Author Topic: Building up power and base protection  (Read 3438 times)

Offline Doron

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Building up power and base protection
« on: May 13, 2013, 08:31:02 PM »
Hi,
we are currently playing a campaign where we would like to establish our own political group in very competitive and violent underground city. For that, we need some means to protect our base and - if possible - people that belong to us while they are not in the base. The group is religiously based (Sehanine Moonbow worshippers). We have solid gold available, but we are severly restricted on things we can buy (cant tell what we will be able to get and what is out of reach, we have to try to know mostly). Any toughts on possible ways to do that? Permanent or contingent spells? Constructs? Allies? etc.
We are lvl 7 (cleric, sorcerer, druid/wizard, warblade)
Books avaliable:
PHB, DMG, MM 1-5, SS, CD, CA, BoED, RoW, BoNS, DotU, RoDr

Thanks for all the inputs (feel free to brainstorm) =)
« Last Edit: May 13, 2013, 08:43:56 PM by Doron »

Offline JaronK

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Re: Building up power and base protection
« Reply #1 on: May 13, 2013, 08:37:27 PM »
Basic building: use Unseen Crafter and Fabricate to make things, and Wall of Stone + Wall of Iron for supplies.  Purchase lead if you can to lead line your walls, which keeps out detection.

Greater Arcane Lock plus a bar across the door makes your doors almost impossible to bypass except by straight out smashing through them, which can be nice.  Also consider using Ghoul Glyph in a water based pit trap to kill off enemies.

JaronK

Offline Doron

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Re: Building up power and base protection
« Reply #2 on: May 14, 2013, 03:27:14 PM »
Thanks for input. Any idea where to get raw combat power?

Offline Tonymitsu

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Re: Building up power and base protection
« Reply #3 on: May 15, 2013, 01:14:04 PM »
A permanent, reliable, standing garrison to guard your base isn't going to be easy to obtain for your particular party.  It all depends on how stict the DM will be on enforcing Sehanine's rites and portfolio.

She hates undead, so having the cleric and wizard raise an undead army isn't likely.  Having the wizard planar bind some fiends probably won't make her happy either.  True, you can easily reach a point where you can order them to do what you want, but that wouldn't make the fiends happy.  And there's a big disadvantage to having your standing guard dislike you.  Her portfolio also includes death and peaceful rest, so in the strictest possible interpretation, anything that brutally kills people off and leaves the corpse to rot unattended would also make her unappy too.  Constructs would make sense, but you probably wouldn't be able to obtain enough of them to defend yourself with them alone.


I'd wager your best bet would be through clever roleplaying.  Start off with the lowest, unhappiest, most disenfranchise group of people that exist in your city.  The kind that no one else would care if you took pity on, and would likely think you less of a threat for wasting your time with them.  Offer shelter and guidance and introduce them to worship of Sehanine.  If that takes hold, start recruiting the most able of them into your organization.  Have the cleric induct them officially into the church and start training new priests, have the sorcerer start schooling those who show aptitude in the arcane (no rule says a sorcerer can't train wizards), and the warblade can begin martial instruction to everyone else.  Once you have something to work with, you can begin shoring it up with better equipment.

Above all, make sure you follow the letter of the law.  Be certain that no other group can legally justify taking action against you.  Make frequent use of detect evil and chaos spells to root out possible spies.  And never kill when you can recruit.  Say, for example, instead of busting up a local theives guild and arresting everyone involved, make a deal to turn them onto one of your larger rivals with more tempting targets, then buy the loot from their fences, and see if their operatives would be willing to smggle contraband into the city for you (for a modest fee of course).
"The only thing in the entire universe more dangerous than knowledge is ignorance."
--Lord Volkarion Knightcon

Offline Doron

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Re: Building up power and base protection
« Reply #4 on: May 15, 2013, 06:55:02 PM »
Tonymitsu, you are the person i v been looking for =)

Are there any construcs that are obtainable and suitable for gurading the base besides classic golems?

Offline Tonymitsu

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Re: Building up power and base protection
« Reply #5 on: May 16, 2013, 03:09:14 AM »
Well you have access to Monster Manuals 1 - 5.  That's good.

The most basic is a shield guardian (MM1 pg 223), a steal at 120,000 gold.  It makes a pretty good bodyguard to send with anyone you need to keep alive.  Whoever you hand his control amulet to causes all attackers to take a -2 penalty as long as the shield guardian is adjacent, and they are affected by a a permanent Shield Other spell-like effect.  Shield Guardian can also store any spell of 4th level or lower that can activate either upon command or when a predetermined contingency occurs.  Options I've always had fun with are "contingent Benign Transposition targeting me if I would be hit by an attack" and "contingent dimension door to a square adjacent to me if the shield guardian is rendered unable to move next to me for any reason" (this should also cover being Forcecaged).

Another one that's a lot of fun is the nimblewright (MM2 pg 162), and is a total steal at 22,000 gold.  Make sure you use the 3.5 update for this one.  He has a number of useful At-will SLA's including Haste and Alter Self, so he can disguise himself as any medium-sized humanoid he likes.  He also has an Intelligence score of 10, and can speak Common, Elven, and Dwarven right out of the box, and is capable of infiltration, creative thinking, and taking initiative.  It fights with dexterity, dual wielding rapiers that are a part of it's body and fold into the arms when not in use.  It can deploy them for combat as a free action.
Theortically, since it has an intelligence score, it is also capable of taking class levels if you pay for increased Hit Dice.  A prime target for it is anything that grants sneak attack, like Swordsage, or if you can wrangle the DM into allowing Champions of Ruin (not a stretch since you appear to be in Forgotten Realms) the Thayan Gladiator prestige class is a wonderful option, since his rapiers count as natural weapons.
Two special notes for him:
-There was a thread on the old 339 boards that discussed swapping monster feats and the consensus apparantly was "So long as you are not changing a bonus feat it's fine."  The 3.5 update made 4 of his six feats non-bonus so the first change I would make is picking up weapon finesse, and whatever you need to qualify for Thayan Gladiator if the DM allows it.
-His vulnerabilities suck.  They suck hard.  However, according to a CustServ ruling, he actually has to take damage from the cold or fire effect in order to suffer the negative effects, even though it doesn't say this in the book or the errata.  So if you DM agrees with this, giving him immunity via spells or items that grant the fire and cold subtypes will have you sitting pretty.  If you DM does not agree with this, you should probably skip him entirely.

Monster Manual III (pg 71) has quite possibly the most riduclous construct ever in the Prismatic Golem.  It's outrageously priced at 250,000 gp, but, in addition to being a construct, it has the Extraplanar, Good, and Incorporeal subtypes.  So it has the standard construct trait of being immune to any spell that offers SR, it is healed by a prismatic spray, and cancels prismatic spheres it comes into contact with (while being healed by them), and has no other specific vulnerabilities, and with it also being incorporeal, it's quite honestly easier to list the things that DO affect it with a side note that it's basically immune to anything else.  Unfortunately it's rare to find these things outside of Elysium, but it's a perfect fit for a good aligned party.

MM3 pg 153 also gives us the shredstorm.  which is a construct swarm.  Yes, you heard me, a construct SWARM.  That's pretty much all I need to say about it.  This one, unfortunately, does not have typical construct magic immunity, probably because if it did, it would be invincible.  It's also less useful for guarding and more useful for destroying the side of any building you need to enter but... that will happen eventually right?  :devil

Golems don't heal on their own, or typically with healing spells, so during down time Clockword Menders (MM4 pg 30) can be helpful in keeping your golems in working order, as a swarm of them can occupy a golems space and heal 1 point of damge every round forever.  In emergencies, they can also blow their own hit points to heal an equal amount to any construct whose square they occupy.  They can kill themselves with this ability.

Possibly my favorite construct is the Force Golem (MM5 pg 68).  Like the nimblewright, they have an intelligence score (of 12), and are capable of thinking tactically during battle.  They specialize in knocking things around the battlefield, and a group of them played well can prevent your enemies from ever using tactical positioning.  My first and only upgrade for them is a miss chance, so they have more opportunities to take advantage of Force Reactive.

There are others, but they aren't particularly suitable for a good-aligned party.  And like I said, good golems get pretty expensive very quickly.

One of the key to utilizing golems is playing off their strengths.  Something like having the golems guard a room with resetting traps that constantly bombard the area with fireballs.  Any golem with magic immunity can set the trap off as many times as it likes without a care in the world.

And while being a unique snowflake is fun; never underestimate the power and usefulness of a good old fashioned stone golem under orders to be a statue in the back of the church until someone takes a swing at the high priest.
"The only thing in the entire universe more dangerous than knowledge is ignorance."
--Lord Volkarion Knightcon

Offline Doron

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Re: Building up power and base protection
« Reply #6 on: May 16, 2013, 06:07:13 AM »
Thank you so much =)

Offline Elevevated Beat

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Re: Building up power and base protection
« Reply #7 on: May 16, 2013, 06:43:53 AM »
+1 for that reply.

Thought I'd just pop in here and say that :p
Do you know how long someone who is as sarcastic as I am would last in prison? Suuuuuuch a long time.

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Offline Tonymitsu

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Re: Building up power and base protection
« Reply #8 on: May 18, 2013, 12:35:28 AM »
Thank you so much =)

You're welcome.  I had plans to play a golem-ficer once.

The DM sort of turned it away he got a look at the average contingent of troops I would be walking around with (one Iron golem, one force golem, one shield guardian, four iron defenders, and an arbalester that would sit on my shoulder).  I also stored a shredstorm in a portable hole for emergencies.

speaking of which, if you're cleric has plans to become a buff-bot by picking up Chain spell and the like, it can make your standing forces, golems included, pretty ridiculous.
"The only thing in the entire universe more dangerous than knowledge is ignorance."
--Lord Volkarion Knightcon