Boci
2008-12-13, 11:32 AM
Note: This is using 3.5 material
Black Sun Corps – The Sun can shines as much as it likes, there will still be shadows.
The Black Sun Corps is the so-called “Special Task Force” of the Kingdom of Zatrictor. Its ranks swell with evil dread necromancers, archivists and blackguard, although fighters, rogues, clerics and regular wizards with a vile twist are also welcome. They operate in divisions, with levels ranging from 1-12. Each devision has a specific task in which they specialize.
Basic Info:
Membership count: 350
Of which non-combat perosnel: 125
Of which combat personel: 225
Funds: Unknown
Time required to train indevidual unit:
(N^2+4)-N*2=S, when N is the level of the soldier to be trained and S is the number of weeks it takes.
Cost to train unit: 1,000gp per week
Angel Slaying Squad
Member count: 4
Average party level: 5
Classification: Living
Typical Member role:
1: Front line warrior
2: Damage Dealer
3: Archer
4: Caster
Specialized Task: Kill lesser outsiders
Typical build:
1: Front line warrior:
(Any race) Knight: 3 / Fighter: 2
Hit point: 12+2d12+2d10+10 (46)
Init: +1
Speed: 20ft
AC: 18, Touch: 12, Flatfooted: 17
States: Str: 18 Dex: 12 Con: 14 Int: 10 Wis: 8 Cha: 12
Attack: +1 great sword +10 (+12 against chaotic outsiders), 2d6+7
Feats: 1st: Disciple of Darkness
Knight 2nd: Mounted combat
3rd: Stand Still
Fight 1st: Hellbound Knight
Fight 2nd: Power attack
Note: If human, add combat reflexes as a bonus feat.
Saves: Fort: +5, Ref: +5, Will: +2 (+1 knights challange)
Notable abilities: Knights challenge, Bulwark of defense
Items: +1 great sword, +1 chain mail, +2 belt of strength, ring of deflection,
2: Damage Dealer:
Human Fighter: 4 / Swordsage 1
Hit point: 10+3d10+1d8+5 (36)
Init: +5
Speed: 30ft
AC: 20, Touch: 15, Flatfooted: 15
States: Str: 12 Dex: 20 Con: 12 Int: 10 Wis: 10 Cha: 10
Attack: +1 short sword (when taking -2 penalty to hit from combat expertise) +7/+7 (+2 to hit against opponent taking penalties from difficult terrain), 2d6+2/2d6+1 (+1d6 against lawful outsiders),
Feats: Human: Thrall to Demon
1st: Two-weapon fighting
Fight 1st: Finesse Weapon
Fighter 2nd: Deadly defense
3rd: Combat expertise
Fighter 4th: Demonspawn Knight
Swordsage 1st: Weapon focus (short sword)
Saves: Fort: +5, Ref: +8, Will: +3
Notable abilities: Maneuvers
Items: 2 +1 swordsword, +1 chain shirt, +2 gloves of dexterity,
Stance:
1st: Step of the Wind
Maneuvers Readied:
Cloak of Deception
Drain Vitality
Wolf Fang Strike
Clinging Shadow Strike
Additional Maneuvers Known:
Counter Charge
Moment of perfect mind
3: Archer
(Any race) Scout: 1 / Ranger: 2 / Fighter: 2
Hit point: 8+4d10+10 (35)
Init: +5
Speed: 30ft
AC: 20, Touch: 15, Flatfooted: 15
States: Str: 10 Dex: 20 Con: 12 Int: 10 Wis: 12 Cha: 10
Attack: +1 longbow +9, 1d8+1 (+2 versus good outsider, +1d6 sniper shot),
or +1 longbow +7/+7, 1d8+1 (+2 versus good outsider)
Feats: 1st: Scion of sorrow
Ranger 1st: Track
3rd: Pointblank shot
Ranger 2nd: Rapid shot
Fight 1st: Tormented Knight
Fight 2nd: Precise shot
Note: If human, add pointblank shot as a bonus feat and take improved favored enemy at level 3
Saves: Fort: +7, Ref: +10, Will: +1
Notable abilities: sniper shot, favored enemy (good outsiders),
Items: +1 longbow, +1 chain shirt, +2 gloves of dexterity, 20 mk arrows, 5 +1 shock arrows,
4: Caster
Human / Archivist 5
Hit point: 6+4d6+5 (25)
Init: +1
Speed: 30ft
AC: 17, Touch: 11, Flatfooted: 16
States: Str: 8 Dex: 12 Con: 12 Int: 20 Wis: 16 Cha: 10
Attack: dagger +1, 1d4-1
Feats: 1st: Arcane mastery
Human: Shadow Weave
Archivist 1st: Scribe scroll
3rd: Spell casting prodigy
Saves: Fort: +5, Ref: +2, Will: +9 (+11 against enchantments)
Notable abilities: Dark knowledge 4/day (tactics, puissance), lore mastery (the plains),
Knowledge (the plain) +15
Spells
0 level: 4/day, 2 x cure light wounds, 2 x read magic
1st level: 5/day, 2 x woodwisp arrow, bless, shield of faith, obscuring mist
2nd level: 4/day, brilliant energy arrow, 3 x cure moderate wound
3rd level: 3/day, 2 x arrowsplit, bestow curse
Items: +1 chain mail, +2 ring of wisdom, +2 headband of intellect, dagger,
Tactics:
Round 1: Caster enchants archer’s arrow with “arrowsplit”, then casts “bestow curse” on outsider, attempting to lower its constitution or charisma by 6. Finally, they use dark knowledge (tactics), taking a 10 to grant all allies a +2 on attack rolls against outsiders for 1 minute.
Archer uses sniper shot, fire an arrow dealing 1d8+1+1d6 (+2 if outsider is good), then 1d4 others that deal 1d8+1 (+2 if outsider is good) and forcing outsider to make several fort saves or loose charisma.
Both combat able members move into position flanking against the outsider. Warrior uses knights challange to gain +1 on attack, damage and will saves against the outsider, and uses standstill to prevent it escaping if it move on its round. Damage dealer turns invisible and uses drain vitality to lower constitution of outsider.
Round 2: Caster enchants another arrow with “arrowsplit”, then cure moderate wound on whoever needs it.
Archer and warrior continue attacking as they did in the previous round, damage dealer full attacks.
Round 3 and beyond: Caster uses what ever spells situation demands.
Archer uses rapid shot to fire 2 arrows.
Both combat members continue to attack outsider until it dies from hitpoint or becomes comatic from charisma loss, in which case the damahe dealer coup de graces it.
Frost Brothers Unit
Member count: 2
Average party level: 8
Classification: Dead
Typical Member role:
1: Undead commander
2: Blaster
Specialized Task: Creating/supporting undead, generally with the purpose of neutralizing military threats.
Typical build:
1: Undead commander:
(Any race) Necropolitan Dread Necromancer: 8
Hit point: 12+7d12 (57)
Init: +2
Speed: 30ft
AC: 18, Touch: 12, Flatfooted: 16
States: Str: 10 Dex: 14 Con:- Int: 12 Wis: 10 Cha: 24
Attack: +1 long bow +7 1d8 20/x3
Feats: 1st: Corpsecrafter
3rd: Destructive retribution
6th: Bolster resistance
Note: If human, add Deadly chill as a bonus feat.
Saves: Fort: +2, Ref: +4, Will: +6 (Mental bastilion +2)
Notable abilities: Charnel touch 3, DR: 4, negative energy burst 2/day, scabrous touch: blinding sickness, Can control 88 hit die of undead
Items: +1 long bow, +1 chain mail, Cloak of charisma +4, ring of lesser desecration, braces of armour +1, hat of disguise, 500 gp worth of onyx gems
Spells: DC= 17+spell level
Advanced learning 4: Back biter
Advanced learning 8: Wrack
Note: Undead created by dread necromancer have:
+4 hit points per hit die, +4 strength and dexterity
+4 turn resistance, explode upon destruction (Ref DC: 15)
Typically:
5 Advanced megaraptor skeletons (Total hitdie: 60)
1 seven headed hydra zombie (Total hitdie: 14)
7 troglodytes skeletons (Total hitdie: 14)
Note: This assumes only core undead are allowed. If not, add in some bone rat swarms.
1: Blaster:
(Any race) Necropolitan Wizard (evoker): 8
Hit point: 12+7d12 (57)
Init: +3
Speed: 30ft
AC: 19, Touch: 14, Flatfooted: 16
States: Str: 10 Dex: 16 Con:- Int: 24 Wis: 10 Cha: 10
Attack: +1 dagger +7 1d4 19-20/x2
Feats: 1st: Empower spell
Wizard 1st: Scribe Scroll
3rd: Energy substitution (cold)
Wizard 5th: Easy metagmagic (empower spell)
6th: Lord of Uttercold
Note: If human, add spell focus (evocation) as a bonus feat.
Saves: Fort: +2, Ref: +4, Will: +6
Notable abilities:
Items: +1 dagger, +1 mithril chain mail, Headband of intelligence +4, ring of deflection +1, hat of disguise
Typical spells: Note: DC = 19 + spell level
4th: 3 x empowered fireball, dimensive door
3rd: 2 x fireball, fly, empowered scorching hands
2nd: 2 x Scorching ray, 2 x shatter, fire burst
1st: 6 x Burning hands,
Tactics:
Unlike the Angel Slaying Squad, this unit is far harder to train and is therefore deployed on far longer lasting missions. Using their hat of disguise the dread necromancer bluffs his way into society, under the cover story of wishing to research certain arcane secrets. The Evoker may even go on a mission for the locals. The undead are then smuggled in. The troglodyte skeletons can easily be replaced, but anything else and they will need to arrange for supplies from main base. In combat they generally acts as follows:
1st round: Dread necromancer commands undead to attack and activates his ring desecration. Evoker starts of with fireball, saving the empowered ones for latter when the undead need healing (substituted to cold as will all damaging spells). Troglodytes skeletons are meant to die and activate destructive retribution. Hydra zombie will use a standard action to attack once with each of its heads, skeletons will full attack.
2nd: Dread necromancer either summons a shadow, 2 troll skeletons or cast a debuff spell such as enervation or wrack. Evoker cast a direct damage spell of a degree reflecting the amount of damage the undead has taken.
When locals latch onto their tactic and start using soldiers protected from cold and /or effective against undead, they retreat to be redeployed somewhere else. They will often have extra personel amogst them to prevent them from being detected based purely on numbers.
Black Wasp Strike Force
Member count: 4
Average party level: 3
Classification: Dead
Typical Member role:
1: Damage Dealer
2: Combat able caster/healer
3: Sniper
4: Counter Caster
Specialized Task: Hit and run guerillas
Typical build:
1: Damage dealer:
Necropolitant Human / Duskblade: 3
Hit point: 12+2d12 (25)
Init: +2
Speed: 30ft
AC: 18, Touch: 13, Flatfooted: 16
States: Str: 18 Dex: 14 Con: - Int: 16 Wis: 10 Cha: 8
Attack: Reach 20 feet +1 spiked chain +8 2d4+7 (+3d6 when channeling shocking grasp)
Feats: Human: Exotic weapon proficiency (spiked chain)
1st: Willing deformity
Dusk 2nd: Combat casting
3rd: Deformity (tall)
Saves: Fort: +3, Ref: +3, Will: +3
Notable abilities: Arcane channeling,
Typical spells known:
Note: DC: 13 + spell level
1st: (5/day) ray of exhaustion, shocking grasp
0: (6/day + arcane attunement) touch of fatigue, ray of frost
Items: +1 spiked chain, +1 chain mail, +2 gloves of dexterity, ring of deflection +1,
1: Sniper:
Necropolitant Krinth / Rogue 1 / Fighter 1 / Scout (sniper variant) 1
Hit point: 12+2d12 (25)
Init: +5
Speed: 30ft
AC: 18, Touch: 14, Flatfooted: 14
States: Str: 10 Dex: 20 Con: - Int: 16 Wis: 10 Cha: 10
Attack: +1 light crossbow +9, full round action, 1d8+3+1d6 (+1d6 sneak attack if enemy is within 60ft)
Feats: 1st: Rapid reloads
Fight 1st: Weapon focus (light crossbow)
3rd: Crossbow sniper
Saves: Fort: +1, Ref: +8, Will: +1
Notable abilities: Sniper shot, +1d6 sneak attack, Darkvision 60ft
Items: +1 chain mail, +2 gloves of dexterity, rapier, 10 festering bombs (mage carries half of these), +1 light crossbow, 100 bolts,
1: Counter caster:
Necropolitant (Any race) / Wizard 3
Hit point: 12+2d12 (25)
Init: +3
Speed: 30ft
AC: 17, Touch: 13, Flatfooted: 14
States: Str: 10 Dex: 16 Con: - Int: 20 Wis: 10 Cha: 10
Attack: sling +3, 1d4
Feats: 1st: Precocious apprentice
3rd: Improved counter spelling
Note: If human, add skill focus (spell craft) as a bonus feat
Saves: Fort: +1, Ref: +4, Will: +3
Notable abilities: familiar
Spells:
0 level: 4/day
1st level: 4/day
2nd level: 4/day
Items: +1 mithril chain mail, headband of intelligence +2, 5 scrolls of rope trick, 5 scrolls of obscuring mist, sling, 2 sending scroll
Tactics:
A Black Wasp Strike force is sent deal with a military stronghold of a high number of low level mundane troops, such as a regular army division.
Reconnaissance: Under cover of night, the sniper investigates the base and choosing a good side to attack from and learn the identity of the ranking individuals. On the next night, the division attacks.
Pre-combat: Rogue positions himself within 60ft of where the fight will take place. His darkvision and crossbow sniper feat allow him to still deal sneak attack damage. The mage waits around 20ft behind him, whilst the duskblade and dread necromancer run forwards to confront the enemy.
The duskblade uses his reach to keep out of direct melee, channeling shocking grasp and targeting high ranking members.
The dread necromancer takes one round to charge up with chill touch then touches 3 regular soldiers in conjunction with charnel touch, aiming to kill them or at least force them to rest to regain their strength.
The wizard moves within to be within 20ft of the fight, making sure he is not too close to the rogue. He readies an action to counter spell, then uses his sling. Once enough soldiers arrive at the scene he throws one of the rogue’s festering bombs into the crowd, knowing it will not affect his allies.
The rogue takes a full round action to use sniping shot on a target, relying on the night to keep him concealed.
When one of the melee’s is down 10 or less hp, the mage casts obscuring mist and under that cover the 4 of them retreat. About 200ft away the mage casts rope trick and they all hide. The dread necromancer restores everyone to full health. Depending on how many spell slots the wizard and dread necromancer expended they may immediate repeat the attack in the same night, or they may wait until the next night. If they wait, the rogue will most likely keep the soldiers on their feet by taking the occasional shot or throwing a festering bomb into a barricade.
They continue with theses tactics until either they capture the settlement or they run out of rope trick scrolls and festering bombs, in which case the mage uses his sending scroll to contact their superiors and either retreat or arrange for more supplies to be delivered.
Black Widow Unit
Member count: 2
Average party level: 5
Classification: Living
Typical Member role: 2 Gish Strikers
Specialized Task: Quick speed assassinations
Typical build:
1: Damage dealer (2):
Human / Warblade 1 / Battle Sorceror 4
Hit point: 12+3d8+10 (35)
Init: +1
Speed: 30ft
Moderate depravity
AC: 15, Touch: 11, Flatfooted: 14 (-2 if punishing stance is used)
States: Str: 14 Dex: 12 Con: 14 Int: 10 Wis: 10 Cha: 14
Attack: +1 dragonsplit +5 1d6+3 20 x4 / MW dragonsplit +5 1d6+2 20 x4
Feats: 1st: Exotic weapon proficiency (dragonsplit)
Human: Two-weapon fighting
3rd: Surge of Maleviolence
Bonus from moderate taint: Debilitating Strike (2 time per day)
Saves: Fort: +5, Ref: +2, Will: +4
Notable abilities: Spells, Maneuvers
Typical spells known:
Note: DC: 12 + spell level
2nd: (2/day) wraithstrike
1st: (5/day) burning hands, expeditious retreat
0: (5/day)
Manouver:
Wolf Fang Strike
Sudden Leap
Moment of perfect thought
Stance: Punishing Stance
Items: chain shirt, 2 +1 dragonsplits, +2 amulet of health,
Tactics: Single hit assassins these two usually travel alone meeting up at their destination, bluffing their way past authority. They then position themselves to simultaneously attack their target, preferably in public. If the target is likely to accept, they may challenge him to a duel against them, possibly with a second companion. They make sure they are within 30ft of their target when combat begins.
Combat: The one with the higher initiative delays so they can both act, moving to flanking the target. Each casts wraith strike and uses wolf fang strike to attack with each weapon, using debilatating strike to drain wisdom. If all 4 attacks hit the target suffers 16 wisdom damage. If he falls into a coma from wisdom loss they each coup de grace them, running as soon as their target it dead, using sudden leap or swift expeditious retreat to help them, and possibly burning hands if they need to cut holes through a crowd. They also run if their target is not dropped from wisdom draining.
Black Sun Corps – The Sun can shines as much as it likes, there will still be shadows.
The Black Sun Corps is the so-called “Special Task Force” of the Kingdom of Zatrictor. Its ranks swell with evil dread necromancers, archivists and blackguard, although fighters, rogues, clerics and regular wizards with a vile twist are also welcome. They operate in divisions, with levels ranging from 1-12. Each devision has a specific task in which they specialize.
Basic Info:
Membership count: 350
Of which non-combat perosnel: 125
Of which combat personel: 225
Funds: Unknown
Time required to train indevidual unit:
(N^2+4)-N*2=S, when N is the level of the soldier to be trained and S is the number of weeks it takes.
Cost to train unit: 1,000gp per week
Angel Slaying Squad
Member count: 4
Average party level: 5
Classification: Living
Typical Member role:
1: Front line warrior
2: Damage Dealer
3: Archer
4: Caster
Specialized Task: Kill lesser outsiders
Typical build:
1: Front line warrior:
(Any race) Knight: 3 / Fighter: 2
Hit point: 12+2d12+2d10+10 (46)
Init: +1
Speed: 20ft
AC: 18, Touch: 12, Flatfooted: 17
States: Str: 18 Dex: 12 Con: 14 Int: 10 Wis: 8 Cha: 12
Attack: +1 great sword +10 (+12 against chaotic outsiders), 2d6+7
Feats: 1st: Disciple of Darkness
Knight 2nd: Mounted combat
3rd: Stand Still
Fight 1st: Hellbound Knight
Fight 2nd: Power attack
Note: If human, add combat reflexes as a bonus feat.
Saves: Fort: +5, Ref: +5, Will: +2 (+1 knights challange)
Notable abilities: Knights challenge, Bulwark of defense
Items: +1 great sword, +1 chain mail, +2 belt of strength, ring of deflection,
2: Damage Dealer:
Human Fighter: 4 / Swordsage 1
Hit point: 10+3d10+1d8+5 (36)
Init: +5
Speed: 30ft
AC: 20, Touch: 15, Flatfooted: 15
States: Str: 12 Dex: 20 Con: 12 Int: 10 Wis: 10 Cha: 10
Attack: +1 short sword (when taking -2 penalty to hit from combat expertise) +7/+7 (+2 to hit against opponent taking penalties from difficult terrain), 2d6+2/2d6+1 (+1d6 against lawful outsiders),
Feats: Human: Thrall to Demon
1st: Two-weapon fighting
Fight 1st: Finesse Weapon
Fighter 2nd: Deadly defense
3rd: Combat expertise
Fighter 4th: Demonspawn Knight
Swordsage 1st: Weapon focus (short sword)
Saves: Fort: +5, Ref: +8, Will: +3
Notable abilities: Maneuvers
Items: 2 +1 swordsword, +1 chain shirt, +2 gloves of dexterity,
Stance:
1st: Step of the Wind
Maneuvers Readied:
Cloak of Deception
Drain Vitality
Wolf Fang Strike
Clinging Shadow Strike
Additional Maneuvers Known:
Counter Charge
Moment of perfect mind
3: Archer
(Any race) Scout: 1 / Ranger: 2 / Fighter: 2
Hit point: 8+4d10+10 (35)
Init: +5
Speed: 30ft
AC: 20, Touch: 15, Flatfooted: 15
States: Str: 10 Dex: 20 Con: 12 Int: 10 Wis: 12 Cha: 10
Attack: +1 longbow +9, 1d8+1 (+2 versus good outsider, +1d6 sniper shot),
or +1 longbow +7/+7, 1d8+1 (+2 versus good outsider)
Feats: 1st: Scion of sorrow
Ranger 1st: Track
3rd: Pointblank shot
Ranger 2nd: Rapid shot
Fight 1st: Tormented Knight
Fight 2nd: Precise shot
Note: If human, add pointblank shot as a bonus feat and take improved favored enemy at level 3
Saves: Fort: +7, Ref: +10, Will: +1
Notable abilities: sniper shot, favored enemy (good outsiders),
Items: +1 longbow, +1 chain shirt, +2 gloves of dexterity, 20 mk arrows, 5 +1 shock arrows,
4: Caster
Human / Archivist 5
Hit point: 6+4d6+5 (25)
Init: +1
Speed: 30ft
AC: 17, Touch: 11, Flatfooted: 16
States: Str: 8 Dex: 12 Con: 12 Int: 20 Wis: 16 Cha: 10
Attack: dagger +1, 1d4-1
Feats: 1st: Arcane mastery
Human: Shadow Weave
Archivist 1st: Scribe scroll
3rd: Spell casting prodigy
Saves: Fort: +5, Ref: +2, Will: +9 (+11 against enchantments)
Notable abilities: Dark knowledge 4/day (tactics, puissance), lore mastery (the plains),
Knowledge (the plain) +15
Spells
0 level: 4/day, 2 x cure light wounds, 2 x read magic
1st level: 5/day, 2 x woodwisp arrow, bless, shield of faith, obscuring mist
2nd level: 4/day, brilliant energy arrow, 3 x cure moderate wound
3rd level: 3/day, 2 x arrowsplit, bestow curse
Items: +1 chain mail, +2 ring of wisdom, +2 headband of intellect, dagger,
Tactics:
Round 1: Caster enchants archer’s arrow with “arrowsplit”, then casts “bestow curse” on outsider, attempting to lower its constitution or charisma by 6. Finally, they use dark knowledge (tactics), taking a 10 to grant all allies a +2 on attack rolls against outsiders for 1 minute.
Archer uses sniper shot, fire an arrow dealing 1d8+1+1d6 (+2 if outsider is good), then 1d4 others that deal 1d8+1 (+2 if outsider is good) and forcing outsider to make several fort saves or loose charisma.
Both combat able members move into position flanking against the outsider. Warrior uses knights challange to gain +1 on attack, damage and will saves against the outsider, and uses standstill to prevent it escaping if it move on its round. Damage dealer turns invisible and uses drain vitality to lower constitution of outsider.
Round 2: Caster enchants another arrow with “arrowsplit”, then cure moderate wound on whoever needs it.
Archer and warrior continue attacking as they did in the previous round, damage dealer full attacks.
Round 3 and beyond: Caster uses what ever spells situation demands.
Archer uses rapid shot to fire 2 arrows.
Both combat members continue to attack outsider until it dies from hitpoint or becomes comatic from charisma loss, in which case the damahe dealer coup de graces it.
Frost Brothers Unit
Member count: 2
Average party level: 8
Classification: Dead
Typical Member role:
1: Undead commander
2: Blaster
Specialized Task: Creating/supporting undead, generally with the purpose of neutralizing military threats.
Typical build:
1: Undead commander:
(Any race) Necropolitan Dread Necromancer: 8
Hit point: 12+7d12 (57)
Init: +2
Speed: 30ft
AC: 18, Touch: 12, Flatfooted: 16
States: Str: 10 Dex: 14 Con:- Int: 12 Wis: 10 Cha: 24
Attack: +1 long bow +7 1d8 20/x3
Feats: 1st: Corpsecrafter
3rd: Destructive retribution
6th: Bolster resistance
Note: If human, add Deadly chill as a bonus feat.
Saves: Fort: +2, Ref: +4, Will: +6 (Mental bastilion +2)
Notable abilities: Charnel touch 3, DR: 4, negative energy burst 2/day, scabrous touch: blinding sickness, Can control 88 hit die of undead
Items: +1 long bow, +1 chain mail, Cloak of charisma +4, ring of lesser desecration, braces of armour +1, hat of disguise, 500 gp worth of onyx gems
Spells: DC= 17+spell level
Advanced learning 4: Back biter
Advanced learning 8: Wrack
Note: Undead created by dread necromancer have:
+4 hit points per hit die, +4 strength and dexterity
+4 turn resistance, explode upon destruction (Ref DC: 15)
Typically:
5 Advanced megaraptor skeletons (Total hitdie: 60)
1 seven headed hydra zombie (Total hitdie: 14)
7 troglodytes skeletons (Total hitdie: 14)
Note: This assumes only core undead are allowed. If not, add in some bone rat swarms.
1: Blaster:
(Any race) Necropolitan Wizard (evoker): 8
Hit point: 12+7d12 (57)
Init: +3
Speed: 30ft
AC: 19, Touch: 14, Flatfooted: 16
States: Str: 10 Dex: 16 Con:- Int: 24 Wis: 10 Cha: 10
Attack: +1 dagger +7 1d4 19-20/x2
Feats: 1st: Empower spell
Wizard 1st: Scribe Scroll
3rd: Energy substitution (cold)
Wizard 5th: Easy metagmagic (empower spell)
6th: Lord of Uttercold
Note: If human, add spell focus (evocation) as a bonus feat.
Saves: Fort: +2, Ref: +4, Will: +6
Notable abilities:
Items: +1 dagger, +1 mithril chain mail, Headband of intelligence +4, ring of deflection +1, hat of disguise
Typical spells: Note: DC = 19 + spell level
4th: 3 x empowered fireball, dimensive door
3rd: 2 x fireball, fly, empowered scorching hands
2nd: 2 x Scorching ray, 2 x shatter, fire burst
1st: 6 x Burning hands,
Tactics:
Unlike the Angel Slaying Squad, this unit is far harder to train and is therefore deployed on far longer lasting missions. Using their hat of disguise the dread necromancer bluffs his way into society, under the cover story of wishing to research certain arcane secrets. The Evoker may even go on a mission for the locals. The undead are then smuggled in. The troglodyte skeletons can easily be replaced, but anything else and they will need to arrange for supplies from main base. In combat they generally acts as follows:
1st round: Dread necromancer commands undead to attack and activates his ring desecration. Evoker starts of with fireball, saving the empowered ones for latter when the undead need healing (substituted to cold as will all damaging spells). Troglodytes skeletons are meant to die and activate destructive retribution. Hydra zombie will use a standard action to attack once with each of its heads, skeletons will full attack.
2nd: Dread necromancer either summons a shadow, 2 troll skeletons or cast a debuff spell such as enervation or wrack. Evoker cast a direct damage spell of a degree reflecting the amount of damage the undead has taken.
When locals latch onto their tactic and start using soldiers protected from cold and /or effective against undead, they retreat to be redeployed somewhere else. They will often have extra personel amogst them to prevent them from being detected based purely on numbers.
Black Wasp Strike Force
Member count: 4
Average party level: 3
Classification: Dead
Typical Member role:
1: Damage Dealer
2: Combat able caster/healer
3: Sniper
4: Counter Caster
Specialized Task: Hit and run guerillas
Typical build:
1: Damage dealer:
Necropolitant Human / Duskblade: 3
Hit point: 12+2d12 (25)
Init: +2
Speed: 30ft
AC: 18, Touch: 13, Flatfooted: 16
States: Str: 18 Dex: 14 Con: - Int: 16 Wis: 10 Cha: 8
Attack: Reach 20 feet +1 spiked chain +8 2d4+7 (+3d6 when channeling shocking grasp)
Feats: Human: Exotic weapon proficiency (spiked chain)
1st: Willing deformity
Dusk 2nd: Combat casting
3rd: Deformity (tall)
Saves: Fort: +3, Ref: +3, Will: +3
Notable abilities: Arcane channeling,
Typical spells known:
Note: DC: 13 + spell level
1st: (5/day) ray of exhaustion, shocking grasp
0: (6/day + arcane attunement) touch of fatigue, ray of frost
Items: +1 spiked chain, +1 chain mail, +2 gloves of dexterity, ring of deflection +1,
1: Sniper:
Necropolitant Krinth / Rogue 1 / Fighter 1 / Scout (sniper variant) 1
Hit point: 12+2d12 (25)
Init: +5
Speed: 30ft
AC: 18, Touch: 14, Flatfooted: 14
States: Str: 10 Dex: 20 Con: - Int: 16 Wis: 10 Cha: 10
Attack: +1 light crossbow +9, full round action, 1d8+3+1d6 (+1d6 sneak attack if enemy is within 60ft)
Feats: 1st: Rapid reloads
Fight 1st: Weapon focus (light crossbow)
3rd: Crossbow sniper
Saves: Fort: +1, Ref: +8, Will: +1
Notable abilities: Sniper shot, +1d6 sneak attack, Darkvision 60ft
Items: +1 chain mail, +2 gloves of dexterity, rapier, 10 festering bombs (mage carries half of these), +1 light crossbow, 100 bolts,
1: Counter caster:
Necropolitant (Any race) / Wizard 3
Hit point: 12+2d12 (25)
Init: +3
Speed: 30ft
AC: 17, Touch: 13, Flatfooted: 14
States: Str: 10 Dex: 16 Con: - Int: 20 Wis: 10 Cha: 10
Attack: sling +3, 1d4
Feats: 1st: Precocious apprentice
3rd: Improved counter spelling
Note: If human, add skill focus (spell craft) as a bonus feat
Saves: Fort: +1, Ref: +4, Will: +3
Notable abilities: familiar
Spells:
0 level: 4/day
1st level: 4/day
2nd level: 4/day
Items: +1 mithril chain mail, headband of intelligence +2, 5 scrolls of rope trick, 5 scrolls of obscuring mist, sling, 2 sending scroll
Tactics:
A Black Wasp Strike force is sent deal with a military stronghold of a high number of low level mundane troops, such as a regular army division.
Reconnaissance: Under cover of night, the sniper investigates the base and choosing a good side to attack from and learn the identity of the ranking individuals. On the next night, the division attacks.
Pre-combat: Rogue positions himself within 60ft of where the fight will take place. His darkvision and crossbow sniper feat allow him to still deal sneak attack damage. The mage waits around 20ft behind him, whilst the duskblade and dread necromancer run forwards to confront the enemy.
The duskblade uses his reach to keep out of direct melee, channeling shocking grasp and targeting high ranking members.
The dread necromancer takes one round to charge up with chill touch then touches 3 regular soldiers in conjunction with charnel touch, aiming to kill them or at least force them to rest to regain their strength.
The wizard moves within to be within 20ft of the fight, making sure he is not too close to the rogue. He readies an action to counter spell, then uses his sling. Once enough soldiers arrive at the scene he throws one of the rogue’s festering bombs into the crowd, knowing it will not affect his allies.
The rogue takes a full round action to use sniping shot on a target, relying on the night to keep him concealed.
When one of the melee’s is down 10 or less hp, the mage casts obscuring mist and under that cover the 4 of them retreat. About 200ft away the mage casts rope trick and they all hide. The dread necromancer restores everyone to full health. Depending on how many spell slots the wizard and dread necromancer expended they may immediate repeat the attack in the same night, or they may wait until the next night. If they wait, the rogue will most likely keep the soldiers on their feet by taking the occasional shot or throwing a festering bomb into a barricade.
They continue with theses tactics until either they capture the settlement or they run out of rope trick scrolls and festering bombs, in which case the mage uses his sending scroll to contact their superiors and either retreat or arrange for more supplies to be delivered.
Black Widow Unit
Member count: 2
Average party level: 5
Classification: Living
Typical Member role: 2 Gish Strikers
Specialized Task: Quick speed assassinations
Typical build:
1: Damage dealer (2):
Human / Warblade 1 / Battle Sorceror 4
Hit point: 12+3d8+10 (35)
Init: +1
Speed: 30ft
Moderate depravity
AC: 15, Touch: 11, Flatfooted: 14 (-2 if punishing stance is used)
States: Str: 14 Dex: 12 Con: 14 Int: 10 Wis: 10 Cha: 14
Attack: +1 dragonsplit +5 1d6+3 20 x4 / MW dragonsplit +5 1d6+2 20 x4
Feats: 1st: Exotic weapon proficiency (dragonsplit)
Human: Two-weapon fighting
3rd: Surge of Maleviolence
Bonus from moderate taint: Debilitating Strike (2 time per day)
Saves: Fort: +5, Ref: +2, Will: +4
Notable abilities: Spells, Maneuvers
Typical spells known:
Note: DC: 12 + spell level
2nd: (2/day) wraithstrike
1st: (5/day) burning hands, expeditious retreat
0: (5/day)
Manouver:
Wolf Fang Strike
Sudden Leap
Moment of perfect thought
Stance: Punishing Stance
Items: chain shirt, 2 +1 dragonsplits, +2 amulet of health,
Tactics: Single hit assassins these two usually travel alone meeting up at their destination, bluffing their way past authority. They then position themselves to simultaneously attack their target, preferably in public. If the target is likely to accept, they may challenge him to a duel against them, possibly with a second companion. They make sure they are within 30ft of their target when combat begins.
Combat: The one with the higher initiative delays so they can both act, moving to flanking the target. Each casts wraith strike and uses wolf fang strike to attack with each weapon, using debilatating strike to drain wisdom. If all 4 attacks hit the target suffers 16 wisdom damage. If he falls into a coma from wisdom loss they each coup de grace them, running as soon as their target it dead, using sudden leap or swift expeditious retreat to help them, and possibly burning hands if they need to cut holes through a crowd. They also run if their target is not dropped from wisdom draining.