as it sounds, I tend to like making the big villains in campaigns have classes with some extra stuff thrown in. Weapons are obviously a double blades scimitar. I might make him a blood hunter.(note that I don’t want any force power like abilities, but he will have one telekinesis ability that I came up with)
as it sounds, I tend to like making the big villains in campaigns have classes with some extra stuff thrown in. Weapons are obviously a double blades scimitar. I might make him a blood hunter.(note that I don’t want any force power like abilities, but he will have one telekinesis ability that I came up with)
Darth Maul is a sith lord who was the apprentice to Darth Sidious. At his defeat by the hands of Obi Wan Kenobi Darth Maul was abandoned by his master, and Maul became his own master. Maul was driven by hatred and desire for power but mainly hatred for Obi Wan.
With that lore down do you want your villain to have a similar story? Does your villain serve a master? Does he act as his own master? Does he have a driving factor (like a hatred towards someone? Or does he just desire power?)
Also note that Darth Maul gains his strength from pure hatred and this hatred was so strong that it kept him alive after being cut in half. I'm not too familiar with blood hunters, but my little understanding is that they use their own life force to hunt down and kill their prey. This could potentially fit, but I think a barbarian might be better. Barbarians are more ferocious. Their rage ability could fit with the Darth Maul style that rage makes you stronger. A barbarian's Danger Sense ability would act a bit like force sense. Maybe you could do a multiclass of blood hunter and barbarian.
1. Darth maul was never technically a Sith Lord, Darth Plaugeis was still alive for movie 1. You have been out-nerded.
2. Barbarian/blood hunter is great. Homebrew a feature like "it takes five fails for him to die from death saves" to represent how he survives to appear in every freaking star wars TV show (not mandalorian yet!)
3. Don't invest in telekinesis, by feat or homebrew, as Darth Maul is not a good force user, mostly using force-enhanced kicks instead of levitating objects.
4. Make said kicks a weapon. Make it weaker than the scimitar, but deal force damage. An unarmed strike with a range, if you will. Perhaps a save or the enemy is pushed away?
as it sounds, I tend to like making the big villains in campaigns have classes with some extra stuff thrown in. Weapons are obviously a double blades scimitar. I might make him a blood hunter.(note that I don’t want any force power like abilities, but he will have one telekinesis ability that I came up with)
Maybe give him the telekinesis or an invisible mage hand.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Darth Maul is a sith lord who was the apprentice to Darth Sidious. At his defeat by the hands of Obi Wan Kenobi Darth Maul was abandoned by his master, and Maul became his own master. Maul was driven by hatred and desire for power but mainly hatred for Obi Wan.
With that lore down do you want your villain to have a similar story? Does your villain serve a master? Does he act as his own master? Does he have a driving factor (like a hatred towards someone? Or does he just desire power?)
Also note that Darth Maul gains his strength from pure hatred and this hatred was so strong that it kept him alive after being cut in half. I'm not too familiar with blood hunters, but my little understanding is that they use their own life force to hunt down and kill their prey. This could potentially fit, but I think a barbarian might be better. Barbarians are more ferocious. Their rage ability could fit with the Darth Maul style that rage makes you stronger. A barbarian's Danger Sense ability would act a bit like force sense. Maybe you could do a multiclass of blood hunter and barbarian.
Here are a few things:
1. Darth maul was never technically a Sith Lord, Darth Plaugeis was still alive for movie 1. You have been out-nerded.
2. Barbarian/blood hunter is great. Homebrew a feature like "it takes five fails for him to die from death saves" to represent how he survives to appear in every freaking star wars TV show (not mandalorian yet!)
3. Don't invest in telekinesis, by feat or homebrew, as Darth Maul is not a good force user, mostly using force-enhanced kicks instead of levitating objects.
4. Make said kicks a weapon. Make it weaker than the scimitar, but deal force damage. An unarmed strike with a range, if you will. Perhaps a save or the enemy is pushed away?
Proud poster on the Create a World thread
I like this, maybe a bit in monk for some powerful unarmed strikes, plus some unarmored movement