Adventuring Party Needed!


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Just so y'all know, the players have got their own thread going on; it's pretty interesting. If you visit it and comment, be sure not to include any spoilers from here -- in fact, avoiding spoilers from there is why I can't include any ideas over here :).

Two very interesting threads -- I'm eager to see how it turns out!
Daniel
 

Although I'll make one comment that Morrus may or may not want to consider, from the other thread, considering something the PCs are probably going to take into consideration but which maybe they shouldn't, depending on which wyvern you go with. I'll put it in spoiler tags just in case you want to stay completely innocent: :D

In discussing a previous encounter with an undead orc mounted on an undead "wyvern," Inconsequent AL stated that "Breath weapons [involved] fort saves instead of reflex - no effect on a successful save, so really not sure what it should do - not entirely sure I want to find out either!" So they're expecting to prepare for fort-save breaths

Daniel
 

Pielorinho said:
Although I'll make one comment that Morrus may or may not want to consider, from the other thread, considering something the PCs are probably going to take into consideration but which maybe they shouldn't, depending on which wyvern you go with. I'll put it in spoiler tags just in case you want to stay completely innocent: :D

In discussing a previous encounter with an undead orc mounted on an undead "wyvern," Inconsequent AL stated that "Breath weapons [involved] fort saves instead of reflex - no effect on a successful save, so really not sure what it should do - not entirely sure I want to find out either!" So they're expecting to prepare for fort-save breaths

Daniel

So, where's this player thread, then?
 

Pielorinho said:
Just so y'all know, the players have got their own thread going on; it's pretty interesting. If you visit it and comment, be sure not to include any spoilers from here -- in fact, avoiding spoilers from there is why I can't include any ideas over here :).

Two very interesting threads -- I'm eager to see how it turns out!
Daniel
Oooh! The cheeky gits! Anybody who helps them gets banned! :D
 

Hey! This looks like fun. Wish I had seen it when it was first posted. Lemme think a bit on it and see what kind of stuff I can come up with.
 

Just a quick thought, a negative energy breath weapon that just inflicts damage also has the side effect of being usable as tactical healing for the undead. Also if the orcs need to regroup they can heal up in a matter of minutes.
 

I see these guys as being dangerous because the are a direct reflection of an adventuring party, versatile and self sufficient. I left the stats out, but here is a good composition of forces. I used the core books, plus the five expansions, (Tome and Blood, ect). Levels are subject to your alteration.

Leader, Fighter 2, Anti Paladin 9

Two levels higher than the others, (I chose 9th level for a round 4 feats, 2 stats each), He has greater experience, perhaps even recruiting promising orcs in life, and taking then into death as an initiation. It is even possible that he is a higher level, and that his current contingent are lower levels, but that he has many other recruits available elsewhere. He simply brought these five because he doubted he would need more.

I chose Anti-Paladin because he needs intelligence, cunning, leadership, and raw combat ability. I personally dislike the Blackguard, so an Anti-Paladin would simply be a core class, but exactly the opposite of a Paladin in abilities, (i.e. harming hands, smite good, ect). His aura might even make him immune too turning, while providing a profane bonus to allies vs. turning in that radius. With his mount being larger than the others, it would make sense for it to be a special mount, thus gaining a number of special abilities.

Feats; Mounted Combat, Improved Sunder, Improved Trip, Knockdown, Power attack, +1 of choice. Obviously a lot of ranks in Ride.

Items; +2 Unholy long sword, Equerry's Plate, (+2 full plate, +1 to Ride, mount gains +10' movement and +2 Dex).


Ranger 9

Second big gun, skilled in the tracking of enemies, can act as a second scout to the rogue, (se below), another fighter, and some spell power. It is also possible that his mount is his animal companion.

Feats; Depending if you go ranged or melee, though Mounted Combat is a must.
Wep Focus (melee), Off Hand Parry, Ride By Attack.
or
Wep Focus (bow), Rapid Shot, Mounted Archery.
Favored Enemies would be Humans and Elves.

Items; Rhino Hide Armor, plus either a +2 Keen, Distance bow and Bracers of Archery, or a decent pair of melee weapons, preferably with the wounding quality since he would have the most attacks of anyone. Also max ranks in Ride, plus Spot, Listen, Hide, Move Silently, and Search.


Rouge 9

Scout and back up fighter, he plays off the others and strikes when he can sneak attack, or ties up another Rouge, since he cannot be sneak attacked.

Feats; Quick Draw, Combat Reflexes, Expert Tactician, Flick of the Wrist.
All the sneaky git skills, but UMD is a big one.

Items; +2 Silent, Shadowed chain shirt, +2 Keen, Wounding dagger, (plus 4 +1 Wounding throwing knives OR +1 Keen, Distance bow).


Cleric 9

The backbone of the party more so than any other group, because he can make up for an inherent weakness they all posses. While not one to shy away from combat, he is definitely a support person.

Feats; Extra Turning, Quicken Turning, Heighten Turning, Profane Spell, (as DotF Sacred Spell, but dealing 1/2 negative energy damage instead of divine).

Items; +2 Fearsome full plate, +2 Chaotic mace.


Wizard 9

Also mainly a support person, in and out of combat. He makes most of the groups magic items.

Feats; Enlarge Spell, Energy Substitution (Cold), Scribe Scroll, Craft Arms and Armor, Craft Wand, Craft Wondrous Item. Raven Familiar.

Items; Bracers of armor +3, plus lots of scrolls and several wands.


Sorcerer 5, Elemental Savant (Fire) 4

The closest thing to a berserker the group has, he likes to get dangerously close to combat. He WILL burn everything in sight with his biggest spells if not held back, which he usually isn't.

Feats; Empower Spell, Energy Substitution (Fire), Enlarge Spell, Pyro (or Spell Focus (Evocation)). Stirge Familiar.

Items; Major Ring of Elemental Resistance (Fire), +1 Flaming Burst crossbow.


Tactics;

Each buff themselves as much as possible. With five of six as some sort of spell caster, they and their mounts should glow like Christmas trees

All have masterwork saddles.

All weapons are coated in Wyvern poison, since they are immune to poison.

Have the Wizard create/summon/controll some undead creature or swamp beast, and wander it in to the PC's camp in the middle of the night. This will deplete spells/HPs and interupt sleep for the party spellcasters.

If being seen is unavoidable, they will fly single file, the leader in front if approching, in the rear if retreating. He and his mount will be the toughest, and most capable of taking hits, and this formation will provide the others cover bonuses to AC untill the last minute.

With long range archers in the Ranger and Rogue, and a Wizard with Enlarge Spell, they should have double the range on the PC's. Also, with winged mounts, the can run away fast, or close the distance quickly, thus minimizing the archers they oppose.

Attempting to catch the group by surprise, the spell casters will lob area of effect spells into camp, targeting not just PCs, but mounts and unattended items for quick destruction. While the Rogue sneaks into place or charges in behind the others, the two Familiars, illusioned to look like Wyverns or other creatures, will fly into camp. They will have Cat's Grace and Mirror Image. so as to look like a mass of creatures, (a dozen or more, easily), and soak up the initial hits. They will stay only one round, then flee, provoking AoO if any images remain. The leader and Ranger will enter with the familiars, charging separate PCs with lances, which they will drop after the attack for their standard arms. Between Smites and the Rhino armor, at least two PCs should need immediate healing, tying up the party Cleric from turning. The leader will then set to destroying any weapon he can, especially if this is a quick, 2-3 round hit and fade to soften them up for later.

The orc Cleric will enter combat with the leader. Each round, he will use a Quickened turn attempt at the max Heighten penalty. This will ensure that one of their number gains at least a +1 turn save. He will then use Cause Wound spells, preferably Circle of variants if you are using 3.5 rules. This will heal his people while possibly harming the PCs. He may also use Profane spells, which will cause less damage to them, since they are undead, and which the PC's will have weaker defenses against. He uses his mount to give others flanking bonuses.

The Sorcerer supports with spell power, probably getting to close to the fray for his own good, (an Achilles’ heel I'd throw in since you want this to be a dangerous fight). The Wizard drops area effect Coldballs on top of every one, since undead are immune to cold. They both hold off on these for the one round their familiars are in harms way. If the battle goes on past their spell power, due to a high number of pre fight buffs, multiple daily skirmishes, ect, they will begin a coordinated air attack. One will charge his Wyvern in to attack while casting true strike on himself while the other fires from a distance. They will alternate as needed, and stay within one rounds flight of the battle, to evacuate someone who loses a mount.

The Rogue is the wild card who could do ranged, melee, or magic from items as needed. Specific buffs, such as Pro from Elements, are pretty standard and easy to come up with.
 
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The PCs are almost certainly going to try to go after the wyvern mounts, so the more I think about this, the tougher the wyverns need to be simply to resist what's going to be thrown at them. Remember that undead take falling damage just like everyone else, so it probably behooves the undead to have some sort of feather fall or fly ability available in case their mounts go out under them.

To the end of more survivable mounts, here is the dread physowyvern. Because they are two-headed and learnean with fast healing 12, they will likely survive long-range attacks, and they have enough hit points to survive a fireball or two.

A corpse half-fiend (or winged) physohydra is also a possibility if you want even more heads.

----
Dread Physowyvern: Corpse Two-headed Learnean Physowyvern
Large Undead (Acid, Augmented Dragon)
Hit Dice: 9d12 (58 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (clumsy)
AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +9/+20
Attack: Sting +15 melee (1d6+7 plus poison) or talon +15 melee (2d6+7) or 2 bites +15 melee (2d8+7) or slam +15 melee (1d8+10)
Full Attack: Sting +15 melee (1d6+7 plus poison) and 2 bites +13 melee (2d8+7) and 2 wings +13 melee (1d8+3) and 2 talons +13 melee (2d6+7); or slam +15 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid breath, poison, improved grab
Special Qualities: Darkvision 90 ft., immunity to acid, fast healing 12, low-light vision, multi-headed, scent, undead traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 24, Dex 10, Con --, Int 6, Wis 12, Cha 9
Skills: Hide +8, Listen +17, Move Silently +12, Spot +20, Search +0
Feats: Ability Focus (poison), Alertness, Combat Reflexes, Flyby Attack, Multiattack(B)
Environment: Warm hills
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral
Advancement: 10-12 HD (Huge); 13-23 HD (Gargantuan)
Level Adjustment:

A distant cousin to green dragons, the two-headed physowyvern is a huge flying lizard with a poisonous stinger in its tail and the ability to breath a cloud of acidic gas. Necromancers use foul magic to animate their corpses in such a way that they keep all the special abilities they had in life.

A two-headed physowyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A two-headed physowyvern weighs over one ton.

Two-headed physowyverns speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.

COMBAT

Two-headed physowyvern are rather stupid but always aggressive: they attack nearly anything that isn’t obviously more powerful than themselves. A two-headed physowyvern dives from the air, snatching the opponent with its talons and stinging it to death. A two-headed physowyvern can slash with its talons only when making a flyby attack.

A two-headed physowyvern can be killed either by severing both its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a physowyvern’s heads from any position in which he could strike at the physowyvern itself, because the physowyvern’s heads writhe and whip about in combat. An opponent can ready an action to attempt to sunder a two-headed physowyvern’s head when the creature bites at him. Each of a two-headed physowyvern’s heads has 29 hit points. Losing a head deals 14 points of damage to the body. A natural reflex seals the neck shut to prevent further blood loss. A physowyvern can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A physowyvern can never have more than four heads at any one time, and any extra heads it gains beyond its original number wither within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or electricity damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or electricity damage from an area effect may burn multiple stumps in addition to dealing damage to the physowyvern’s body. A physowyvern does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A physowyvern’s body can be slain just like any other creature’s, but physowyverns possess fast healing and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a physowyvern’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Two-headed physowyvern can attack with all their heads at no penalty, even if they move or charge during the round.

Acid Breath (Su): The two-headed physohydra can breathe a cloud of acid gas 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each cloud deals 3d6 points of acid damage per head. A successful Reflex save halves the damage. The save DC is 14. The DC is Constitution based.

Improved Grab (Ex): To use this ability, a two-headed physowyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills: Wyverns have a +3 racial bonus on Spot checks.

Two-headed physowyverns have a +2 racial bonus on Listen, Spot and Search checks, thanks to their multiple heads.

Feats: A two-headed physowyvern’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.


Note: Physo- is the greek root word for breath or gas, in parallel with pyro- and cryo-. This creature uses the rules for hydras from 3.5 to replicate the learnean part of the template, rather than the 3.0 rules presented in the Savage Species template. The template doesn't seem to have a CR adjustement for the Learnean ability, but CR 10 doesn't seem to be too bad a measure of the creature. I made the saves based off the usual 10 + 1/2 HD + ability formula.

You can add up to 2 more heads for a +1 CR, increasing the HD by 2 per head.

Giving them the elite ability array also makes sense, for +1 CR.
 

Morrus said:
Oooh! The cheeky gits! Anybody who helps them gets banned! :D

Sorry, Morrus, but I think I just gave them a pretty good idea for...er, never mind :) But if you hear one of them is selling his mother, especially at a discount, you can thank me for it.
 

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