Matrota
2018-02-10, 06:42 AM
A while back in a 3.5e campaign I run, the party went up against some bandits who were raiding trade caravans and killed 4/5 of the bandits, as well as crippled and borderline tortured the bandit leader. The dread necromancer of the party had spared one of the bandits, sadistically calling him her "pet" and had intended to have him lead the party to the bandit hideout so they could loot it. They were taking the bandit leader back to town to turn him in for a reward. In the dead of the night, the "pet" bandit managed to escape from the rope bonds they had tied him in, stealthing away and escaping. I intend to have this character return and try to exact revenge on the party for the humiliation, having become stronger since last time they met.
This character was a 5th level rogue at the time, the party was 8th level. The party is now 11th level, and pretty well-optimized. I actually posted a thread here recently about this same group, so I apologize if it seems like I'm spamming. I want this "boss" to be challenging, which is likely going to prove difficult. The part composition is as follows:
11th level Tiefling Wizard / Initiate of the Sevenfold Veil (Some metamagic, go-to nuke is two empowered fireballs)
12th level Spellscale Sorcerer / Sandshaper (lots of metamagic, go-to nuke is empowered ocular-spell combustion. He also has an ACF that exchanged familiar for an animal companion, he chose a dire wolf after taking natural bond.)
11th level Half-Orc Barbarian / Bear Warrior (Entered Bear Warrior at 9th level iirc, so he's a bit behind)
11th level Human Alchemist (Pathfinder class)
11th level Human Monk / Kensai (Incorporates multiple ACFs and such, has some respectable damage output and a continuous blood wind magic item)
12th level Human Fighter / Elemental Warrior (Fire Element)
11th level Human Cloistered Cleric (Healing focused build, vow of nonviolence and vow of peace)
I was thinking maybe he's turned to darker powers to help him get revenge. His bandit group was loosely associated with an interplanar underground organization, and almost anything can be arranged through them-- for the right price. Was thinking a fiend of possession could possess his weapon and make it up to a +5 weapon in exchange for the souls of those he kills. Not only does he get a +5 weapon, but if/when they kill the bandit they'll loot a random +1 magic sword instead of +5, with a fiend dwelling within who's down to possess anyone at any time. Maybe I could give him fire immunity through some means as the two casters often use fire spells for damage? The sorcerer uses a lot of spells that don't allow saves. If he gets close the dire wolf will keep tripping him, so maybe something that gives freedom of movement? He won't fight them alone, but the party will likely focus fire him and I'd like him to last more than two rounds.
This character was a 5th level rogue at the time, the party was 8th level. The party is now 11th level, and pretty well-optimized. I actually posted a thread here recently about this same group, so I apologize if it seems like I'm spamming. I want this "boss" to be challenging, which is likely going to prove difficult. The part composition is as follows:
11th level Tiefling Wizard / Initiate of the Sevenfold Veil (Some metamagic, go-to nuke is two empowered fireballs)
12th level Spellscale Sorcerer / Sandshaper (lots of metamagic, go-to nuke is empowered ocular-spell combustion. He also has an ACF that exchanged familiar for an animal companion, he chose a dire wolf after taking natural bond.)
11th level Half-Orc Barbarian / Bear Warrior (Entered Bear Warrior at 9th level iirc, so he's a bit behind)
11th level Human Alchemist (Pathfinder class)
11th level Human Monk / Kensai (Incorporates multiple ACFs and such, has some respectable damage output and a continuous blood wind magic item)
12th level Human Fighter / Elemental Warrior (Fire Element)
11th level Human Cloistered Cleric (Healing focused build, vow of nonviolence and vow of peace)
I was thinking maybe he's turned to darker powers to help him get revenge. His bandit group was loosely associated with an interplanar underground organization, and almost anything can be arranged through them-- for the right price. Was thinking a fiend of possession could possess his weapon and make it up to a +5 weapon in exchange for the souls of those he kills. Not only does he get a +5 weapon, but if/when they kill the bandit they'll loot a random +1 magic sword instead of +5, with a fiend dwelling within who's down to possess anyone at any time. Maybe I could give him fire immunity through some means as the two casters often use fire spells for damage? The sorcerer uses a lot of spells that don't allow saves. If he gets close the dire wolf will keep tripping him, so maybe something that gives freedom of movement? He won't fight them alone, but the party will likely focus fire him and I'd like him to last more than two rounds.