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.
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.