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[ 13 posts ] |
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Edonil
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Post subject: Help with a BBEG Posted: Mon May 28, 2012 12:57 am |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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So, looking for some advice on where to start with making my BBEG. I know who and what he is, but figuring out his stats and everything is eluding me. He's a Mandalorian mad scientist, in the vein of Demagol (even started using that as his name) who has started experimenting with Sith Alchemy. Level wise, I'm planning him for around 16, and I want him to have at least a few levels of Elite Trooper. I'm not really worried about giving him the talents for Sith Alchemy, so don't worry about Sith Apprentice for that ability.
Primarily, I'm looking for a few ideas on ways to run him. Haven't decided yet if I want him to be close combat or ranged. Any and all advice would be greatly appreciated!
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Awaypturwpn
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Post subject: Re: Help with a BBEG Posted: Mon May 28, 2012 1:08 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2506 Location: Tacoma, WA
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What race are you thinking? Zeltron, Human...Taung? And what era is your game set in?
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Edonil
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Post subject: Re: Help with a BBEG Posted: Mon May 28, 2012 1:51 am |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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I was thinking Human, although that's not set. The era is The Dark Times, about a year before the Battle of Yavin
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richterbelmont10
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Post subject: Re: Help with a BBEG Posted: Mon May 28, 2012 10:23 am |
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| Sith Warrior |
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Joined: Fri Aug 13, 2010 11:49 am Posts: 617
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Does he have access to Sith tech? If so, you can give him a melee weapon (perhaps a vibrosword) with the Sith Alchemical template (KOTOR page 79). This enables him to spend a FP as a swift action and deal damage equal to his darkside score. You could give him talents from the Melee Specialist Elite Trooper talent tree (Clone Wars page 40).
If you want to go ranged, I was thinking maybe he could have a concealed dart launcher (Legacy Era page 65) that launches poison or a cannister that releases disease that he throws at the PC's. Since he’s a mad scientist, he would have access to crazy chemicals and a biolab full of nasty stuff.
_________________ Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools- NPCs, character sheets, DoD, Saga Index to all feats, talents, species, weapons, etc, Star Wars web enhancements
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Edonil
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Post subject: Re: Help with a BBEG Posted: Mon May 28, 2012 4:11 pm |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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I love the idea of a disease throwing device, because that's what's currently tying him to the party, a disease he's weaponized and released into the atmosphere of the planet. That'd be great! I had thought about giving him an alchemical sword, and it does seem a good way to go. Hmmm...question now, because I don't remember. With a full round attack, using the dual weapon mastery feats, can you use a ranged weapon and a close combat weapon? Cause that might be an interesting route to go with things, an alchemical weapon and the disease throwing device.
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Awaypturwpn
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 11:23 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2506 Location: Tacoma, WA
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Edonil wrote: Hmmm...question now, because I don't remember. With a full round attack, using the dual weapon mastery feats, can you use a ranged weapon and a close combat weapon? Cause that might be an interesting route to go with things, an alchemical weapon and the disease throwing device. Yes indeed; as long as you're wielding both the ranged weapon and melee weapon in question, there's no reason you can't attack with both of them as a Full Attack. Dual Weapon Mastery will reduce your penalties, as normal. You might want to give him some of the benefits of the Sith Alchemy tree (JATM 21). Is he Force Sensitive?
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prof.cephalopod
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 11:31 am |
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| Gamer |
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Joined: Sun May 06, 2012 10:01 pm Posts: 115 Location: Waynesbertucky, pa, us of a
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I 2nd the crazy mad scientist chemical throwing madman, put forth earlier.
A dude who specializes in different grenades and his dart launcher would be a good call. Like all kinda of weird effect grenades or some such. He's a warrior scientist so I would go with the ranged aspect with maybe a plasma cutter or vibro blade/saw representing your implements to use as your melee weapons.
What mando wouldn't have both melee and ranged, gotta be prepared.
Have you thought bout using some minions or followers and representing them with sith abominations? Add to that sith alchemy mad scientist feel.
Also a visual idea, mando armor with a crazy retro esque gas mask tube system to add to the ominous disease thrower aspect ( like the bad guys from killZone)and maybe some sort of gas back back which could be a weakness??
Just some thoughts ( sorry I throw out a lot of crazy with the bit of good I have )
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Edonil
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 9:22 pm |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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How does this seem to people? It's just a first draft, looking for any input from people. Wasn't sure what to do with the ammunition for the dart launchers or for anything like grenades.
Demagol the Mandalorian, CL17
Medium Human, Soldier 8/Medic 3/Elite Trooper 5 Destiny 3; Force 8; Dark Side 15 Init +15; Senses Perception +15 Languages Basic, Mando'a, Military Sign Language ------- Defenses Ref 31 (Flat-footed 28), Fort 33, Will 30 HP 163; Second Wind +41/82; Threshold 33; DR 2 ------- Speed 6 Melee Unarmed +18 (1d6+11) or Melee Tekh'la Blade +20 (2d6+15) or** Melee Tekh'la Blade +15/+15 (2d6+15) with Double Attack or** Melee Tekh'la Blade +18 (3d6+15) with Rapid Strike** Ranged Concealed Dart Launcher +19 (Special)* or Ranged Blaster Rifle +19 (3d8+9)* Melee and Ranged Tekh'la Blade +18 (2d6+15)**/Concealed Dart Launcher +17 (Special)* or Melee and Ranged Tekh'la Blade +13/+13 (2d6+15) DA**/Concealed Dart Launcher +12 (Special)* Melee and Ranged Tekh'la Blade +16 (3d6+15) RS**/Concealed Dart Launcher +17 (Special)* *includes Point Blank Shot **Treat Damage Threshold as 5 lower Base Attack +15; Grp +18 Atk Options Devestating Attack (Tekh'la Blade), Dual Weapon Mastery II, Point Blank Shot, Rapid Strike, Double Attack (Tekh'la Blade), Power Attack Special Actions Flurry Attack (Tekh'la Blade), Mandalorian Ferocity ------- Abilities Str 16, Dex 16, Con 16, Int 15, Wis 14, Cha 12 Talents Armored Defense, Armor Mastery, Weapon Specialization (Tekh'la Blade), Devestating Attack (Tekh'la Blade), Flurry Attack (Tekh'la Blade), Mandalorian Ferocity, Accurate Blow, Steady Under Pressure, Battlefield Medic Class Abilities Delay Damage, Damage Reduction 2, Medical Secret (Personal Physician) Feats Armor Proficiency (Light, Medium), Weapon Proficiency (Simple, Pistols, Rifles), Dual Weapon Mastery I, Dual Weapon Mastery II, Rapid Strike, Power Attack, Martial Arts I, Point Blank Shot, Surgical Expertise, Exotic Weapon Proficiency (Concealed Dart Launcher), Exotic Weapon Proficiency (Tekh'la Blade), Weapon Focus (Tekh'la Blade), Double Attack (Tekh'la Blade) Trained Skills Treat Injury +15, Perception +15, Initiative +15, Knowledge (Life Science) +14, Endurance +15, Use Computer +14 Untrained Skills Acrobatics +11, Climb +11, Deception +9, Gather Information +9, Jump +11, Mechanics +10, Persuasion +9, Pilot +11, Ride +11, Stealth +11, Survival +10, Swim +11, Use the Force +9 Possessions Surgical Kit, 3 Medpacs, Beskar'gam Medium (Armor +8, Equipment +2, Weapon Mount(3), Helmet Package), Blaster Rifle, Medical Tools (Tekh'la Blade, Armor Mounted, Sith Alchemical Weapon), 2 Concealed Dart Launchers (Armor Mounted, Extra Ammunition, Special Ammunition) Background Occupation: Medical Destiny Fulfilled Corruption
I figured that the Tekh'la Blade seemed like a great way to represent him using his medical tools in combat, and that over time of constantly messing with Sith Alchemy, the blades would be corrupted as well. I do know that his ability scores are high, but honestly, they're a little low compared to the average of the party. I've got an idea of personality and looks for him if anyone's interested, but I'll be typing that up a little later.
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prof.cephalopod
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 10:19 pm |
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Joined: Sun May 06, 2012 10:01 pm Posts: 115 Location: Waynesbertucky, pa, us of a
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I dig it, dual wielding sith scalpels/ bone saws good call sir.
I like the character over all,( and totaly know it's your character and do indeed dig your build it looks cool and fun aNd suitably represents a warrior doctor turned big bad) however I have visions of a crazy mando virus developer unlocking the keys to the body trough his knowledge and sith alchemy. And my vision finds him wielding an integrated chemical spewing cannon ( flame thrower with a little gm handwavery = acid gun or bio agent spray nozzle etc), and chemical grenades shot or thrown ( the different types of grenades with a little gm handwavery= crazy chemical bio agent that can do anything like freeze you in place, stun you, melt you, etc) add in the grenade feats that take away cover and the splash feats maybe a level dip in scoundrel to take advantage of the concealment hitting some one with the chemical cannon will grant and ta-daaa the evil mando stuck in my head.
Sorry if I'm coming across as pushy or not liking your idea ( I do ) I just get these mind worms that need put out there. Sorry, I am just a noob So you can of course ignore everything I say.
In all seriousness good character and as I've been reminded, remember a stat block is just that some numbers it's all about how you portray that character. And, seeing as how you are the gm you can use as much hand wavery and gm Magic as you like.
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Edonil
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 10:34 pm |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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Thanks for the feedback, Prof! Actually, I really like the concept that you just put up, and I think I might borrow it for Demagol's elite minions, alchemically modified and with spliced in weapons like flamethrowers and grenade launchers with effects like you suggested. I'll probably start to write some of these things up this week because the party will be fighting against them even sooner than they would fight against Demagol. Thanks so much for the ideas!
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prof.cephalopod
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 10:39 pm |
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| Gamer |
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Joined: Sun May 06, 2012 10:01 pm Posts: 115 Location: Waynesbertucky, pa, us of a
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No problemo sir, concepts are something I am in no short supply of. However ask any actual details and I may panic and freeze.
Glad you appreciate the ideas though and if you need anymore just hit me up.
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Edonil
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Post subject: Re: Help with a BBEG Posted: Tue May 29, 2012 10:46 pm |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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If you've got any concepts of Mandalorians I'll take them, any species or style. I'm eventually going to need a whole bunch of them, both for Death Watch (allied with the above) and the Mandalorian Protectors.
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richterbelmont10
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Post subject: Re: Help with a BBEG Posted: Wed May 30, 2012 10:14 am |
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| Sith Warrior |
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Joined: Fri Aug 13, 2010 11:49 am Posts: 617
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Edonil wrote: If you've got any concepts of Mandalorians I'll take them, any species or style. I'm eventually going to need a whole bunch of them, both for Death Watch (allied with the above) and the Mandalorian Protectors. Click on my signature and download "My NPC Statblocks." It's got a couple great Mandalorian builds. Also download "DMF's Big List of NPC's." It has tons of Mando's.
_________________ Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools- NPCs, character sheets, DoD, Saga Index to all feats, talents, species, weapons, etc, Star Wars web enhancements
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