Arena War Party [Archive] - Wizards Community

Post/Author/DateTimePost
kitrack

02-20-06, 02:34 PM
This post contains minor Age of Worms Adventure Path spoilers, but they are ignorable.

I'm DMing an Age of Worms campaign. It so comes to pass that the PCs will be entering a Arena Tournament. I want this party of NPCs to be one of the teams my PCs will have to fight.


Books:

Core 3.5
Complete Series
Races Series (inc. Races of Eberron)
Eberron Series
Spell Compendium
Heroes of Battle
Lords of Madness
Libris Mortis
Draconomicon


The focus of this group is a War Weaver. He is accompanied by 4 guys that are part of his Eldritch Tapestry. I'd like some help refining what I have. The goals: Make a difficult team of about Encounter Level 11-13 (Roughly: A 10 CR War Weaver and 4x a CR 6 Mercenary), with no: Aberrations, Dragons or Undeads.

I'm going to use the elite ability score array for these characters.


War Weaver
1 Wizard 1 (??, ?? {human})
2 Wizard 2
3 Wizard 3 (Enlarge Spell)
4 Wizard 4
5 Wizard 5
6 War Weaver 1 (??)
7 War Weaver 2
8 War Weaver 3
9 War Weaver 4 (??)
10 War Weaver 5
Skills: Max Knowledge (Arcana), Spellcraft, Craft (Weaving), Spot, Listen
Equipment: Headband of intellect +2, 12k gp worth of scrolls?



(4x) Mercenaries (Race ??)
1 Barbarian 1 (Extend Rage)
2 Barbarian 2
3 Fighter 1 (Power Attack)
4 Fighter 2
5 ??
6 ?? (Improved Sunder)
5,600 gp worth of armor/arms/??


Using the War Weaver's Eldritch Tapestry, I plan to have the following spells in effect:

Draconic Might
Stoneskin
Displacement
Heroism
Mage Armor, Greater
Cat's Grace
Owl's Wisdom
Resist Energy, maybe?
Nerveskitter
Girallon's Blessing?
Fuse Arms?


House rules:

No polymorph spell
No orb spells.

So, here is what I'm asking for some help with:
Feats for War Weaver, Race, Feats and Class progression for the Mercenaries, and Spell suggestions for Eldritch Tapestry.
Khazra Reborn

02-20-06, 03:16 PM
give those mercanaries leap attack and improved initiative. cats grace on the tapestry and high dexes should insure they go first and do some damage on their charges, preferably to spellcasters.