Dovahkiin62
2015-03-27, 11:48 PM
Greetings to all members of the forums.
I am in the process of bringing a viking themed kingmaker game to a close with my RL group very soon, and I am in the process of stating out my BBEG: A half-fiend magus (eldritch scion) named Szigo.
Below in the spoiler I have included what stats I have created so far, but I could use the advice of the forums to make this Baddie a truly memorable finisher. I am working on him with the assumption of giving him Player Character gear by level, hence his slightly higher Challenge Rating.
What I am going for is a moderately intelligent, highly charismatic, and physically imposing adversary combining the physical strength and drive of Conan The Barbarian with Hannibal Lector's calculating, cold, overpowering force of personality.
While I plan to give him buddies to help him out, I'm looking for ways to make the fight dynamic: Some possibilities I've thought of are that the final battle takes place in a flying castle (in freefall), or that the fight occurs amidst an earthquake that shifts the terrain and sends debris flying from the surrounding structures on the battlefield. Other ideas would be appreciated.
So here he is:
Szigo CR 12
XP 19,200
Half-Fiend Male Human Magus (Eldritch Scion) 10
CE Large** Outsider (Native)
Init +; Senses ; Perception +
Defense
AC 12; Touch 10; Flat-Footed 10; (armor specfics)
HP 103 (10d8+50)
Fort +; Ref +; Will +
Defensive Abilities ; DR ; Immune ; Resist ; SR
Offense
Speed 30 ft. Fly 60ft (good)
Space ft; Reach ft
Melee
Ranged
Special Attacks
Spell Combat: Szigo knows how to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, Szigo must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. Szigo can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Bloodline (Elemental – Cold): Szigo gains the Cold elemental bloodline. Szigo’s effective bloodrager level for his bloodline abilities is 10. He does not gain any bonus feats, and he gains bonus spells from his Cold elemental bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool.
Elemental Strikes 5/day: When Szigo is in his meditative stance, he can spend a swift action to imbue his melee attacks with elemental energy. For 1 round, his melee attacks deal and additional 1d6 points of cold damage.
Swim speed of 60ft: When Szigo is in his meditative stance, he gains 60ft swim speed.
Cold Resistance 10: When Szigo is in his meditative stance, he gains cold resistance 10.
Eldritch Pool: Szigo gains an eldritch pool of 9 points of personal magical energy (equal to 1/2 his magus level (minimum 1) + his Charisma modifier). As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. He can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.
Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.
This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
Szigo can use this reservoir of mystical arcane energy to fuel his powers and enhance his weapon. Szigo can expend 1 point from his Eldritch pool as a swift action to grant any weapon he is holding a +2 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the eldritch pool point is spent and cannot be changed until the next time Szigo uses this ability. These bonuses do not function if the weapon is wielded by anyone other than Szigo.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Bloodline bonus spells: Szigo gains Scorching Ray and Protection from energy as bonus spells, except that Scorching ray deals cold damage.
Spellstrike: Whenever Szigo casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Smite Good 1/day: As a swift action, Szigo can smite good as the smite evil ability of a paladin of 10th level, except affecting a good target. The smite persists until the target is dead or Szigo rests.
Magus Arcana:
Spell-Like Abilities (CL )
At will—
Spell Per Day
Spells Known/Prepared (CL )
4th (/day, spontanious only)—
3rd (/day, spontanious only)—Vampiric Touch,
2nd (/day, spontanious only)—Scorching Ray*, Web, Mirror Image, Glitterdust,
1st (/day, spontanious only)— Shocking Grasp, Enlarge Person, Shield, Ray of Enfeeblement, Grease.
0 (at will, spontanious only)—
Statistics
Str 20**, Dex 12**, Con 18, Int 12, Wis 10, Cha 20
Base Atk ; +7/+2 CMB ; +13 CMD 25 ( vs. trip)
Feats
Skills ; Racial Modifiers
Languages Common, Silvan
SQ
Combat Gear + 1 Furyborn Cold Iron Longsword
Other Gear
*deals cold damage
**adjusted for enlarge person
I am in the process of bringing a viking themed kingmaker game to a close with my RL group very soon, and I am in the process of stating out my BBEG: A half-fiend magus (eldritch scion) named Szigo.
Below in the spoiler I have included what stats I have created so far, but I could use the advice of the forums to make this Baddie a truly memorable finisher. I am working on him with the assumption of giving him Player Character gear by level, hence his slightly higher Challenge Rating.
What I am going for is a moderately intelligent, highly charismatic, and physically imposing adversary combining the physical strength and drive of Conan The Barbarian with Hannibal Lector's calculating, cold, overpowering force of personality.
While I plan to give him buddies to help him out, I'm looking for ways to make the fight dynamic: Some possibilities I've thought of are that the final battle takes place in a flying castle (in freefall), or that the fight occurs amidst an earthquake that shifts the terrain and sends debris flying from the surrounding structures on the battlefield. Other ideas would be appreciated.
So here he is:
Szigo CR 12
XP 19,200
Half-Fiend Male Human Magus (Eldritch Scion) 10
CE Large** Outsider (Native)
Init +; Senses ; Perception +
Defense
AC 12; Touch 10; Flat-Footed 10; (armor specfics)
HP 103 (10d8+50)
Fort +; Ref +; Will +
Defensive Abilities ; DR ; Immune ; Resist ; SR
Offense
Speed 30 ft. Fly 60ft (good)
Space ft; Reach ft
Melee
Ranged
Special Attacks
Spell Combat: Szigo knows how to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, Szigo must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. Szigo can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Bloodline (Elemental – Cold): Szigo gains the Cold elemental bloodline. Szigo’s effective bloodrager level for his bloodline abilities is 10. He does not gain any bonus feats, and he gains bonus spells from his Cold elemental bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool.
Elemental Strikes 5/day: When Szigo is in his meditative stance, he can spend a swift action to imbue his melee attacks with elemental energy. For 1 round, his melee attacks deal and additional 1d6 points of cold damage.
Swim speed of 60ft: When Szigo is in his meditative stance, he gains 60ft swim speed.
Cold Resistance 10: When Szigo is in his meditative stance, he gains cold resistance 10.
Eldritch Pool: Szigo gains an eldritch pool of 9 points of personal magical energy (equal to 1/2 his magus level (minimum 1) + his Charisma modifier). As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. He can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.
Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.
This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
Szigo can use this reservoir of mystical arcane energy to fuel his powers and enhance his weapon. Szigo can expend 1 point from his Eldritch pool as a swift action to grant any weapon he is holding a +2 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the eldritch pool point is spent and cannot be changed until the next time Szigo uses this ability. These bonuses do not function if the weapon is wielded by anyone other than Szigo.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Bloodline bonus spells: Szigo gains Scorching Ray and Protection from energy as bonus spells, except that Scorching ray deals cold damage.
Spellstrike: Whenever Szigo casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Smite Good 1/day: As a swift action, Szigo can smite good as the smite evil ability of a paladin of 10th level, except affecting a good target. The smite persists until the target is dead or Szigo rests.
Magus Arcana:
Spell-Like Abilities (CL )
At will—
Spell Per Day
Spells Known/Prepared (CL )
4th (/day, spontanious only)—
3rd (/day, spontanious only)—Vampiric Touch,
2nd (/day, spontanious only)—Scorching Ray*, Web, Mirror Image, Glitterdust,
1st (/day, spontanious only)— Shocking Grasp, Enlarge Person, Shield, Ray of Enfeeblement, Grease.
0 (at will, spontanious only)—
Statistics
Str 20**, Dex 12**, Con 18, Int 12, Wis 10, Cha 20
Base Atk ; +7/+2 CMB ; +13 CMD 25 ( vs. trip)
Feats
Skills ; Racial Modifiers
Languages Common, Silvan
SQ
Combat Gear + 1 Furyborn Cold Iron Longsword
Other Gear
*deals cold damage
**adjusted for enlarge person