Myrmex
2009-04-10, 04:11 PM
You have 24 hours to stop 100 skeletons with 12 fighter levels and a ton of bow feats- they do about 15 damage/hit, each shoot 4/round, and can hit AC 32 about 10% of the time from about 800 feet away, through arrow slits. Nothing short of total cover or concealment has been able to stop them from targeting you. These things are not mindless. 8 hours have already been lost to resting to regain spells since last encounter. So you have fresh spell slots and 16 hours (14 after spell prep and some items rituals are taken care of)
They are accompanied by a Deathbringer (TWF from MMII, updated to 3.5), that has magical equipment, and presumably re-picked feats, maybe 36 point buy. It likely has the lifesense feat (LM), and is accompanied by two huge flesh golems.
They have 20 "pack" skeletons- mindless undead that carry the packed up siege weaponry of the army. They use the statistics for adult red wyrm dragons.
All undead were created by necromancer variants with some corpsecrafter feats. Expect +4 str, +4 dex, +4 HP/HD, +10 move speed.
Nothing flies.
The siege engines are huge, and require pack skeletons to move swiftly, but the deadliest ammo are self propelled drills- huge creatures weighing 5 to 10 tons, can burrow at a speed of 10ft through anything softer than hardness 60, and can walk at 5ft/round. They also have used cloudkill ammo. Setting up a siege engine seems to take them an hour; at least to get it operational to chuck a drill 2000 feet.
They have hundreds oh HP, DR 50/adamantine; DR25/-.
Characters to stop army (all gestalt):
A gray elf rogue that specializes in teleporting and getting full attacks at the end of each teleport (teflammar shadowlord), level 11. He can make up to 4 full attacks each round, with 6 or 7 attacks/full attack. He gets dex to damage, int as precision, and an assload of SA. If he uses a flaming blade ability, he gets something like 200d6 if all his hits land.
A level 11 deep dwarf cleric with full initiator levels, casting, and 2nd level psychic warrior powers. Uses a BIG hammer. Has leap attack and battle jump, for truly absurd damage on a charge. Uses pearl of black doubt to get very, very high AC, especially when skeletons are far away (they've learned to change targets, though).
A gray elf factotum//incantatrix, level 11. Persisted on party: haste, super haste (gain two instead of one extra attack), wraithstrike on rogue, heroism, fly. Cleric has his regular clericzilla spells up. No metamagic abuse; most of his spell slots have gone towards buffing the party/himself. Assume 60% of spell slots are used on buffs. Wizard is generalist, banned evocation (knows a handful of useful wind spells from it)
Between the cleric's plane shift, and the wizard's teleport, they are able to go on shopping trips whenever they need. Assume, as a party, they have 20k lying around to turn into needed stuff.
To sum up:
Goal: destroy siege engines (either through damage or rogue action)
Lots of enemies, no (known) casting, high damage output at range, with LOTS of HP. The skeleton archers have probably 150-200 HP per piece and are INTELLIGENT.
The characters are pretty much archetypical CharOp builds for persistent metamagic buff abuse.
A scry informs you that:
They have 9 blasphemes (LM), and 7 Necrosis Carnifexes (MMIV or V).
They are marching in a column at 4x speed (160ft per round), with the Deathbringer & golems leading, skeletons in 5x5 boxes inbetween 2x2 boxes of pack skeletons. The whole column is over 250 long, no more than 5ft gaps between anything.
They are accompanied by a Deathbringer (TWF from MMII, updated to 3.5), that has magical equipment, and presumably re-picked feats, maybe 36 point buy. It likely has the lifesense feat (LM), and is accompanied by two huge flesh golems.
They have 20 "pack" skeletons- mindless undead that carry the packed up siege weaponry of the army. They use the statistics for adult red wyrm dragons.
All undead were created by necromancer variants with some corpsecrafter feats. Expect +4 str, +4 dex, +4 HP/HD, +10 move speed.
Nothing flies.
The siege engines are huge, and require pack skeletons to move swiftly, but the deadliest ammo are self propelled drills- huge creatures weighing 5 to 10 tons, can burrow at a speed of 10ft through anything softer than hardness 60, and can walk at 5ft/round. They also have used cloudkill ammo. Setting up a siege engine seems to take them an hour; at least to get it operational to chuck a drill 2000 feet.
They have hundreds oh HP, DR 50/adamantine; DR25/-.
Characters to stop army (all gestalt):
A gray elf rogue that specializes in teleporting and getting full attacks at the end of each teleport (teflammar shadowlord), level 11. He can make up to 4 full attacks each round, with 6 or 7 attacks/full attack. He gets dex to damage, int as precision, and an assload of SA. If he uses a flaming blade ability, he gets something like 200d6 if all his hits land.
A level 11 deep dwarf cleric with full initiator levels, casting, and 2nd level psychic warrior powers. Uses a BIG hammer. Has leap attack and battle jump, for truly absurd damage on a charge. Uses pearl of black doubt to get very, very high AC, especially when skeletons are far away (they've learned to change targets, though).
A gray elf factotum//incantatrix, level 11. Persisted on party: haste, super haste (gain two instead of one extra attack), wraithstrike on rogue, heroism, fly. Cleric has his regular clericzilla spells up. No metamagic abuse; most of his spell slots have gone towards buffing the party/himself. Assume 60% of spell slots are used on buffs. Wizard is generalist, banned evocation (knows a handful of useful wind spells from it)
Between the cleric's plane shift, and the wizard's teleport, they are able to go on shopping trips whenever they need. Assume, as a party, they have 20k lying around to turn into needed stuff.
To sum up:
Goal: destroy siege engines (either through damage or rogue action)
Lots of enemies, no (known) casting, high damage output at range, with LOTS of HP. The skeleton archers have probably 150-200 HP per piece and are INTELLIGENT.
The characters are pretty much archetypical CharOp builds for persistent metamagic buff abuse.
A scry informs you that:
They have 9 blasphemes (LM), and 7 Necrosis Carnifexes (MMIV or V).
They are marching in a column at 4x speed (160ft per round), with the Deathbringer & golems leading, skeletons in 5x5 boxes inbetween 2x2 boxes of pack skeletons. The whole column is over 250 long, no more than 5ft gaps between anything.