lolcat
2023-02-08, 09:57 AM
As the title implies, i'm collecting ideas for a necromancers army rulig over and raiding trespassers to a wasteland. The BBEG is not so important right now (Walker in the Waste, Runecaster most likely) but more what kind of intelligent undead he could most economically produce and equip to rule his empire.
The idea is for smart tactics and cost efficient creative equipment. So if you have any ideas, please let me know :)
Here are two builds i have made up to now:
Human Warlock 1 Bone Creature Swarmshifter (Undead Sand) [Undead, Shapechanger]
Strength, 18, (+4) Total Hit Points: 15 FastHealing 1d4/rd
Dexterity, 21, (+5) Speed: 15 feet [slowpoke flaw], fly 60 ft. [perfect] in sand-form
Constitution, - AC 26 = 10 +4 [armor] +1 [Dastana] +5 [dex] +2 NA + 4 [tower shield]
Intelligence, 11, (+0) Touch AC: 15, Flat-footed: 21
Wisdom, 15, (+2) Initiative modifier:, +5 = +5 [dex]
Charisma, 17, (+3) Fortitude save: +0 = 0 [base]
Reflex save: +2 = 0 [base] +5 [dex] -3 [poor reflexes]
Will save: +4 = 2 [base] +2 [wis]
Attack (handheld):, +4, = 0 [base] +4 [strength]
Attack (missile):, +5, = 0 [base] +5 [dexterity]
Grapple check:, +4, = 0 [base] +4 [strength]
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 [+4 AC, check penalty –6]
Feats:
Poor Reflexes [flaw], Slowpoke [flaw]
Flaws: Extra Invocation, * 2, Human: Obtain Familiar, Lvl 1: Mortalbane, 5/day +2d6 eldritch blast
Taint: Lifesense
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 or Miasmic Cloud, 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 diminutive swarm.
Equipment: Black Sand in Skull (when not in swarm-form fast-healing 1d4), Yellow Mold in ribcage: When damaged by bludgeoning weapon all within 10 feet of the mold must make a DC 15 Fortitude 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
Human Dragonfire Adept 1 Bone Creature Swarmshifter (Undead Sand) [Undead, Shapechanger]
Strength, 12, (+1) Total Hit Points: 16 FastHealing 1d4/rd
Dexterity, 21, (+5) Speed: 15 feet [slowpoke flaw], fly 60 ft. [perfect] in sand-form
Constitution, - AC 26 = 10 +4 [armor] +1 [Dastana] +5 [dex] +2 NA + 4 [tower shield]
Intelligence, 11, (+0) Touch AC: 15, Flat-footed: 21
Wisdom, 15, (+2) Initiative modifier:, +5 = +5 [dex]
Charisma, 17, (+3) Fortitude save: +2 = 2 [base]
Reflex save: +2 = 0 [base] +5 [dex] -3 [poor reflexes]
Will save: +4 = 2 [base] +2 [wis]
Attack (handheld):, +1, = 0 [base] +1 [strength]
Attack (missile):, +5, = 0 [base] +5 [dexterity]
Grapple check:, +1, = 0 [base] +1 [strength]
Immunities (Ex): Cold immunity, take half damage from piercing and slashing weapons.
Darkvision 60 ft., Undead traits
Breath Weapon 1d6 Acid 30 ft. line
Spiked Gauntlet or Claw [1d4, crit x2, 1 lb, light, piercing]
Dagger (1d4, crit 19*-20*2, light, piercing or slashing]
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 [+4 AC, check penalty –6]
Feats:
Poor Reflexes [flaw], Slowpoke [flaw]
Flaw1: Lingering Breath(+1round wait), Flaw2: Split Breath (˝ dam)(+0 round wait)
Human: Entangling Exhalation(+0 round wait), Lvl 1: Obtain Familiar, Taint: Lifesense
Traits: Cautious, Stout
Craft_1, 4 = +0 +4, Listen 5 = +2 +2+1, Knowledge +4, Spot 5 = +2 +2+1
Know 1 invocation: Scalding Gust
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 diminutive swarm
Dragontouched: You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects
Equipment: Black Sand in Skull (when not in swarm-form fast-healing 1d4), Bullseye Lantern with Sickstone: Provides a nauseating, not-quite-green, not-quite-silver light that provides illumination up to 40 feet. Any creature within the range of this illumination must make a DC 15 Fortitude saving throw each round or take 1d6 points of Constitution damage. A successful save reduces the Constitution damage to 1 point. The damage caused by sickstone results from a magical disease, so creatures immune to magical diseases are immune to the effects of sickstone.
The idea is for smart tactics and cost efficient creative equipment. So if you have any ideas, please let me know :)
Here are two builds i have made up to now:
Human Warlock 1 Bone Creature Swarmshifter (Undead Sand) [Undead, Shapechanger]
Strength, 18, (+4) Total Hit Points: 15 FastHealing 1d4/rd
Dexterity, 21, (+5) Speed: 15 feet [slowpoke flaw], fly 60 ft. [perfect] in sand-form
Constitution, - AC 26 = 10 +4 [armor] +1 [Dastana] +5 [dex] +2 NA + 4 [tower shield]
Intelligence, 11, (+0) Touch AC: 15, Flat-footed: 21
Wisdom, 15, (+2) Initiative modifier:, +5 = +5 [dex]
Charisma, 17, (+3) Fortitude save: +0 = 0 [base]
Reflex save: +2 = 0 [base] +5 [dex] -3 [poor reflexes]
Will save: +4 = 2 [base] +2 [wis]
Attack (handheld):, +4, = 0 [base] +4 [strength]
Attack (missile):, +5, = 0 [base] +5 [dexterity]
Grapple check:, +4, = 0 [base] +4 [strength]
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 [+4 AC, check penalty –6]
Feats:
Poor Reflexes [flaw], Slowpoke [flaw]
Flaws: Extra Invocation, * 2, Human: Obtain Familiar, Lvl 1: Mortalbane, 5/day +2d6 eldritch blast
Taint: Lifesense
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 or Miasmic Cloud, 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 diminutive swarm.
Equipment: Black Sand in Skull (when not in swarm-form fast-healing 1d4), Yellow Mold in ribcage: When damaged by bludgeoning weapon all within 10 feet of the mold must make a DC 15 Fortitude 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
Human Dragonfire Adept 1 Bone Creature Swarmshifter (Undead Sand) [Undead, Shapechanger]
Strength, 12, (+1) Total Hit Points: 16 FastHealing 1d4/rd
Dexterity, 21, (+5) Speed: 15 feet [slowpoke flaw], fly 60 ft. [perfect] in sand-form
Constitution, - AC 26 = 10 +4 [armor] +1 [Dastana] +5 [dex] +2 NA + 4 [tower shield]
Intelligence, 11, (+0) Touch AC: 15, Flat-footed: 21
Wisdom, 15, (+2) Initiative modifier:, +5 = +5 [dex]
Charisma, 17, (+3) Fortitude save: +2 = 2 [base]
Reflex save: +2 = 0 [base] +5 [dex] -3 [poor reflexes]
Will save: +4 = 2 [base] +2 [wis]
Attack (handheld):, +1, = 0 [base] +1 [strength]
Attack (missile):, +5, = 0 [base] +5 [dexterity]
Grapple check:, +1, = 0 [base] +1 [strength]
Immunities (Ex): Cold immunity, take half damage from piercing and slashing weapons.
Darkvision 60 ft., Undead traits
Breath Weapon 1d6 Acid 30 ft. line
Spiked Gauntlet or Claw [1d4, crit x2, 1 lb, light, piercing]
Dagger (1d4, crit 19*-20*2, light, piercing or slashing]
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 [+4 AC, check penalty –6]
Feats:
Poor Reflexes [flaw], Slowpoke [flaw]
Flaw1: Lingering Breath(+1round wait), Flaw2: Split Breath (˝ dam)(+0 round wait)
Human: Entangling Exhalation(+0 round wait), Lvl 1: Obtain Familiar, Taint: Lifesense
Traits: Cautious, Stout
Craft_1, 4 = +0 +4, Listen 5 = +2 +2+1, Knowledge +4, Spot 5 = +2 +2+1
Know 1 invocation: Scalding Gust
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 diminutive swarm
Dragontouched: You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects
Equipment: Black Sand in Skull (when not in swarm-form fast-healing 1d4), Bullseye Lantern with Sickstone: Provides a nauseating, not-quite-green, not-quite-silver light that provides illumination up to 40 feet. Any creature within the range of this illumination must make a DC 15 Fortitude saving throw each round or take 1d6 points of Constitution damage. A successful save reduces the Constitution damage to 1 point. The damage caused by sickstone results from a magical disease, so creatures immune to magical diseases are immune to the effects of sickstone.