You could combine or take some from the magic OCC's to form your own villian. He could be a Ley Line Walker and a major Psion. One with partial Burster and Tecno Wizard ablities combined. Or make a Elemental Fusionist with the ability to call elementals to do his bidding. Like Fire and Water elemental.
Hope this helps, just trying to work in the book you have to give you some ideas.
Big Bob.............................
OK Need Some Campaign Assistance
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- bigbobsr6000
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pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
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Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
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- zor_prime1
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One of my most infamous villains was one who the players never came face to face with. He was a national hero with evil plans to take control. Only the group knew about it. But since he was a hero, he had the forces of "good" at his disposal to further his plots. The worst part was that a throw away player character (he was there for the weekend) who guided them to a set of ruins in one play session ended up "helping" the national hero. (I emailed him after the fact to ask if he would help the famous "hero") He gave out information that revealed a big secret to the villain and severely hindered the group's plot to defeat him.
In your case the villain could be the person they think is a good guys, but is actually very powerfull and is working towards evil means. In order to further his greater power plot he employs or compels them unknowingly to subdue several threats. These threats could potentially be his main obstacles to gaining more control. Since the threats are (or maybe perceived as) causing the problems for innocent people, the player group would have to go defeat them.
Then, by facing each of the individual "bad guys", they'll learn about the so called good guy and his past. The first few encounters and stories would probably be thought of as lies, but actually turned out to be very relevant. Depending on what they do with the "villains" to defeat them, they may or may not have access to more information. They could learn his history as their campaign continues and may have to revisit and ask previous "villains" more about their story. Imagine having to break into the prison, utilize a necromancer, or even die and use a resurrection spell to get more clues on how to defeat the overall evil.
This pretty much goes along with Cutlass' idea.
In your case the villain could be the person they think is a good guys, but is actually very powerfull and is working towards evil means. In order to further his greater power plot he employs or compels them unknowingly to subdue several threats. These threats could potentially be his main obstacles to gaining more control. Since the threats are (or maybe perceived as) causing the problems for innocent people, the player group would have to go defeat them.
Then, by facing each of the individual "bad guys", they'll learn about the so called good guy and his past. The first few encounters and stories would probably be thought of as lies, but actually turned out to be very relevant. Depending on what they do with the "villains" to defeat them, they may or may not have access to more information. They could learn his history as their campaign continues and may have to revisit and ask previous "villains" more about their story. Imagine having to break into the prison, utilize a necromancer, or even die and use a resurrection spell to get more clues on how to defeat the overall evil.
This pretty much goes along with Cutlass' idea.
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