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Incanur
2011-05-22, 11:42 AM
Level-one warriors with the non-elite array, specifically. I've been playing around with various equipment and feat combinations. I'm particularly interested in cost-effectiveness. Here are a few examples:

Human pikeman 13|11|12|10|9|8 14/10/14 AC F+3 R+0 W-1 Init+0 5hp
Awl pike +3(1d8+1), longsword +2(1d8+1)
Feats: Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike
Gear: awl pike (10gp, 10lbs), scale (50gp, 30lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb) total: 72gp, 47lbs

Comments: 15-foot reach thanks to the awl pike (Dragon Magazine Compendium). Like their historical counterparts, these guys could be decent in large groups. Too bad soft cover stops attacks of opportunity.

Human crossbowman 11|13|12|10|9|8 F+3 R+1 W-1 12/11/11 AC Init+1 5hp
Great crossbow +2(2d8), battleaxe +1(1d8)
Feats: Exotic Weapon Proficiency:Great Crossbow, Point Blank Shot
Gear: great crossbow (150gp, 14lbs), padded armor (5gp, 10lbs), forty bolts (4gp, 4lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb) total: 169gp, 34lbs

Comments: This build seeks to take advantage of the great crossbow's high damage and crit range. I made a point of keeping the combatant mobile by staying under a light load. Using a longbow or heavy crossbow instead would be cheaper and give an extra feat.

Human targetier 13|11|12|10|9|8 F+3 R+0 W-1 17/10/17 AC Init+0 5hp
Battleaxe +3(1d8+1), javelin +1(1d6+1)
Feats: Shield Specialization: Heavy, Weapon Focus: Battleaxe
Gear: battleaxe (10gp, 6lbs), two javelins (2gp, 4lbs), heavy wooden shield (7gp, 10lbs), scale (50gp, 30lbs), dagger (2gp, 1lb) total: 70gp, 51lbs

Comments: Basic AC build on a budget.

Human grenadier 11|13|12|10|9|8 F+3 R+1 W-1 13/11/12 AC Init+5 5hp
Acid flask +3(1d6+1), battleaxe +1(1d8)
Feats: Grenadier, Improved Initiative
Gear: ten acid flasks (100gp, 10lbs), padded armor (5gp, 10lbs), light wooden shield (3gp, 5lbs), battleaxe (10gp, 6lbs) total: 118gp, 31lbs

Comments: Expensive but dangerous thanks to the touch attacks.

Human tripper 12|10|11|13|9|8 F+2 R+0 W-1 14/10/14 AC Init+0 4hp
Guisarme +2(2d4+1), trip +5, flail +2(1d8+1), javelin +1(1d8+1)
Feats: Combat Expertise, Improved Trip
Gear: guisarme (9gp, 12lbs), flail (8gp, 5lbs), two javelins (2gp, 4lbs), scale (50gp, 30lbs), dagger (2gp, 1lb) total: 71gp, 52lbs

Comments: Look at me, I've only got four hit points because I'm smart enough to figure out how to defend myself!

Thoughts welcome. Needless to say, races with bonus to physical stats hold a major advantage. Orcs in particular can dish out impressive damage. The ultimate budget option might be orc commoners with slings: 1d3+3 damage for an easy 1 sp per day.

Tvtyrant
2011-05-22, 03:50 PM
If you can swing for an autocrossbow you can create a barrage from low level characters that will at least hit whatever your group fires at due to the crit chances. Put the majority of the forces as repeating-crossbow men and then put pikemen out front in a checkerboard pattern that opens the enemy up for multiple AoOs and you can do some damage. Cost is an issue, but that is the second best way to use low level characters (next to tons of casters).

x x x x x x x x
ax x x x x x x x
x x x x x x x x x

For the pikement.

Dalek-K
2011-05-22, 04:31 PM
There was some homebrew feats for mooks/minions etc etc somewhere on the homebrew pages a couple years ago... You should search for them because they were really amazing.

jmelesky
2011-05-22, 05:27 PM
As much as the long reach is helpful, that EWP is expensive. I'd prefer something like:

Human ranseurman 12|13|11|10|9|8 15/11/15 AC F+2 R+1 W-1 Init+1 4hp
Ranseur +3(2d4+1, 20/x3), battleaxe +2(1d8+1)
Feats: Combat Reflexes, Weapon Focus: Ranseur
Gear: ranseur (10gp, 12lbs), scale (50gp, 30lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb)
total: 72gp, 49lbs

They give up the extra reach, but gain an extra AoO on someone coming in. A few in a row would make any charger regret it.

Zonugal
2011-05-22, 05:28 PM
Something like this might be an economically appeasing option.

Blue Scale Bruisers: Male Amphibious Frostblood Orc Warrior 1; CR 1/2; Medium Humanoid (orc, dragonblood, aquatic); HD 1d8-1; hp 7; Init +0; Spd 40 ft. (Swim 20 ft.); AC 16, touch 10, flat-footed 16; Base Atk +1; Grp +4; Atk +4 melee (1d6+3/x2, 10ft.; club); SA; SQ Light Sensitivity, Darkvision (60ft.), Amphibious, Cold Resistance 10, Vulnerability to Fire; AL CE; SV Fort +2, Ref +0, Will -2; Str 17, Dex 10, Con 11, Int 8, Wis 7, Cha 6.
Skills and Feats: Climb +5 (2 ranks +3 str), Jump +5 (2 ranks +3 str), Read/Write/Speak (Common & Orc), Swim +8 (+0 rank +3 str +8 racial bonus -4 ACP +1 illiterate); Diehard, Endurance, Weapon & Torch
Traits and Flaws: Illiterate and Quick; Shaky
Equipment: Dragonscale Husk (+6 AC, -4 ACP), Club (3 lb.),Traveler’s Outfit (1 gp; 5 lb.), 5 torches (5 cp; 5 lb.), 50ft. of hempen rope (1 gp; 10 lb.), Flint & Steel (1 gp), 5 pitons (5 sp; 2 lb.) and a grappling hook (1 gp; 4 lb.) Total: 4.55 gp; 30 lb.
Sources: Frostblood Orcs & Dragonscale Husk are from Dragon Magic, Weapon & Torch is from Dungeonscape and the Amphibious template is from Stormwrack.

Greenish
2011-05-22, 05:40 PM
Flaws on table?

Terminator Lite:
Warforged fighter* 1.
13|12|13|8|9|6
Flaws: Shaky, Inattentive
Feats: Adamantine Plating, Toughness, Troll-blooded, WF: Greatsword (fighter)
Equipment: Greatsword (50gp).
AC 19, HP 11, DR 2/Adamantine, Regeneration 1 (pierced by fire/acid).
Full attack: Greatsword +3 (2d6+1 Slashing) and Slam -3 (1d4 Bludgeoning).


*(Warforged don't come in Warrior, but always have at least one level in fighter, coming out of the factory, not that it'd make a great difference.)

Zonugal
2011-05-22, 06:57 PM
Here are some really cheap guys that actually have a fair amount of nice flavor built into them.

The Thunder Corps: Male Lesser Mechantrix Warrior 1; CR 1/2; Medium Humanoid (planetouched); HD 1d8+2; hp 10; Init -1; Spd 30 ft.; AC 14, touch 10, flat-footed 10; Base Atk +1; Grp +2; Atk +2 melee (1d6 electricity/ touch attack; lightning gauntlets); SA; SQ Shocking Grasp (CL 1; 1/day), Electricity Healing, Cold Resistance 5, Fire Resistance 5; AL LN; SV Fort +4, Ref -1, Will +1; Str 12, Dex 9, Con 15, Int 12, Wis 9, Cha 6.
Skills and Feats: Climb +5 (4 ranks +1 str), Craft (Blacksmithing) +3 (2 ranks +1 int), Jump +5 (4 ranks +1 str), Knowledge (Architecture & Engineering) +11 (4 ranks +1 int +4 racial +1 absent minded +1 specialized), Read/Write/Speak (Common & Celestial) and Sense Motive +3 (4 ranks -1 wis); Apprentice (Philosopher), Hidden Talent (Inertial Armor) and Shape Soulmeld (Lightning Gauntlets),
Traits and Flaws: Absent Minded & Specialized; Inattentive & Shaky
Equipment: None
Sources: Mechantric from Fiend Folio, ‘Lesser’ template from Player’s Guide to Faerun, Apprentice (philosopher) from Dungeon Master’s Guide 2, Hidden Talent from Web/Expanded Psionics Handbook, Shape Soulmeld (Lightning Gaunlets) from Magic of the Incarnum, Traits & Flaws from Unearthed Arcana.

mabriss lethe
2011-05-22, 10:58 PM
Use the trap rules to cook up some heavy damage projectile weapons.

Use Aid Another: Get groups of mooks together and only have one or two attack while the others aid them.

NNescio
2011-05-22, 11:04 PM
Use the trap rules to cook up some heavy damage projectile weapons.

Use Aid Another: Get groups of mooks together and only have one or two attack while the others aid them.

Aid Another doesn't work for ranged attacks though.



Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action.

mabriss lethe
2011-05-23, 02:30 PM
Sorry, that was meant to be two separate and unrelated pieces of advice.

Lateral
2011-05-23, 03:46 PM
Have the guys with Awl Pike take Aberrant Reach; it should increase their reach to either 25 or 30 feet. (Not sure which one, don't know exactly how the awl pike is worded.) Requires two feats, though- ditch Weapon Focus and take a flaw.

Greenish
2011-05-23, 05:57 PM
No flaws this time.

Spitting Tower:
Azurin Warrior 1, 11|13|12|10|9|8
Feats: Shape Soulmeld (Dissolving Spittle), Shield Proficiency (Tower Shield)
Equipment: Scale Mail (50gp), Tower Shield (30gp)
Attack +2 (2d6 Acid, ranged touch attack, 30')
AC 19, HP 5

Paratrooper of Bahamut:
Dragonborn (wing aspect) Water Orc Warrior 1, 17|9|16|8|7|6
Feats: Shape Soulmeld (Rage Claws)
Equipment: Longsword (15 gp), Heavy Wooden Shield (7gp)
Attack: +4 (1d8+3 slashing, 19-20/x2)
ACF: Dragonscale Husk
AC 17, HP 7

Note: all OP's human troops may also be made paratroopers, by using Silverbrow Human instead of regular one, for Slow Fall 1/day. This also opens up Dragonscale Husk as an option.

Incanur
2011-05-23, 10:08 PM
Y'all are brilliant. Hilariously goofy, but brilliant. Much love. :smallsmile:

Orcs of various races do seem to constitute the ideal mooks. I guess the difficulty is getting them to behave.

Doc Roc
2011-05-23, 10:11 PM
I am also a fan of the L1 Warlock Swarm, and similarly enamored of flaw-ridden bearers of meta-breath feats.