Thursday, May 22, 2008

2nd Week of May

Loot of Previous Week: +1,442.5gp
  • Elfbane Dagger +1
  • Cloak +2?
  • Bracers +2 (converted to XP)
  • 6 Potions Purple
  • 3 Potions Red
  • a pair rings of circle of sound
  • Loot from Vergar Esate?
Loot for the Week: +2,012gp
Current Party Funds: 6,457.5gp + (vergar estate). 1,458xp

unidentified loot:
  • Bracers (M)?
  • Pouch of Dust (M)?
  • Cloak (M)?
  • Ring (M)?


Wednesday, May 14, 2008

my Don Quixote

Don Quixote

Turcoman-Styled Knight

150 +4 points

Attributes [100]: ST 12 [20] DX 12 [40] IQ 11 [20] HT 12 [20].

Secondary Attributes [0]: Dmg 1d-1/1d+2 [0]; BL 29 [0]; HP 12 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Spd 6 (+1 from CR; +1 from tactics) [0]; Basic Move 6 [0].

Advantages [50]: Ally-Shield Bearer (As Ally Freq-15; 50%CP; 6cp,) (As Dependent Freq-9; -2cp; As employer) [4]; Combat Reflex [15]; Fit [5]; Perk-Strongbow [1]; Perk- Weapon Bond [1]; Signature Gear (Bow and a Quiver of Arrows) [2]; Status (Knight) [5]; Wealth (Wealthy) [20]

Disadvantages [-50]: Code of Honor (Knight) [-10]; Duty (Liege Lord) [-10]; Honesty (12) [-10]; Curious (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Team) [-5].

Primary Skills [50]

Archery [31]: Bow (A) DX+5 [20]-17; Horsearchery (H) Bow [5]-17; Shoot Backwards (A) Bow [5]-17; Fast-Draw: Arrow (E) DX+1 [1]-13.

Horsemanship [18]: Animal Handling (Horse) (A) IQ-1 [1]-10; Riding (Horse) (A) DX+1 [4]-13; No Hands Riding (H) Riding+0 [4]-13; Combat Riding (A) Riding+4 [5]-17.

Secondary Skills [32]

Melee Weapons [16]: Broadsword (A) DX [2]-12; Axe/Mace (A) DX+1 [2]-12; Cavalry Training (H) Axe/Mace+0 [3]-12; Spear (A) DX [2]-12; Cavalry Training (H) Spear+0 [3]-12; Fast Draw: Broadsword (E) DX [1]-13; Fastdraw: Knife (E) DX [1]-13; Shield (E) DX [1]-12; Knife (E) DX [1]-12.

Profession [9]: Heraldry (A) IQ-1 [1]-10; Current Events (People) (E) IQ [1]-11; Soldier (Knight) (A) IQ+1 [4]-12; Savoir Faire (High Society) (E) IQ [1]-11; Strategy (Land) IQ-1 [2]-10; Tactics (Land) IQ-1 [2]-10.

Education [7]: Administration (A) IQ-1 [1]-10; Writing (A) IQ-1 [1]-10; Public Speaking (Story telling) (A) IQ [2]-12; History (Family) (H) IQ-1 [2]-10.

Background Skills [18] Area Knowledge (Homeland) (E) IQ [0]-11.

Foraging Skills [7]: Navigation (Land) (A) IQ [1]-10; Scrounging (E) Per [1]-11; Survival (Plains) (A) Per- [1]-10; Tracking (A) Per+1 [4]-12.

Athletics [11]: Climbing (A) DX-1 [1]-11; Hiking (A) HT [2]-12; Running (A) HT [2]-12; Swimming (E) HT [2]-12; Judo (H) DX [4]-12.


Starting Assets (Wealthy) [Status 2]:

Combat Load: total cost $1,455, weight 217lbs,

  • 58lbs (light); move 4/5

  • Clothes, Tabbard, and Military Belt $755, 4llbs

  • Haubergeon of Rivited Mail $400; 10lbs (Pyramid)

  • Gambeson $30; 4lb

  • Barbute Helm $150, 6lbs

  • Light Shield $25; 2lbs; DR5/ HP20/ OP9

  • Flanged Mace $50; 5lbs (skill-12; 1d+5 cr)

  • (SG) Quiver of Broadhead Arrows $75, 3lbs ( 1d+5 imp )

  • (SG) Composite Bow ST17, $900, 4lbs 340/425 yards

  • Large Knife $40, 0.5lbs

  • Personal Basics $5, 1lb


Heavy warhorse: Total cost $4,109

  • strong war trained saddle horse $3,600,

  • Load (106 + 216 =329 / 375)

  • Move 3/7 (medium encumberance)

  • Horse Slam 2d-1 crushing

  • Bit and Briddle, Horseshoes, and War Saddle 42lbs, $335

  • 2 Quiver of Bodkin Arrows $110 6lbs ( 1d+5 (2) pi )

  • Long Spear $60; 5lbs (skill-12; 1d+1 imp, plus 2d-1 imp when charging)

  • Rations x2, $4, 1lb

  • Ceramic Bottle of Water (1 liter) $3, 3lbs


Traveling Gear: $3,420

  • 2 Cheap Ponies (move 5) $750

  • 2 Saddle Horses $2,400

  • Tent 4-man $150; 30lbs

  • Water Skins x4 (16 liters) 36lbs

  • Saddle Bags x4

  • Rations x60, $120, 30lbs


Tactical Notes

  • DR (Cutting/ Crushing/ Impaling or Piercing)

    • Skull 8/6/7; face 4

    • Body 4*/2*/3*

  • Archery (No Aiming and AoA: Determined)

    • Skill-14 at 15 yards

    • Skill-12 at 30 yards

    • Skill-10 at 70 yards

  • Archery (1-sec Aiming and AoA: Determined)

    • Skill-14 at 50 yards

    • Skill-12 at 100 yards

    • Skill-10 at 200 yards

  • Archery (Terminal Aiming AoA: Determined)

    • Skill-14 at 100 yards

    • Skill-12 at 200 yards

    • Skill-10 at 425 yards (1/2 damage)

  • Horse Slam

    • at 7-6, 2d-1 cr

    • at 5, 1d+3 cr

    • at 4-3, 1d+1 cr

    • at 2, 1d cr

    • at 1, 1d-1 cr

Break down:

Starting wealth bonus $5,000

Character Wealth: $5,000

Spent $8,984

But According to Building Low Tech Landscapes

  • I tax 58 struggling peasant families (about a pop of 300)

  • Each family 10 acres of modetately fertile land, 580 acres falls within a category of a small village.

  • 290 acres of woodland

  • 25% cash crops, 50% hardy crops, 15% animals, 10% luxury goods.


Using My own Tables

  • $210,000 worth of land in (basically the village) 870 acres.

  • A small Manorial home worth $168,000

  • $6,000 in transportation

  • $6,000 in gear

  • Household

    • 8 poor servants and their families (semi skilled house hold helpers: cooks, maids, grooms, gaurds etc.)

    • 2 struggling servants and their families (typically skilled servants like the bailiff, chief artisan or a chief guard)

    • 1 average servant and his family (typically the vellet or a novice).



Wednesday, April 30, 2008

If I had a chance to run a DnD Game.

Running a DnD Game.


Low Magic World. Dark Ages, Falling Civilization and fighting back impossible odds.

  • Core Rules Mostly

    • Outside Core Elements up to 2006 3.5ED upon approval. Ideally none.

  • Armor Gives DR / -- equal to Armor Bonus.

    • Yes. It takes 2-handed weapons and Power Attack to penetrate armor consistently.

    • As for Natural Armor, DR is equal to Half Rounded down.

    • Taking the AC from T20, Str mod for Parry AC bonus

    • Shields give an AC

  • Characters cannot have any spellcasting/psionic class (or combination of classes) greater than half their total HD.

    • Representing the loss of Institutions of Magical Learning and to reinforce how hard Magic is supposed to be.

  • Slow Advancement. 1/2 XP

  • All Non-Humanoid Creatures are CR x1.1 to 1.2, those with Su/Sp/Ex abilities are CR x1.33.

  • Sense of Scale

    • Lvl 1-3 Green to Regular

    • Lvl 4-6 Seasoned

    • Lvl 7-9 Veterans to Elite

    • Lvl 10+ Leaders, Movers and Shakers.

  • Extra Effort Rules

  • Magic Items. X2 GP

  • All monetary values are in Silver (convert all gp values to 10 sp)

    • 1gp = 20 sp = 80 cp

    • 1 lb of silver = 240 sp

    • 1sp = 4 cp

  • Character Creation

    • 32 points (expect NPCs to follow 25 point elite build).

    • HP = 1/2 Hit Die plus 1

    • Magic Items are x2 cost except for items the character can make, Maximum Creator CL is 9. (no rings or staves)

    • Starting Silver is 27,000sp (11lbs of silver or 1,350gp)

* surprisingly ring of sustenance have a CL 12 req. despite saying it has a CL5 since it requires forge ring which needs CL12.


Monday, April 28, 2008

and even More tinkering

Ogre Cleric of Magic and Chaos CR 6

[Core Rules Only]

Appearance: They appear like ornate giant statues of coarsely beaten black steel, heavy crusted with dried blood. Calligraphy in Giant cover the armor, cursing those who would oppose at the same time proclaim its wearer's glorious deeds of malevolence. In one arm, it carries a towering Black Pike 15ft long tipped with wicked barbs and flying its black banner. When its gaze falls upon you, it draws a the flayed skin of a humanoid with painted symbols and vanishes.

Male Ogre Cleric 5

Chaotic Evil Large Giant

Init +3 (-1 Dex, +4 feat); Senses [Darkvision 60 ft., low-light vision] Listen +10, Spot +10

Languages Common and Giant.

AC 23, touch 8, flat-footed 23 (+8 armor, -1 Dex, -1 size, +5 nat)

hp 71 (9 HD (+4 Race, +5 Class))

Fort +11, Ref +1, Will +8 (Race F+4, R+1, W+1; Class F+4, R+1, W+4; Con +3, Dex -1, Wis +3)

Spd 30 ft. in Halfplate (6 squares); base speed 40 ft.

Melee (MW) Large Longspear +11/+6 (2d6+7) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat)

(MW) Large Armor Spikes +10/+5 (1d8+4) (+6 BAB, +4 Str, -1 size, +1 weapon quality)

Ranged Composite Mighty Longbow (Str +4) +4/-1 (2d6+4) (+6 BAB, -1 Dex, -1 size, +1 weapon quality)

[Space 10x10 ft; Reach 10 ft] (20ft with Longspear, but cannot attack creatures in 10ft -instead use Armor Spikes)

Base Atk +6 (+3 Race, +3 Class); Grp +14

Atk Options

  • Reckless Offense (MW) Large Longspear +13/+8 (2d6+6) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat)

  • Power attack

Combat Gear Large Fullplate 3,000gp with Masterwork Spikes 400gp, Large Masterwork Longspear 310g, Large Mighty (Str+4) C.Longbow 600gp.

Special Abilities:

  • Magic Domain

    • Use spell trigger device as a wizard equal to half cleric level. Wizard caster level check +2

  • Chaos Domain

    • +1 chaster level for chaos spells.

Spells (CL 5 cleric; CL 2 wizard, +9 melee touch, +4 ranged touch)

  • 1st Level- Bless, Bane, Command (Will DC 14) x2, and Obscuring Mist

  • 2nd Level- Bull's Strength x2, Hold Person (Will DC 15) and Desecrate.

  • 3rd Level- Prayer, Animate Dead, and Dispel Magic (+5 dispel check)


Abilities Str 18, Dex 8, Con 16, Int 10, Wis 16, Cha 9


Feats Reckless Offense 1st hd level, Power Attack 3rd hd, Improved Initiative 6th hd, Weapon Focus (Long Spear) 9th hd.

Skills Listen +10, Spot +10, Concentration +8, Spellcraft +8, Knowledge (arcana) +3.


Possessions Onyx x2 500gp (250@), Scroll of Haste x2 750gp (375gp@; Caster Level DC 6); Scroll of Invisibility (3 minutes; caster level DC 4) x3 450gp (150@), Wand of Cure Critical Wounds (4 charges; 4d8+7) 1,800gp. (7,810gp)


Tactics

  • Cast Invisible, then cast Bless, Haste, and Prayer.

  • On the Ogre's action, declare Power attack – 6 even if not attacking.

  • When making an Attack of Opportunity, you can declare Reckless Offense since it is an attack action.

  • Against opponents with poorer reach, use ready action against charge.

  • Retreat with invisibility (then cast desecrate and raise up to 20hd undead)


Ready action for a Charge (20ft reach! Huge threat area). (Best while invisible) (Bless, haste, Prayer @ give a +1 to hit).

  • Reckless Offense (MW) Large Longspear +7 (4d6+36 /x3; ave 50dmg*) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat, -6 Power attack). IF invisible gain a +2 to attack and opponent is flatfooted

  • AoO (Leaving Threatened Square): Reckless Offense (MW) Large Longspear +7 (2d6+18) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat, -6 Power attack).

* save fort vs DC14 for Death from Massive Damage.

Notes: Anti Charge Characters.


Saturday, April 26, 2008

More Tinkering

Spear Martial Artist CR 5

(DND3.5 Core Rules Only)

Appearance: (Default) A handsome/beautiful strong lithe warrior of indistinguishable racial features in dazzling patterns of embroidered silks. She/He wields a black staff with a blackened spear end, which she/he handles with unusual speed and lightness.


Design this is supposed to look like a Rogue but has HP of fighter.

Defense. Its defense is to be able to bring down an opponent before they finish her off, AoO allows this character to get in at least 2 devastating attacks before being brought down.


(Any) Half Elf Fighter 4, Barbarian 1

(Any Non Lawful) Medium Humanoid

Init +3 (+3 Dex); Senses [Lowlight Vision] Listen +6, Spot +2

Languages Common and Elven

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) [Tumble] (Rage AC16, )

hp 44 (5 HD (+4HD Ftr, +1HD Bar)) (Rage 54hp)

[Immune Immunity to sleep spells and similar magical effects]

Fort +7, Ref +6, Will +1 (Bar F+2, R+0, W+0; Ftr F+4, R+1, W+1; Con +0, Dex +3, Wis +1) [+2 racial bonus on saving throws against enchantment spells or effects; Rage gives +2 morale bonus to will saves]

Spd 40 ft. (8 spaces, barbarian fast movement); 70ft (14 spaces with Haste)

Melee +1 Darkwood Longspear +9 (1d8+5/ x2) (+5 BAB, +2 Str, +1 weapon quality, +1 weapon focus)

Ranged Darkwood Javelins +9 (1d6+2/ x2) (+5 BAB, +3 Dex, +1 weapon quality)

[Space 5x5 ft; Reach 5 ft] (10ft reach with Longspear)

Base Atk +5 (+4 Ftr, +1 Bar); Grp +7 (Rage +9)

[Atk Options options; Power Attack, Stand Still]

[Special Actions special actions; special action feats]

Rage +4 Str and Con, +2 morale bonus to Will saves for 3 + (new) Con modifier (5 rounds).

  • Melee +1 Darkwood Longspear +11 (1d8+8/x2) (+5 BAB, +4 Str, +1 weapon quality, +1 weapon focus)

Combat Gear gear

Abilities Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha 13

[SQ Elven Blood: For all effects related to race, a half-elf is considered an elf. ]

Feats Combat Reflex 1st lvl, Reckless Offense Ftr 1, Power Attack Ftr 2, Weapon Focus (Longspear) 3rd lvl, Weapon Specialization (Longspear) Ftr 4.

Skills Jump +10, Spellcraft 3, Listen +6,

Possessions Entertainers Outfit free, Mithril Mail Shirt 2,100gp, Darkwood Longspear 95gp, Potion of Bull Strength x1 (3 mins) 300gp, Potion of Haste 750gp, Potion of Cure Serious (3d8+5hp) 750gp, Dark wood Javelins x4 84gp. (4,079gp/4300gp).

Skills (class): Jump 4 ranks (+2 Str, +4 fast movement), Spellcraft 4 ranks (-1 int), Listen 4 ranks (+1 wis) = 16 (16 skill points)


Tactics

Drink Potions before engaging opponents.

(W/o Enlarge) Rage, Reckless Offensive and Charge. AC 10, touch 5, flat-footed 7 (+5 armor, +3 Dex, -2 Rage, -4 Reckless Offense, -2 Charge). 10ft reach.

  • +1 Darkwood Longspear +13 (1d8+18 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, +2 Charge, -5 Power attack).

  • AoO +1 Darkwood Longspear +11 (1d8+18 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, -5 Power attack, +1 Weapon Focus).

(W/ Bull Strength) Rage, Reckless Offensive and Charge. AC 8, touch 3, flat-footed 5 (+5 armor, +3 Dex, -2 Rage, -4 Reckless Offense, -2 Charge). 10ft reach

  • +1 Darkwood Longspear +13 (1d8+21 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, +2 Charge, -5 Power attack).

  • AoO +1 Darkwood Longspear +11 (1d8+21 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, -5 Power attack, +1 Weapon Focus).

(W/ Bull Strength and Haste) Rage, Reckless Offensive and Charge. AC 11, touch 6, flat-footed 11 (+5 armor, +3 Dex, -2 Rage, -4 Reckless Offense, -2 Charge, +1 haste dodge). 10ft reach

  • +1 Darkwood Longspear +13 (1d8+22 /x2) (+5 BAB, +6 Str, +1 weapon quality, +2 Reckless Offense, +2 Charge, -5 Power attack).

  • AoO +1 Darkwood Longspear +11 (2d8+22 /x2) (+5 BAB, +6 Str, +1 weapon quality, +2 Reckless Offense, -5 Power attack, +1 Weapon Focus, +1 Haste).

  • Jump +24 (can clear 6ft easy)

(W/ Rage, Bull Strength and Haste) Receiving a Charge

  • Ready for a Charge +1 Darkwood Longspear +10 (2d8+44/x2) (+5 BAB, +6 Str, +1 weapon quality, +1 weapon focus, +1 Haste)


Design Choices

  1. Why Half Elf? Save bonus vs Feat and Skill bonus of a human. +6 will (+1 base, +1 wis, +2 vs ench, +2 morale) vs charm person. It also seems

  1. Appearance, once described tactics follow that this character is a flanker or a monk. The trick is to make the character seem like a rogue so that PCs will use such tactics accordingly.

  2. Why Longspear? To receive charging Opponents and Too look less threatening. Use Ready Action to deal Double Damage and Reckless offense to raise your chances of making that shot count.

  3. Why Low AC. With this character's movement, if there was a huge Obstacle to be cleared (like a man high wall 6ft) or hazardous terrain, the character can easy jump over it.

NPC Support CR4


Appearance: Men and Women, with worn and tired feature in dark verdant loose fitting clothes. What catches your attention are the black wooden tower shields slung over their arm, w/c they carry effortlessly. Still, they move as if they are burdened with armor.

(Any) Human Adept 4, Warrior 1

(Any) Medium Humanoid

Init +4 (+4 feat); Senses [none] Listen +2, Spot +2

Languages Common

AC 20, touch 10, flat-footed 20 (+6 armor, +4 shield)

hp 30 (5 HD)

Fort +4, Ref +1, Will +6

Spd 20 ft.

Melee Darkwood Shortpear +4 (1d6/ x2) (+3 BAB, +1 weapon quality)

[Space 5x5 ft; Reach 5 ft]

Base Atk +3; Grp +3

Abilities Str 11, Dex 10, Con 12, Int 8, Wis 14, Cha 9

Special Abilities. Summon Familiar (Toad)

Feats Improved Toughness 1st lvl, Toughness human, Tower Shield 3rd lvl.

Skills Concentration +9, Profession (Mercenary) +8.

Possessions Splint Mail 200gp, Darkwood Tower Shield 480gp (23lbs), Wand of Cure Critical Wounds (heals 4d8+7; 2 charges) 900gp, Darkwood Short Spear 31gp.

Spells

  • 1st Level- Bless, Burning Hands 4d4 fire (Ref DC13, 15ft cone) x2

  • 2nd Level- Bull's Strength

Tactics.

  • Stay back and support. Use Tower shield as full cover.


Friday, April 25, 2008

Another tid bit

Evil Cleric CR 5
Male Human Evil Cleric
Neutral Evil Medium Humanoid
Init -1 (-1 Dex); Senses Listen +3, Spot +3
Languages Common
AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
hp 29 (5 HD (5HD Class))
Fort +5, Ref +0, Will +7 (Class F+4, R+1, W+4; Con +1, Dex -1, Wis +3)
Spd 20 ft.
Melee (MW) Longspear +6 (1d8+3/x2) (+3 BAB, +2 Str, +1 weapon quality)
[Space 5x5 ft; Reach 10 ft (from reach weapon)]
Base Atk +3 (+3 Class); Grp +5
[Atk Options options; atk options feats]
[Special Actions special actions; special action feats]
Combat Gear gear
Abilities Str 14, Dex 8, Con 12, Int 10, Wis 15, Cha 13
Feats Reckless Attack 1st level, Feat 1st level (human bonus feat), Power Attack 3rd level.
Skills Concentration +9, Knowledge (Religion) +5, Knowledge (history) +5, Diplomacy +5
Possessions money derived from DMG tables for NPC wealth-item cost gp, item cost gp, item cost gp, item cost gp, item cost gp, XX gp remaining wealth in coins
Spells
1st Level- Bless, Bane (Will DC14), Entropic Shield, Sanctuary (Will DC14) plus Domain Spell
2nd Level- Hold Person (Will DC15), Cure Moderate Wounds plus Domain Spell
3rd level- Prayer, Cure Serious plus Domain Spell

Tactics.

Stand Still Causes Opponents that try to manuver to engage the cleric
Pre combat Round- Entropic Shield and Sanctuary (or invisibility with Trickery Domain)
1st Round- Bless and Move with Allies
2nd Round- Prayer and Move Defensively
3rd Round- Bane or Hold Person Threats

Thursday, April 24, 2008

Some Encounter Ideas for our Game.

This is basically some encounter suggestions for the game. These guys would make it much harder


Eastern Soldier CR 2
M Human Warrior 3
AL (Any) Medium Humanoid
Init +0; Senses Listen +0, Spot +0
Languages Common
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 16 (3 HD)
Fort +4, Ref +1, Will +1 (Class F+3, R+1, W+1; Con +1)
Spd 20 ft.
Melee Glaive +6 (1d8+1/x3) (+3 BAB, +1 Str, +1 Weapon Quality, +1 Weapon Focus Feat) (reach weapon)
[Space 5x5 ft; Reach 5 ft (10ft with reach weapon)]
Base Atk +3 ( +3 Class); Grp +4
[Atk Options Reckless Offense]
Combat Gear Splint Mail (Lamellar Armor) , MW Glaive,
Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Feats Power Attack 1st level, Reckless Offense 1 level (Human Bonus Feat), Weapon Focus (Glaive) level 3.
Skills Profession Soldier +6, Intimidate +5.
Possessions
Splint Mail (Lamellar Armor) , MW Glaive, and about other stuff worth a total less than 2,500gp.
Skills (class): Profession (Soldier) 6 ranks, Intimidate 6 ranks (-1 ability score).
General Tactics:
- Get as Many Support Buffs as possible (ex. Bless, Haste, Marshal's Aura, etc.)
- Swarm and flank lone targets with reach.

Reckless Offense + Charge + Power Attack:
Atk +7 Glaive (1d10+7/x3; Ave 12-13dmg).
AC 10, touch 4, flat-footed 10 (+6 armor, -6 penalty)
NB. Reckless Offense is for all attacks until the next turn. Which includes AoO.

Typically this is with a Mid level (5th lvl) Tough Cleric protected with probably Extended Sanctuary (DC13)
with the following buffs on the group: Bless,
and Prayer, a Very Tough Bard, with inspire courage w/ song from the heart, Lingering Song, Inspirational Boost (+3 morale to attack and damage), and a Wand of Haste of 5 charges (1,125gp) DC20 to use the wand anyway, or a really really tough wizard.