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Morph Bark
2015-05-24, 10:19 AM
I've always wanted to get together a highly optimized band of characters... of low level. Specifically, to accomplish that through Leadership and followers. People always say that the cohort is the powerful part of Leadership, and in many cases this is certainly true. But what if the DM allows you to create ("recruit") your own followers? And what if we take this hypothetical situation the furthest it can go?

For me, it's not so much a hypothetical situation. A friend and I have settled on a challenge, in which he will create a level 20 non-caster and I will create an army that can best that character. For as far as I know, the target has high AC, DR, high saves, spell resistance, possibly other resistances, and a lot of hit points. I would like to see if it is possible to defeat this character, so I want the army to be able to face nigh anything--as far as that is possible for a few dozens of level 1-6 characters.

I'm utilizing the highest amount of followers possible (using a Leadership score of 25 and doubling the amount of followers it grants by using the Extra Followers feat from Heroes of Battle). All character stats will be made with the point buy system, using 25 points. Only first-party official sources will be used.

This grants an amount of followers (with appropriate NPC wealth by level) equal to:
270 followers of level 1 (900 gp)
26 followers of level 2 (2000 gp)
14 followers of level 3 (2500 gp)
8 followers of level 4 (3300 gp)
4 followers of level 5 (4300 gp)
4 followers of level 6 (5600 gp)

Any feats, skill points and coin not needed to precisely gear them for the challenge may be used on auxiliary things to flesh them out as a proper band of characters.

The following posts will contain character statblocks and general tactics. Some statblocks may not be entirely finished. Help with builds and equipment choice is very welcome.

Spellthief, CAd (level 5)

PrCs:
Beastmaster, CAd (level 6 min)
Combat Trapsmith, CSc (level 6 min); prep traps for an hour
Death's Chosen, LM (level 6 min); have the master be undead spellcasters of level 6 that are also part of the army
Dirgesinger, LM (level 6 min); can lower Will saves
Hellbreaker PrC, FCII:TotNH (level 6 min); great infiltrator
Malconvoker, CSc (level 6 min)
Master of Shrouds, LM (level 3 min); summons shadows from class level 2 onwards, deal Str damage at a touch
Squire of Legend, CCh (level 5 min)
Warchief, Miniature Handbook (level 4 min); buffs entire "tribe"
Warpriest, CD (level 6 min); grants rerolls against fear effects

Monster classes:
Ghoul/Ghast, LM
Mohrg, LM
Mummy, LM
Vampire Spawn, LM
Wight, LM
Healing Hymn (Bard 1, replaces fascinate), CDiv
Antiquarian (Rogue 1,replaces trapfinding), CDiv; adds Wis to Appraise checks for religious items
Chant of Fortitude, CAd; bardic music keeps allies conscious at negative hp
Chord of Distraction, CSc; bardic music renders target flat-footed against one ally (costs 3 uses)
Dilate Aura, FCII:TotNH; doubles aura range for Cha mod rounds
Grenadier, PHB II; gives +1 to attack and damage with splash weapons, prereq for Mad Alchemist
Improved Familiar, DMG/CSc
Keen-Eared Scout, PHB II (level 3 min)
Mad Alchemist, PHB II (tactical feat, level 3 min)
Mind Drain, CSc (level 3 min); drain power points with Sneak Attack
Profane Lifeleech, LM; no-save damage for 2 turn attempts
Tomb-Tainted Soul, LM
Undead Leadership, LM; only for leader, not the followers below -- have them be created via Corpsegrafter, see if variant undead are possible
Undo Resistance, FCII:TotNH; sneak attack decreases spell resistance
Vampire Hunter, LM (level 3 min); detect vampires

Devotion feats:
Air Devotion, CCh; +1 sacred AC, 50% miss vs ranged
Animal Devotion, CCh; +2 sacred Str/overland flight/poison bite attack
Death Devotion, CCh; grant negative level on melee attack
Destruction Devotion, CCh; reduce armor or natural armor by 1 with melee attack

Reserve feats:
Charnel Miasma, CCh, access to Death domain
Umbral Shroud, CCh, ability to cast 3rd-level darkness spells
Assume Quirk, Disguise 5 ranks (infiltrator)
Clever Improviser, Disable Device 5 ranks, Open Lock 5 ranks (thief)
Collector of Stories, Knowledge (any) 5 ranks (sage)
Healing Hands, Heal 5 ranks (healer)
Hidden Blade, Sleight of Hand 5 ranks, Quick Draw (assassin) see Sudden Draw
Leaping Climber, Climb 5 ranks, Jump 5 ranks (thief)
Listen to This, Listen 5 ranks (Scout)
Point it Out, Spot 8 ranks (Scout)
Quick Swimmer, Swim 5 ranks
Second Impression, Bluff 5 ranks, Disguise 5 ranks (infiltrator)
Social Recovery, Bluff 8 ranks, Diplomacy 5 ranks (infiltrator)
Slipping Past, Escape Artist 5 ranks, Tumble 5 ranks (thief)
Speedy Ascent, Climb 5 ranks
Sudden Draw, Sleight of Hand 8 ranks, Quick Draw (assassin)
Wall Jumper, Climb 5 ranks, Jump 5 ranks (thief)
Whip Climber, Use Rope 5 ranks, whip proficiency (thief)
Mundane Items
Drum, CAd (100 gp); when used to inspire courage, the morale bonus on weapon damage rolls increases by 1, but the morale bonus on saves against charm and fear is reduced by 1
Fiddle, CAd (100 gp); when used to inspire courage, the morale bonus on saves against charm and fear by 1 (by 2 if the bard has 5+ ranks in Perform (dance))
Mandolin, CAd (100 gp); when used to inspire courage, the morale bonus on attack rolls increases by 1, but the morale bonus on weapon damage rolls and saves against charm and fear is reduced by 1

Magic Items
Amulet of Teamwork, MIC (2000 gp); increases aid another bonuses granted to +3 and grants you and allies you are flanking with a +2 bonus to damage.
Bagpipes of the Damned, LM (3000 gp); with a DC 15 Perform (wind instruments) check, increase undead turn resistance within 60 ft by +4 for 10 rounds.
Book of All Knowledge, CCh (3000 gp); +10 insight bonus on Knowledge 1/day after reading for 2d4 hours
Boots of Stomping, MIC (600 gp); standard action stomp causes people in 15 ft cone to fall prone (Ref DC 14 negates).
Collar of Obedience, MiniHB (3000 gp); a cursed item, use only if it can somehow be applied to the enemy.
Collar of Obedience, CAd (1500 gp); DC of Handle Animal checks on the wearer are decreased by 5
Possum Pouch, CAd (1800 gp); "false stomach", makes it easy to hide small objects, 12 inches diameter, 2 inches thick, DC 30 Search check required to find
Scarf of Warmth, CAd (250 gp); +4 Fort against cold weather

Grafts:
Shoving Arm, FF (2000 gp); great for Dungeoncrasher Fighters

Poisons:
Black Lotus Extract, CAd (4500 gp); use Psionic Minor Creation, Craft (poisonmaking) DC 35, Contact, DC 20 Fort, 3d6 Con/3d6 Con
Bloodroot, CAd (100 gp); use Psionic Minor Creation, Craft (poisonmaking) DC 15, Injury, DC 12 Fort, 0/1d4 Con + 1d3 Wis
Blue Whinnis, CAd (120 gp); use PMC, Craft (poison) DC 15, Injury, DC 14 Fort, 1 Con/Unconsciousness
Greenblood Oil, CAd (100 gp); use PMC, Craft (poison) DC 15, Injury, DC 13 Fort, 1 Con/1d2 Con
Id Moss, CAd (125 gp): use PMC, Craft (poison) DC 15, Ingested, DC 14 Fort, 1d4 Int/2d6 Int
Malyss Root Paste, CAd (500 gp); use PMC, Craft (poison) DC 20, Contact, DC 16 Fort, 1 Dex/2d4 Dex
Nitharit, CAd (650 gp); use PMC, Craft (poison) DC 20, Contact, DC 13 Fort, 0/3d6 Con
Oil of Taggit, CAd (90 gp); use PMC, Craft (poison) DC 15, Ingested, DC 15 Fort, 0/Unconsciousness
Sassone Leaf Residue, CAd (300 gp); use PMC, Craft (poison) DC 20, Contact, DC 13 Fort, 0/3d6 Con
Terinav Root, CAd (750 gp); use PMC, Craft (poison) DC 25, Contact, DC 16 Fort, 1d6 Dex/2d6 Dex

Other consumables:
Bloodwine, LM (250 gp); it's possible to create this positoxin with Psionic Minor Creation, as long as the creator has the ability to turn undead and can hit a DC 11 Craft (alchemy) check
Brittlebone, LM (30 gp); alchemical substance used on skeletons pre-animation to have them deal damage upon re-death.
Embalming Fire, LM (20 gp); alchemical substance used on zombies pre-animation to have them deal extra fire damage with attacks after they get damaged.
Ghostoil, LM (50 gp); allows weapons to affect incorporeal creatures.
Rust Cube, CSc (100 gp); use as sling bullet, deals 1d6 damage (plus 1d6 the next round and the one after that) to an object or creature made of metal, ignoring hardness
Camp Routine: requires one character with Survival 8 ranks and others with Survival 1 rank.
Crowded Charge: requires one character with Jump 8 ranks and others with Jump 1 rank.
Cunning Ambush: req leader with Hide 8 ranks and Listen 8 ranks, others with Hide 1 rank.
Indirect Fire: req leader with Precise Shot and BAB+6, others with Spot 3 ranks.
Massed Charge: req leader with Balance 5 ranks, others with Balance 1 rank.
Missile Volley: req leader with Far Shot and Precise Shot, others with Point Blank Shot.
The Chalice: at affiliation score 20, get up to 4th-level cleric spells cast for free.

Morph Bark
2015-05-24, 10:20 AM
Level 1
270 followers
Options include:
Crusader front line soldiers, sword and board.
Crusader second line soldiers, guisarmes and ranseurs.
Dragon Shamans.

Level 1 followers make up the bulk of followers, and therefore the main soldiery of the army will be made up of these. Any skill points that they have that can be spent on things useful outside of combat will be used as such—Craft, Profession, Survival, etc. A good regiment would be a line of 12 soldiers with melee weapons, with 12 soldiers with polearms behind them, followed by a number of bowmen.

Soldiers
Human Crusader 1
Lawful Neutral Humanoid (human), adult age

Str 13
Dex 10
Con 18
Int 10
Wis 8
Cha 8

OFFENSE
BAB/Grapple: +1
Attack:
Full Attack: see above

DEFENSE
HP: 14
AC: 20 (+6 armor, +4 shield), touch 10, flat-footed 20

Fort: +6
Ref: +0
Will: -1

ABILITIES
Feats for front line: ______ (flaw), ______ (flaw), Shieldmate (racial), White Raven Defense (level 1)
Feats for second line:
Flaws:
Skills:
Languages: Common

Steely Resolve (Ex): The soldiers have a delayed damage pool. This pool begins at 0 at the start of an encounter. When one of them is attacked, any HP damage the blow deals (up to 5 per round maximum) is added to the pool. At the end of their turn, the soldier takes damage equal to the amount stored in the pool and the pool resets to 0. When a soldier receives healing, he may choose to decrease the amount of damage stored in the pool (he may split it between himself and the pool).

Furious Counterstrike (Ex): As long as there are any points within a soldier’s delayed damage pool, he receives a +1 bonus on attack and damage rolls.

EQUIPMENT (front line)
Standard adventurer’s kit (backpack, bedroll, tent, flint and steel, waterskin, 50 ft of silk rope, inkpen, ink, scroll; totaling 31 gp, 2 sp)
Half-plate (600 gp)
Longbow (75 gp) and 20 arrows (5 gp)
Tower shield (50 gp)
Battleaxe (White Raven favoured weapon, 10 gp)
128 gp, 8 sp

EQUIPMENT (second line)
Standard adventurer’s kit (backpack, bedroll, tent, flint and steel, waterskin, 50 ft of silk rope, inkpen, ink, scroll; totaling 31 gp, 2 sp)
Half-plate (600 gp)
Longbow (75 gp) and 20 arrows (5 gp)
Guisarme (+2 to trip, 9 gp) or ranseur (+2 to disarm, 10 gp)
139 gp, 8 sp or 138 gp, 8 sp

Non-Core Sources: Tome of Battle (class, abilities, feat), Miniature Handbook (feat)


Dragon Shaman
Race Dragon Shaman 1
Neutral Humanoid (human), adult age

Str 8
Dex 8
Con 8
Int 8
Wis 8
Cha 8

OFFENSE
BAB/Grapple: +
Attack:
Full Attack: see above

DEFENSE
HP:
AC: 10 (), touch , flat-footed

Fort: +
Ref: +
Will: +

ABILITIES
Feats: ______ (flaw), ______ (flaw), _____ (level 1)
Flaws:
Skills:
Languages: Common

EQUIPMENT
Standard adventurer’s kit (backpack, bedroll, tent, flint and steel, waterskin, 50 ft of silk rope, inkpen, ink, scroll; totaling 31 gp, 2 sp)
869 gp, 8 sp

Non-Core Sources:


Person
Race Class 1
Neutral Humanoid (human), adult age

Str 8
Dex 8
Con 8
Int 8
Wis 8
Cha 8

OFFENSE
BAB/Grapple: +
Attack:
Full Attack: see above

DEFENSE
HP:
AC: 10 (), touch , flat-footed

Fort: +
Ref: +
Will: +

ABILITIES
Feats: ______ (flaw), ______ (flaw), _____ (level 1)
Flaws:
Skills:
Languages: Common

EQUIPMENT
Standard adventurer’s kit (backpack, bedroll, tent, flint and steel, waterskin, 50 ft of silk rope, inkpen, ink, scroll; totaling 31 gp, 2 sp)
869 gp, 8 sp

Non-Core Sources:

Morph Bark
2015-05-24, 10:21 AM
Level 2
26 followers
Options:
Up to 22 Marshals.

Marshals
Silverbrow Human Marshal 2
Lawful Neutral Humanoid (dragonblood, human), old age

Str 9
Dex 10
Con 14
Int 8
Wis 8
Cha 22

OFFENSE
BAB/Grapple: +1
Attack: longbow +0 ranged (1d8-1 piercing damage)
Attack: greatsword +0 melee (2d6-1 slashing damage)
Full Attack: see either of the above

DEFENSE
HP: 16
AC: 18 (+8 armor), touch 10, flat-footed 18

Fort: +5
Ref: +0
Will: +2

ABILITIES
Feats: Point Blank Shot (racial), Skill Focus (Diplomacy; Marshal 1), Precise Shot (1)
Skills: Diplomacy +205 ranks, Profession (cook) +45 ranks
Languages: Common

Minor Aura (Ex): For each of the Marshals of clan Julius, pick one of the options from the list below. All minor and major auras have a range of 60 ft, affect all allies that have Int 3 or higher (including the Marshal himself). It takes a swift action to activate and is dismissed automatically if the Marshal is dazed, stunned, paralyzed, unconscious or otherwise can’t be heard or understood by his allies.
Accurate Strike: +6 bonus on rolls to confirm critical hits.
Art of War: +6 bonus on disarm, trip, bull rush and sunder attempts.
Demand Fortitude: +6 bonus on Fort saves.
Determined Caster: +6 bonus on rolls to overcome Spell Resistance.
Force of Will: +6 bonus on Will saves.
Master of Opportunity: +6 bonus to Armor Class against attacks of opportunity.
Master of Tactics: +6 bonus on damage rolls when flanking.
Motivate Charisma: +6 bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: +6 bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: +6 bonus on Dexterity checks and Dexterity-based skill checks.
Motivate Intelligence: +6 bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: +6 bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: +6 bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: +6 bonus on damage rolls when charging.
Watchful Eye: +6 bonus on Ref saves.

Major Aura (Ex): For each of the Marshals of clan Julius, pick one of the options from the list below.
Hardy Soldiers: Grants Damage Reduction 1/—.
Motivate Ardor: +1 bonus on damage rolls.
Motivate Attack: +1 bonus on melee attack rolls.
Motivate Care: +1 bonus to Armor Class.
Motivate Urgency: Increases allies’ movement speed by 5 ft.
Resilient Troops: +1 bonus on all saves.
Steady Hand: +1 bonus on ranged attack rolls.

The following are Draconic Auras (Dragon Magic), which can be taken in place of a Major Aura and work exactly the same way. The benefit of a Marshal taking these rather than a Dragon Shaman is that the range on them is 60 ft rather than 30 ft.
Energy: +1 bonus on the save DC for allies’ acid, cold, electricity or fire effects (choose one when the aura is gained). The bonus applies to spells, powers, SLAs, supernatural abilities, and any other ability that has the appropriate descriptor or deals damage of the chosen type.
Insight: +1 bonus on Decipher Script, Knowledge and Spellcraft checks. (Combines well with the Motivate Intelligence minor aura.)
Power: +1 bonus on rolls to overcome Spell Resistance. (Combines well with the Determined Caster minor aura.)
Presence: +1 bonus on Bluff, Diplomacy and Intimidate checks. (Combines well with the Motivate Charisma minor aura.)
Resistance: Grants resistance 5 to acid, cold, electricity or fire (choose one when the aura is gained).
Resolve: +1 bonus on Concentration checks and saves against fear, paralysis and sleep effects.
Senses: +1 bonus on Listen, Spot and initiative checks.
Stamina: +1 bonus on Constitution checks and Fortitude saves.
Swiftness: +1 bonus on Climb, Jump and Swim checks and increases existing climb, fly and swim speeds by 5 ft.

EQUIPMENT
Standard adventurer’s kit (backpack, bedroll, tent, flint and steel, waterskin, 50 ft of silk rope, inkpen, ink, scroll; totaling 31 gp, 2 sp)
Plate armor (1500 gp)
Heavy warhorse (200 gp)
Longbow (75 gp), plus 20 arrows (1 gp)
Greatsword (50 gp)
Iron pot (5 sp)
142 gp, 3 sp

Non-Core Sources: Miniature Handbook (class, auras)

The Unseelie Fey (http://www.realmshelps.net/monsters/templates/unseeliefey.shtml) template (Dragon 304) and Magic-Blooded (http://blackmarches.wikidot.com/magic-blooded) template (Dragon 306) can add another +4 Charisma for +0 LA, in addition to other effects.

Morph Bark
2015-05-24, 10:23 AM
Level 3
14 followers

Morph Bark
2015-05-24, 10:25 AM
Level 4
8 followers

Morph Bark
2015-05-24, 10:27 AM
Level 5
4 followers
An archivist.
A wizard.

Morph Bark
2015-05-24, 10:29 AM
Level 6
4 followers
Options:
A monster trainer.
A melee debuffer.

Monster trainer: Optimizes Handle Animal. Maxes Charisma, then Constitution, and take a race that increases Charisma (like Lesser Aasimar, Spirit Hellbred or Spellscale) to increase it to 20. Grab a Marshal level for the Motivate Charisma minor aura and put 9 ranks in Handle Animal. The +1 at level 4 goes to Con, because the second class used will be Totemist to acquire the Riding Bracers soulmeld, granting another +4 bonus (+2 per essentia invested).. Use a masterwork tool. Take Skill Focus (Handle Animal) and Animal Affinity as feats. Aid another from a lower-level handler gives another +2. The Circlet of Persuasion magical item (DMG) gives a +3 bonus. A Spirit Hellbred can get a +2 bonus from their Devil’s Favor.
Handle Animal bonus: +9 ranks, +5 Cha, +5 aura, +2 masterwork tool, +3 Skill Focus, +2 Animal Affinity, +4 Riding Bracers, +2 aid another, +3 Circlet, +2 Devil’s Favor, -1 Devil’s Favor (+36 total).

The point here is, of course, to train the most powerful animals possible, or even magical beasts. Battletitans come recommended. However, check the prices for animals before deciding which to go for.

Titus Regin
Spirit Hellbred Marshal 2/Totemist 4
Neutral Good Humanoid (hellbred), adult age

Str 8
Dex 8
Con 14
Int 8
Wis 8
Cha 20

OFFENSE
BAB/Grapple: +4
Attack: longbow +3 ranged (1d8-1 piercing, 100 ft range, 20/x3 critical)
Attack: greatsword +3 melee (2d6-1 slashing, 19-20/x2 critical)
Full Attack: see either of the above

DEFENSE
HP: 37
AC: 15 (-1 Dex, +6 armor), touch 9, flat-footed 15

Fort: +8
Ref: +4
Will: +3
(Totem’s Protection (Ex): Titus has a +4 bonus on saves against supernatural abilities of magical beasts.)

ABILITIES
Feats: Devil’s Favor (racial), Skill Focus (Diplomacy; Marshal 1 bonus), Animal Affinity (1), Skill Focus (Handle Animal; 3), ______ (6)
Skills: Diplomacy +150 ranks, Handle Animal +389 ranks (+2 per essentia in Riding Bracers), Knowledge (nature) +89 ranks, Profession (cook) +89 ranks
Languages: Common, Infernal

Essentia: 3
Soulmelds possible: 4
Chakra binds possible: 1

Regularly Used Soulmelds
Blink Shirt: Titus gains the ability to teleport 10 ft (as Dimension Door) at will as a standard action. Every point of essentia invested increases the range by 10 ft. If bound to the Totem chakra, it becomes a move action instead.
Pegasus Cloak: Titus becomes affected by a Feather Fall effect at all times and a +2 enhancement bonus to Jump checks. The bonus increases by +2 for each point of essentia invested. If bound to the Totem chakra, it allows Titus to fly up to 10 ft per point of essentia invested (average maneuverability). His movement must start and end on a solid surface.
Riding Bracers: Titus gets a +4 insight bonus to Handle Animal and Ride checks. The bonus increases by +2 for each point of essentia invested. If bound to the Totem chakra, while riding an animal or a magical beast with Int 1 or 2, Titus can handle the creature as a free action or push it as a move action. In addition, the mount gains Evasion.

Wild Empathy (Ex): Titus can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Titus rolls 1d20+4 to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Titus and the animal must be able to study each other (they must be within 30 ft of each other under normal conditions). This generally takes 1 minute, but it might take more or less time. Titus can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check unless he has bound a soulmeld associated with that kind of magical beast.

Minor Aura (Ex): Motivate Charisma—adds Titus’ Charisma modifier (+6) to all Charisma and Charisma-based checks of allies within 60 ft.

Major Aura (Ex): Motivate Urgency—adds 5 ft to the movement speed of all allies within 60 ft.

Totem Chakra Bind: Titus can bind a soulmeld to his totem chakra.

EQUIPMENT
Standard adventurer’s kit (backpack, bedroll, tent, flint and steel, waterskin, 50 ft of silk rope, inkpen, ink, scroll; totaling 31 gp, 2 sp)
[magic] Circlet of Persuasion (4500 gp)
Half-plate (600 gp)
Heavy warhorse (200 gp)
Longbow (75 gp), plus 20 arrows (1 gp)
Animal training kit (75 gp)
Greatsword (50 gp)
Iron pot (5 sp)
67 gp, 3 sp

Non-Core Sources: Fiendish Codex II: Tyrants of the Nine Hells (race, feats), Magic of Incarnum (class, soulmelds), Miniature Handbook (class, auras), Complete Adventurer (item)

The Unseelie Fey template (Dragon 304) and Magic-Blooded template (Dragon 306) can add another +4 Charisma for +0 LA, in addition to other effects.

Morph Bark
2015-05-24, 10:32 AM
Tactics
This (http://www.minmaxboards.com/index.php?topic=9963) is a helpful resource in general to help the army prepare for encounters. Actual tactics for specific types of encounters are to be decided upon.

thethird
2015-05-24, 10:38 AM
The commoner handbook (http://www.giantitp.com/forums/showthread.php?232822-The-Commoner-Handbook) has some tricks that might help you.

You should definetively consider missile volley and joint bullrush.

PsyBomb
2015-05-24, 10:38 AM
Each of your level-6 follows should also take Leadership if they have the slot open, which will (given decent Cha and you providing the perks) give a significant chunk of extra bodies.

Twurps
2015-05-24, 12:16 PM
Given that you have just about any marshal aura available from your 2nd level cohorts (I really like that idea btw), is it really necissary to spend 2 levels of your monster trainer on marshal as wel?

how about a druid5, beastmaster1, with feat: exalted companion
Gets a magical beast animal companion equivalent to a druid of lvl9
Still has room for either leadership or natural spell

Morph Bark
2015-05-25, 10:05 AM
The commoner handbook (http://www.giantitp.com/forums/showthread.php?232822-The-Commoner-Handbook) has some tricks that might help you.

You should definetively consider missile volley and joint bullrush.

Thanks! That should definitely help for some of the lower-end guys. Dr. Jack Daniels especially seems like a good choice.


Given that you have just about any marshal aura available from your 2nd level cohorts (I really like that idea btw), is it really necissary to spend 2 levels of your monster trainer on marshal as wel?

how about a druid5, beastmaster1, with feat: exalted companion
Gets a magical beast animal companion equivalent to a druid of lvl9
Still has room for either leadership or natural spell

The monster trainer was the first of these characters that I created, so I didn't really keep the others in mind. Since the other Marshal with Motivate Charisma has a higher bonus, I might as well switch it out, yeah. :smallredface:

Druid 5/Beastmaster 1 sounds like a good choice. Thanks.


Added a bunch of stuff to use on later characters, in the form of items and build choices.

Ellowryn
2015-05-25, 10:23 AM
I don't think you should optimize health on the first level guys. Regardless of what they get hit with there is no way they are going to be able to survive the hit. Full plate, and at least a 12 in DEX, will give 3 more AC, maybe grab dodge, and take the quick trait to overcome the penalty to movement from the armor.

You can also grab the Phalanx Fighting feat which gives you up to +3 AC and +1 to reflex saves if everyone in the group are withing 5ft of each other and they are all using a heavy shield.

riccaru
2015-05-25, 11:59 AM
Followers use NPC classes and not PC classes.


I don't think you should optimize health on the first level guys. Regardless of what they get hit with there is no way they are going to be able to survive the hit. Full plate, and at least a 12 in DEX, will give 3 more AC, maybe grab dodge, and take the quick trait to overcome the penalty to movement from the armor.

You can also grab the Phalanx Fighting feat which gives you up to +3 AC and +1 to reflex saves if everyone in the group are withing 5ft of each other and they are all using a heavy shield.

Full plate has a maximum dexterity bonus of +1 though, and costs 1,500 gp. :smallconfused:

Glorius Nippon
2015-05-25, 01:46 PM
If they let you use pathfinder, just use an army of Gunslingers and longspear men (pike & shot, anyone?).

Ellowryn
2015-05-25, 02:21 PM
Full plate has a maximum dexterity bonus of +1 though, and costs 1,500 gp. :smallconfused:

Ah, missed that part of them having only 900gp per. And the higher AC is from Half-plate having 6 armor base while Full Plate having 8 (and if you add in a positive Dex mod you get a 3 armor difference).

unseenmage
2015-05-25, 02:25 PM
The Power of Faerun book does let you make rolls to recruit specific cohorts/followers so that part of your challenge is already doable.

Meowmasterish
2015-05-25, 02:49 PM
Low Level Optimizations? OK.
Pun Pun.
d2 Crusader.
Omniscificer.
Anything I'm forgetting?

Yes, I understand that's not what he meant, it's a joke.

Auron3991
2015-05-27, 02:02 AM
If you can communicate with animals get at least 32 squirrels

Taveena
2015-05-27, 03:48 AM
My favorite thing to do with followers is to get a Draconic Heritage (Pyroclastic) Bard/Seeker of the Song/War Chanter, and simultaneously grant every follower within range 8d6 fire damage, 8d6 sonic damage, +8 to hit and damage, and most importantly of all, a BAB equal to the War Chanter. So your follower army gets to make iteratives.

Morph Bark
2015-05-27, 06:29 AM
I don't think you should optimize health on the first level guys. Regardless of what they get hit with there is no way they are going to be able to survive the hit. Full plate, and at least a 12 in DEX, will give 3 more AC, maybe grab dodge, and take the quick trait to overcome the penalty to movement from the armor.

You can also grab the Phalanx Fighting feat which gives you up to +3 AC and +1 to reflex saves if everyone in the group are withing 5ft of each other and they are all using a heavy shield.

Hmm, that's a good point. In such a case, maybe I should pick Fighters rather than Crusaders (though I can still stat out Crusaders for an army-vs-army scenario, since Devoted Spirit is great in such a case, and White Raven is great in general).

I'd forgotten about Phalanx Fighting. Thanks!


Followers use NPC classes and not PC classes.

The Leadership feat never actually states this.


If they let you use pathfinder, just use an army of Gunslingers and longspear men (pike & shot, anyone?).

I'm using 3.5 only for this. I could include Pathfinder options in this, but Pathfinder also uses different magic items, spells and (most importantly) Wealth By Level.


If you can communicate with animals get at least 32 squirrels

Why, exactly?


My favorite thing to do with followers is to get a Draconic Heritage (Pyroclastic) Bard/Seeker of the Song/War Chanter, and simultaneously grant every follower within range 8d6 fire damage, 8d6 sonic damage, +8 to hit and damage, and most importantly of all, a BAB equal to the War Chanter. So your follower army gets to make iteratives.

War Chanter is amazing. Sadly, the BAB song is their capstone at level 10 (character level 15 minimum, iirc) and the characters here are level 6 maximum.

Where are you getting 8d6 fire and 8d6 sonic damage from though?

thethird
2015-05-27, 09:31 AM
Where are you getting 8d6 fire and 8d6 sonic damage from though?

I was actually going to suggest several bards with dragonfire inspiration keyed to different elements along with a normal bard, with some optimized inspire courage (http://brilliantgameologists.com/boards/index.php?PHPSESSID=7c776jkfvqft012k45aftdng42&topic=9830.0)

I know that currently your wizard and archivists are level 5 but I would consider moving them to lvl 6.

Wizard 5 (spontaneous divination) / Urban Savant 1

Archivist 6

Complement each other rather well.

This let's you have 4 Bard 3 / Human Paragon 2 Taking Dragontouched, draconic heritage, dragonfire inspiration at lvl 1, song of the heart at lvl 3 and words of creation at level 5

Using masterwork horns (from song and silence) alphorns, inspirational boost, and badge of valor for 97d6 of whatever damage you choose, stacking 4 times due to having 4 bards using inspire courage. That can be 97d6 each acid, cold, electricity and sonic. And a bard should normally fall back on normal inspire courage +97 to hit and damage depending on what the Urban Savant wizard reveals that the enemy is immune to. The Alphorn gives you a much wider battlefield area.

Consider making them Bonesingers (ghostwalk) since it lacks a LA entry (therefore LA 0) and making them undead would make them immune to the subdual damage from words of creation. Their wind of death is a potentially nice debuff. They'll also be more badass.

Edit Consider this guy (http://www.giantitp.com/forums/showsinglepost.php?p=9217166&postcount=4) for level 4 (drop the marshal level).

Edit 2 I would split the lvl 1s three ways

Archers, with Missile Volley. Consider fighters maxing DEX with, point blank shot, far shot, precise shot and weapon focus for their feats. Missile volley + inspire courage should give them a decent to hit, with far shot giving them a fairer chance at staying the hell out from combat.

Battlefield messers Dragonfire initiates with metabreath feats that mess with terrain making it sticky and having a cloud of continual damage around the guys, this are the ones that if worse come to worst and the level ones attract attention they are going to make it harder for anyone following to get to them. They should aid another the archers to hit, if they aren't messing with the battleground.

Shieldbearers Azurin Divineminds (split 3 ways between the three auras and Communication/Justice/Magic) with Combat Expertise, Allied Defense, Incarnum Expertise and Phalanx Fighting. If there is a chance to be attacked this guys are attacking the ground with their shields and providing an AC bonus to their archer friends, otherwise they are using the aid another to increase the archers odd of hitting.

Deploy them in small blobs (mixing everything) so the enemy can kill more than a group at once.

Auron3991
2015-05-30, 03:08 AM
Why train squirrels?

Multiple grapplers rule. It's really more of a 3.0 thing with a potential +2 to the grapple check per squirrel (8 squares around target, 4 squirrels to a square) with aid another actions

"I can't train mobs of squirrels to abuse the grapple rules." Things Mr. Welch can no longer do in an RPG: Rule 999

unseenmage
2015-05-30, 08:56 AM
Not sure if helpful or not but in my sig is a list of every playable creature in D&D 3.5. Including all of the +0 level adjust templates for base races.
Making sure all your Followers are Magic-Blooded Sparks sure could help with Leadership chaining.

There's also one True Dragon playable from its 1st RHD. It is from a Dragonlance book though. One of the +0 LA templaes is only for True Dragons though so there's that.