymorph and Glibness in plain sight among all his other magic that he'd wear around everywhere as an Artificer.

Looks like there's an interesting pack without him though. I'll have to come back and read through these eventually, though I am supposed to be judging Iron Chef this round, and doing math homework.

Gwachitallemall
2015-04-22, 07:12 AM
How are our judges doing? I just got back from Colorado for a business trip.

Telonius
2015-04-23, 01:49 PM
The crickets seem ominous...

illyahr
2015-04-23, 02:27 PM
Sorry, life has been happening. I will try to get to it starting Friday. :smallredface:

Gwachitallemall
2015-04-27, 07:48 PM
3 days left, no judges yet. Is it the subtlety option?

atemu1234
2015-04-27, 08:01 PM
3 days left, no judges yet. Is it the subtlety option?

If you need a stand in judge, I'm willing.

sakuuya
2015-04-28, 09:56 AM
If you need a stand in judge, I'm willing.

Go for it! Worst-case scenario, we have multiple judges.

illyahr
2015-04-29, 02:55 PM
Won't be able to judge this one. On some new medication that's making me a little fuzzy so I wouldn't be able to give fair scores. :smallfrown:

Sam K
2015-04-29, 03:24 PM
3 days left, no judges yet. Is it the subtlety option?

Well, I considered judging since I didn't enter this one, but after looking over the entrances, I simply felt I didn't have the knowledge to really evaluate how good the builds were. Infiltration just isn't my thing. If you can't take something pure and good and make it a baby-murdering monster, I just don't get it.

Troacctid
2015-04-29, 04:21 PM
Were Keledrath and Red Fel going to judge, or did I hallucinate that because of the previous rounds?

Gwachitallemall
2015-04-29, 05:05 PM
Red Fel was having issues with the Subtlety option, as far as I know, he is not judging this round.

Vhaidara
2015-04-29, 08:19 PM
I'm dealing with personal issue on an extreme scale. There is a slim chance I'll get my head in the game in time, but it's unlikely.

Red Fel
2015-04-29, 08:24 PM
Red Fel was having issues with the Subtlety option, as far as I know, he is not judging this round.

Yeah, I was having a hard time wrapping my head around it, and I prefer not to judge if I can't bring my A-game. Sorry, folks.

atemu1234
2015-04-29, 08:44 PM
Red Fel was having issues with the Subtlety option, as far as I know, he is not judging this round.

So should I?

Telonius
2015-04-29, 08:47 PM
I'm dealing with personal issue on an extreme scale. There is a slim chance I'll get my head in the game in time, but it's unlikely.
Hope everything's okay!

Gwachitallemall
2015-04-30, 03:11 PM
So should I?

Yeah, looks like our normal three are out for this one. we'll probably have no disputes unless a judge gets in quickly.

atemu1234
2015-04-30, 03:35 PM
Yeah, looks like our normal three are out for this one. we'll probably have no disputes unless a judge gets in quickly.

Fair enough. I won't have time to do them all until tomorrow after work, though. Is Saturday alright?

Gwachitallemall
2015-04-30, 07:33 PM
Yeah, at this point, first judge to judge will be final scores.

Troacctid
2015-04-30, 07:56 PM
Yeah, I was having a hard time wrapping my head around it, and I prefer not to judge if I can't bring my A-game. Sorry, folks.

Pff, you can totally handle it! It's pretty much just Power, but modified with bonus points if you're sneaky and penalties if you're not. Plus, I like reading your judging, so you should judge anyway.

And atemu should judge too. Contests are more fun with multiple judges.

Gwachitallemall
2015-05-03, 01:06 PM
So.. Judges, former, prior, any of our possible judges, anyone close to getting a post in so I can close this and make the new one?

atemu1234
2015-05-03, 01:14 PM
Okay, so I'm going to get going on this. Sorry, I (ironically) wound up DMing yesterday, so I wasn't able to do it. I'm starting today. Judging, ftw, I guess?

Okay, so I've judged them. Though I'd appreciate a couple other people stepping forward to judge. I like my opinions, but I'd like to see others' opinions as well.

Alright, so here's my judging for Sam.
Originality: 3. He's somewhat original, in that it's a concept rarely used. Being an inkeeper is something the PCs will run into often, but in most cases players will grow suspicious with overly characterized inkeeps. I'll give him that his concept is marginally unique, but it still feels cliche somehow to me.
Power: Also 3. He's definitely capable of avoiding combat, but if discovered is really, really screwed if he can't get away. All his powers seem geared towards escape, and if he's soaked with a Dimensional Anchor spell, he's hosed.
Elegance: 4. What can I say, I'm a sucker for a Wilder Thrallherd.
Concept: 4. I'll give you props for making a cool villain inkeeper.
Subtlety: 3. He makes a nice villainous lackey, but conservation of detail is this guy's enemy, not the PCs.
Total: 14.
Alright, so onwards to Toadpipe. I actually like this one.
Originality: 2. He's not that original. By the time he gets involved with the party, he's still and will always be a devil. He's going to be expected to betray the party.
Power: 3. This one was a little tough. While I am a fan of warlocks, they're still going to be behind in power compared to most parties. This is a bit YMMV, because it varies based on party tier.
Elegance: 3. Too many PrCs, on an interesting but altogether odd chassis.
Concept: 4. This was my favorite in terms of concept. What can I say, I'm a sucker for a possession-based devil, as well as for things that shoot lasers out of wherever they want. Warlocks are fun.
Subtlety: 3 as well, for the same reasons as Sam.
Total: 12
Onwards to number three.
Originality: 4. I like the concept of sticking fiend of corruption on a Changeling. I don't know if I've ever seen that done before. However, it isn't a five because it's still a Changeling Beguiler. Fun, but not original in that regard.
Power: 2. It's a template, and in things like this templates aren't particularly good. It does give a bonus to a lot of stats, but in between the CR adjustment from that, with the levels in a PrC that doesn't advance spellcasting? You're not going to have the best of times.
Elegance: 4. I was either going for 4 or 3 on this one. You've got a very nice concept here, very nice indeed. Kudos to you on that.
Concept: 3. I've never seen anything like this before, so it's difficult to judge. It's interesting, but I worry about how it will handle itself at higher levels.
Subtlety: 5. This is a beast at subterfuge, and is the best one I've seen. I like it.
Total: 16
Here's Crazy Joe. I'll let my review speak for this one.
Originality: 2. Single-classed Bardic Sage. I'll give him the pretending to be crazy bit is entertaining, especially for business, but it seems too... basic, to me.
Power: 3. Bardic Sages are pretty good, I would suppose, though he won't hold a candle to an optimized wizard. Most things won't, I suppose.
Elegance: 4. It's a single-classed human, who does his job well. I'd say that's my favourite thing about this guy.
Concept: 4. I was surprised that a used magic item salesman/greasy car salesman type was used here, but pleasantly so. Kudos.
Subtlety: 4. No one expects this Spanish Inquisition.
Total: 13.
Ooh, I've been looking forward to this one.
Originality: 5. This is the single one I've found completely unique. I may fault it a little for being a single-classed thing, but come on, a PSION GREATAXE? I've never seen anything like this before.
Power: 4. This is a Psion, after all. It can definitely hold its own if need be.
Elegance: 2. It makes me happy, but I'm a little bit saddened by the fact it really won't see much potential play until really high levels. Apart from that, I loved it.
Concept: 4. For the same reason as originality, I loved it. I pretty much love any villain with an actual raison d'etre. This guy has an excellent backstory.
Subtlety: 3. PCs will be inevitably suspicious about such an awesome weapon. Fittingly, the greataxe is unsubtle.
Total: 14.
I missed this one first time through, somehow. Sorry. Doing it now.
Originality: 2. The betraying fiend thing is a concept we've seen several times.
Power: 3. This is interestingly made, but not particularly powerful compared to similarly leveled parties.
Elegance: 4. I find the PrC combo intriguing.
Concept: 4. I like the concept of this one, though I find it a little unoriginal.
Subtlety: 4. People inherently trust questgivers, no matter what.
Total: 14.
This one I found interesting. Replacing rogue in any build with Factotum is a step up, in my book, unless you're going for sneak attack.
Originality: 3. Reasonably original, this one didn't particularly stand out in my book. I like the Fortune's Favorite, it's a nice touch.
Power: 3. It may be able to handle itself if done well, but in the meantime it's still got to deal with full casters. As with most of these builds, their downfall is a Properly Optimized Wizard.
Elegance: 4. I really like this guy's build, it seems nice to me for some reason. It's simple, and it's fairly effective.
Concept: 4. I do love evil Factotums. I kind of want to use this guy in a Worm that Walks campaign, but maybe that's just me.
Subtlety: 3. This guy is nice, but not much better than most.
Total: 14.
And that's all, folks.
Edit: Added subtlety. Totals no longer take Power into account, but use Subtlety.

WeaselGuy
2015-05-03, 02:25 PM
I think you missed one of them... Judith (http://www.giantitp.com/forums/showsinglepost.php?p=19121466&postcount=68)

Sam K
2015-05-03, 03:20 PM
Weren't you suppose to judge for subtility instead of power this round? :)

atemu1234
2015-05-03, 03:44 PM
Weren't you suppose to judge for subtility instead of power this round? :)

Odd. I factored that into Concept and Elegance.

sakuuya
2015-05-03, 03:47 PM
Odd. I factored that into Concept and Elegance.

It's its own thing this round, replacing power. That's why no one else was willing to judge, basically.

atemu1234
2015-05-03, 03:49 PM
It's its own thing this round, replacing power. That's why no one else was willing to judge, basically.

Well, I can go through and do it with that in mind.

Gwachitallemall
2015-05-03, 07:41 PM
Alright, thank you for the judging!

I'm posting the reveal now.

4 Way tie for second!



Contestant
Forum Member
Score


Desideria Mentiris

Telonius
16


Adamantine Telepath
Troacctid
14


Judith
WeaselGuy
14


Ogren Dellahunt
Aka-Chan
14


Sam
Livius
14


Crazy Joe
Troacctid
13


Toadpipe
Sakuuya
12



Edit: Like it says in the front post, When we extend past deadline, we're only looking for the first judge, no disputes either, so we can get on with everything. I'll have a new post up tomorrow once I go over my options, I have to remove my next option as I feel it's too close in concept to this one.

WeaselGuy
2015-05-04, 03:29 AM
Alright, thank you for the judging!

I'm posting the reveal now.

4 Way tie for second!



Contestant
Forum Member
Score


Desideria Mentiris

Telonius
16


Adamantine Telepath
Troacctid
14


Judith
WeaselGuy
14


Ogren Dellahunt
Aka-Chan
14


Sam
Livius
14


Crazy Joe
Troacctid
13


Toadpipe
Sakuuya
12



Edit: Like it says in the front post, When we extend past deadline, we're only looking for the first judge, no disputes either, so we can get on with everything. I'll have a new post up tomorrow once I go over my options, I have to remove my next option as I feel it's too close in concept to this one.

Atemu didn't add in his Subtlety scores to his totals when he went back in. Slightly different scores.


Contestant
Forum Member
Score


Desideria Mentiris

Telonius
18


Adamantine Telepath
Troacctid
18


Judith
WeaselGuy
17


Ogren Dellahunt
Aka-Chan
17


Sam
Livius
17


Crazy Joe
Troacctid
17


Toadpipe
Sakuuya
15



It's still a 4 way tie for silver, but it's also a 2 way tie for gold (which I guess makes the silvers bronze?).

atemu1234
2015-05-04, 05:12 AM
Atemu didn't add in his Subtlety scores to his totals when he went back in. Slightly different scores.


Contestant
Forum Member
Score


Desideria Mentiris

Telonius
18


Adamantine Telepath
Troacctid
18


Judith
WeaselGuy
17


Ogren Dellahunt
Aka-Chan
17


Sam
Livius
17


Crazy Joe
Troacctid
17


Toadpipe
Sakuuya
15



It's still a 4 way tie for silver, but it's also a 2 way tie for gold (which I guess makes the silvers bronze?).

... The second time, I actually did. I just removed the Power scores, as well.

Gwachitallemall
2015-05-04, 05:52 AM
I looked through the numbers, we're ignoring power for this round, so take power out of the score and you get the totals he gave.

Edit: However, Crazy Joe should also be silver, and I'll go ahead and honourable mention toadpipe. Next one should be up tonight. I expect it to make a big splash.

WeaselGuy
2015-05-04, 06:06 AM
Well alrighty then :smalltongue: It's been one of those days at work. Lookin' forward to the new competition!

Telonius
2015-05-04, 07:42 AM
Woohoo! First time I've won one of these! :smallbiggrin: Very tough competition, too, however you score it. Thanks to the judge!

illyahr
2015-05-04, 11:43 AM
Well played, everybody! I should be feeling well enough for the next one. Hope to see you all there! :smallsmile:

sakuuya
2015-05-04, 09:03 PM
Next one should be up tonight. I expect it to make a big splash.

Dangit, I already used my evil mermaid build.

Amphetryon
2015-05-04, 10:28 PM
Next one should be up tonight. I expect it to make a big splash.
Tom Hanks was in Big; Tom Hanks was in Splash. It's Tom Hanks, isn't it?

Gwachitallemall
2015-05-05, 06:35 AM
Is Tom Hanks Undead? http://www.giantitp.com/forums/showthread.php?413480-Villainous-Competition-IV-or-The-Truth-is-in-the-(Blood)-Pudding&p=19208607#post19208607

It's up!