My Army, Preliminary Build
The General
Human Wizard7/Loremaster8 (CR15) = 225 pts
Captains
Human Cleric 13 (Unequipped) (CR10.4) = 108.16 pts
"Grunfyrr" Rakshasa (CR 9) 81 pts
Casts as a 7th Level Sorcerer
Spells per day: 6/7/7/5
Spells Known:
0 [DC13]: detect magic, light, mage hand, message, read magic, resistance, touch of fatigue
1 [DC14]: charm person, mage armor, magic missile, shield, silent image
2 [DC15]: see invisibility, invisibility, melf's acid arrow
3 [DC16]: dispel magic, vampiric touch
4 Ogre Mages (CR6) = 144 pts
Troops
8 Squads composed of
12 Half-Orc Fighter1’s (CR1) (12 pts)
4 Half-Orc Ranger 1’s (CR.1) (4 pts)
1 Half-Orc Sorcerer1 (CR1) (1 pt)
1 Half-Orc Cleric1 (CR1) (1 pt)
1 Half-Orc Bard1 (CR1) (1 pt)
1 Half-Orc Rogue1 (CR1) (1 pt)
20 pts per squad, 160 pts total
2 Archer Squad composed of
10 Human Fighter1’s (CR 1) (10 pts)
10 Human Sorcerer1’s (CR 1) (10 pts)
1 Human Cleric1 (CR1.4) (1 pt)
1 Human Bard 1 (CR1.4) (1 pt)
22 pts per squad, 44pts total
1 Air Cavalry Squad composed of
15 Imps (CR3) 135 pts
1 Recon Squad composed of:
5 Doppelgangers (CR 3.5) (61.2 pts)
8 Goblin Rogue1/Ranger1 Scouts (CR2) (32 pts)
8 Wolves (8 pts)
101.2 pts per squad
Total 998.36 pts
Sneaky Rat Modifications
The Imp's will be using Erinyes as 1 of their alternate forms, and have flyby attack instead of Weapon Finesse for a Feat, Armed with Lances and lead by the true Erinyes, these guys should be alot of fun, Hell's Angels indeed.
The Ogre Mages are my tanks, and will be equipped with heavy armor, and magic weapons (as can be afforded), Feats Swapped to Power Attack and Cleave (and oh, can't I wait to tack on some fighter levels for Large and in Charge and Great Cleave).
The Hobgoblin Grunts have Phalanx Fighting and Weapon Focus (Longsword)instead of Alertness for Feats, AC is 18 instead of 15, they surround the core group (which are equipped with longspears), and with the buffs from them, shouldn't be totally helpless they need to be restated as well, as they are now PC types (essentially 20 man Adventure Groups)
Formation:
FFFF F=Fighter C=Cleric T=Rogue
FCTF B=Bard R=Ranger
FBSF
RRRRR
I am also seriously considering taking the Landlord Feat out of the Stronghold Builders Guide as my 9th level feat, this will provide me with an extra 50,000 gp to fortify my town, and you get extra funds as you level, might be something for everyone to consider.
Ideas? Thoughts? Useful Gear?
Pyrex, I am certainly interested in the Telepathic Bond, I value that ability alot, and since my Erinyes and Rakshasa are telepathic, it puts them in the net as well so to speak.
Re,
C. Rowe
NOTE EDITED UPDATE: I changed my grunts to Half-Orcs and Humans, and double my numbers of grunts , increased the power of my General, and added some Recon Units, and removed the Undead Spawn Generators, also, I exchanged my Erinyes for a Cleric (thought it would be more useful). A bit lighter in the loafers than I would prefer, but I have some ideas for some hit-and-run raids on the villages to cut my troops teeth a bit. The Rak and the Doppelgangers should be really good at infiltration/spying.
Notes: I am taking the Land Lord Feat (for my 9th level feat), at level 15, this will give me 300,000 gp towards my stronghold, plus whatever I spend out of pocket will be matched by the Dark Sovereign.
I too will be purchasing the highly useful Mirror of Mental Prowess. Pricey, but I took full equip on my general, and that got me another 337,000gp. With 2 of these, we can run double the number of raids, and help people out in a jam, or emergency extract.
Cash will be set aside for the telepathic bond