lolcat
2022-06-22, 07:16 AM
As the title suggests, i'm thinking on how to equip the army of an evil undead necromancer / magic item creator.
The creator is a high level necromancer who has rune-magic, creating wondrous items, most types of mundane crafting and spells like water-to-acid, stone metamorphosis etc. as well as marvelous pigments at his disposal.
The thought is to avoid true stinky cheese (no wight-ocalypse, super-specific revenants, thought-bottle to negate crafting xp cost etc.) but more of a "how would a smart person build and equip an undead army with the goal of converting as much as possible of a land into undeath to preserve it. So avoiding relying on mindless minions and no uncontrollable hunger-driven rampages would be preferred compared to just letting more feral undead run over everything.
As an example, this is how one idea of a lvl 1 member of said army could look like with the ideas i've come up with at the moment:
Human Warlock 1 Bone Creature Swarmshifter (Undead Sand) [Undead, Shapechanger]
Lawful Evil
Strength, 14, (+0)
Dexterity, 21, (+5)
Constitution, -
Intelligence, 11, (+0)
Wisdom, 15, (+2)
Charisma, 13, (+1)
Total Hit Points: 15 FastHealing 1d4/rd
Speed: 15 feet [slowpoke flaw], fly 60 ft. [perfect] in sand-form
Armor Class: 25 = 10 +4 [chain shirt] +1 [Dastana] +5 [dexterity] +2 NA + 3 [tower shield]
Touch AC: 15, Flat-footed: 20
Initiative modifier:, +5 = +5 [dexterity]
Fortitude save:, +0, = 0 [base]
Reflex save:, +2, = 0 [base] +5 [dexterity] -3 [poor reflexes]
Will save:, +4, = 2 [base] +2 [wisdom]
Attack (handheld):, +2, = 0 [base] +2 [strength]
Attack (missile):, +5, = 0 [base] +5 [dexterity]
Grapple check:, +2, = 0 [base] +2 [strength]
Heavy load: 61-90 lb., Push or drag: 450 lb.
Immunities (Ex): cold immunity, take half damage from piercing and slashing weapons.
Darkvision 60 ft., Undead traits
Eldritch blast 1d6 (5/d +2d6 mortalbane)
Spiked Gauntlet or Claw [1d4, crit x2, 1 lb, light, piercing]
Dagger (1d4, crit 19*-20*2, light, piercing or slashing]
Short Spear [1d6, crit x2, 3 lb., two-handed, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Dastana [+1 AC, check penalty –1], Tower Shield [+3 AC, check penalty –6]
Tower Shield [+3 AC, check penalty -6]
Feats:
Poor Reflexes [flaw], Slowpoke [flaw]
Extra Invocation, * 2
Obtain Familiar
Mortalbane, 5/day +2d6 eldritch blast
Lifesense [taint]
Weapon Finesse (Dagger)
Traits: Cautious, Stout
Craft_1, 4 = +0 +4, Listen 4 = +2 +2, Knowledge +4, Spot 4 = +2 +2
Know 3 invocation: Eldritch Spear (250 ft. Reach), Eldritch Glaive (as reach weapon), Summon Swarm
Undead Sand - Diminutive Undead (Swarm)
Speed: fly 60 ft. (perfect).
Special Qualities: darkvision out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Summon Swarm -> Spider Swarm
Hit Dice:, 2d8 (9 hp)
Speed:, 20 ft. (4 squares), climb 20 ft.
Armor Class:, 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Attack:, Swarm (1d6 plus poison)
Space/Reach:, 10 ft./0 ft.
Special Attacks:, Distraction, poison
Special Qualities:, DV 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves:, Fort +3, Ref +3, Will +0
Abilities:, Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills:, Climb +11, Listen +4, Spot +4
Distraction (Ex): Begins turn with a spider swarm in its space, DC 11 Fort save or be nauseated for 1 rd
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Str.
RAVEN Familiar
Hit Dice: , 1/4 d8 (1 hp)
Initiative: , +2
Speed: , 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: , 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: , +0/–13
Attack: , Claws +4 melee (1d2–5)
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +3 +5, Spot +5 +7
Feats: Alertness, Weapon Finesse
Alertness, improved evasion, share spells, empathic link, speaks common
Equipment:
Crossbow bolts (quiver of 10) x1, Block and tackle, Bucket, Caltrops, Canvas (10 x 10), Flint and steel,
Grappling hook, Oil flasks x2, Pitons x6, Rope (50', hempen) x2, Sacks x2, Spade / shovel, Torches x1,
Whetstone, MW Potion Belt, 5 flasks of acid, 3 bags of caltrops, 2 vials of brown mold, Bullseye Lantern with sickstone.
Within Ribcage / Armor:
Yellow Mold (CR 6): on bludgeoning attack bursts forth with a cloud of poisonous spores. All within 10
feet make a DC 15 Fort save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is
required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of
Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.
Within Skull:
Black Sand, released on kill. magical darkness rises to a height of 20 feet over the surface. Nothing short
of a sunburst spell can disperse this darkness, and even then only for a period of 1 hour per caster level.
In addition, creatures that come in contact with the sand take 1d4 points of damage per round from
negative energy. Upon reaching 0 hit points, they crumble and join the black sand
Any ideas concerning npc's of levels 1-6, equipment, strategies etc. would be much appreciated. Thank you!!
The creator is a high level necromancer who has rune-magic, creating wondrous items, most types of mundane crafting and spells like water-to-acid, stone metamorphosis etc. as well as marvelous pigments at his disposal.
The thought is to avoid true stinky cheese (no wight-ocalypse, super-specific revenants, thought-bottle to negate crafting xp cost etc.) but more of a "how would a smart person build and equip an undead army with the goal of converting as much as possible of a land into undeath to preserve it. So avoiding relying on mindless minions and no uncontrollable hunger-driven rampages would be preferred compared to just letting more feral undead run over everything.
As an example, this is how one idea of a lvl 1 member of said army could look like with the ideas i've come up with at the moment:
Human Warlock 1 Bone Creature Swarmshifter (Undead Sand) [Undead, Shapechanger]
Lawful Evil
Strength, 14, (+0)
Dexterity, 21, (+5)
Constitution, -
Intelligence, 11, (+0)
Wisdom, 15, (+2)
Charisma, 13, (+1)
Total Hit Points: 15 FastHealing 1d4/rd
Speed: 15 feet [slowpoke flaw], fly 60 ft. [perfect] in sand-form
Armor Class: 25 = 10 +4 [chain shirt] +1 [Dastana] +5 [dexterity] +2 NA + 3 [tower shield]
Touch AC: 15, Flat-footed: 20
Initiative modifier:, +5 = +5 [dexterity]
Fortitude save:, +0, = 0 [base]
Reflex save:, +2, = 0 [base] +5 [dexterity] -3 [poor reflexes]
Will save:, +4, = 2 [base] +2 [wisdom]
Attack (handheld):, +2, = 0 [base] +2 [strength]
Attack (missile):, +5, = 0 [base] +5 [dexterity]
Grapple check:, +2, = 0 [base] +2 [strength]
Heavy load: 61-90 lb., Push or drag: 450 lb.
Immunities (Ex): cold immunity, take half damage from piercing and slashing weapons.
Darkvision 60 ft., Undead traits
Eldritch blast 1d6 (5/d +2d6 mortalbane)
Spiked Gauntlet or Claw [1d4, crit x2, 1 lb, light, piercing]
Dagger (1d4, crit 19*-20*2, light, piercing or slashing]
Short Spear [1d6, crit x2, 3 lb., two-handed, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Dastana [+1 AC, check penalty –1], Tower Shield [+3 AC, check penalty –6]
Tower Shield [+3 AC, check penalty -6]
Feats:
Poor Reflexes [flaw], Slowpoke [flaw]
Extra Invocation, * 2
Obtain Familiar
Mortalbane, 5/day +2d6 eldritch blast
Lifesense [taint]
Weapon Finesse (Dagger)
Traits: Cautious, Stout
Craft_1, 4 = +0 +4, Listen 4 = +2 +2, Knowledge +4, Spot 4 = +2 +2
Know 3 invocation: Eldritch Spear (250 ft. Reach), Eldritch Glaive (as reach weapon), Summon Swarm
Undead Sand - Diminutive Undead (Swarm)
Speed: fly 60 ft. (perfect).
Special Qualities: darkvision out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Summon Swarm -> Spider Swarm
Hit Dice:, 2d8 (9 hp)
Speed:, 20 ft. (4 squares), climb 20 ft.
Armor Class:, 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Attack:, Swarm (1d6 plus poison)
Space/Reach:, 10 ft./0 ft.
Special Attacks:, Distraction, poison
Special Qualities:, DV 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves:, Fort +3, Ref +3, Will +0
Abilities:, Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills:, Climb +11, Listen +4, Spot +4
Distraction (Ex): Begins turn with a spider swarm in its space, DC 11 Fort save or be nauseated for 1 rd
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Str.
RAVEN Familiar
Hit Dice: , 1/4 d8 (1 hp)
Initiative: , +2
Speed: , 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: , 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: , +0/–13
Attack: , Claws +4 melee (1d2–5)
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +3 +5, Spot +5 +7
Feats: Alertness, Weapon Finesse
Alertness, improved evasion, share spells, empathic link, speaks common
Equipment:
Crossbow bolts (quiver of 10) x1, Block and tackle, Bucket, Caltrops, Canvas (10 x 10), Flint and steel,
Grappling hook, Oil flasks x2, Pitons x6, Rope (50', hempen) x2, Sacks x2, Spade / shovel, Torches x1,
Whetstone, MW Potion Belt, 5 flasks of acid, 3 bags of caltrops, 2 vials of brown mold, Bullseye Lantern with sickstone.
Within Ribcage / Armor:
Yellow Mold (CR 6): on bludgeoning attack bursts forth with a cloud of poisonous spores. All within 10
feet make a DC 15 Fort save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is
required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of
Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.
Within Skull:
Black Sand, released on kill. magical darkness rises to a height of 20 feet over the surface. Nothing short
of a sunburst spell can disperse this darkness, and even then only for a period of 1 hour per caster level.
In addition, creatures that come in contact with the sand take 1d4 points of damage per round from
negative energy. Upon reaching 0 hit points, they crumble and join the black sand
Any ideas concerning npc's of levels 1-6, equipment, strategies etc. would be much appreciated. Thank you!!