Talk:Mob Leader (3.5e Prestige Class)
An Experiment[edit]
The result of a thought experiment, so I have no idea how well I pulled this off. Your character gains power in numbers, and to tamper down the obvious action economy advantage I made a couple of concessions. My logic is as follows: moblings mostly are limited to a single attack most of the time, and this is all well and good (pulling off a very nice 5 attacks at level 15) at cost of equipment, and at cost of risk of losing a mob which, while not fatal to the character, is a nasty loss that can't be resolved until one rests (and maybe longer if they are a particularly bad leader). So barring some odd situation where everyone is packing +5 Instant Death Lightsabers, the attacks should be pretty moderated.
Stronger is eventually adding +4 to a lot of stuff (DCs, attacks, AC, skills), though not all at the same time. And a piddling +4d6 damage, but compared to the others, probably not as important. Moderate BAB makes the eventual +4 not fall off the RNG.
Having moblings be 1/2 hp make them risky to use as a wall of meat, though you totally can.
Plus I could not resist the idea of being five kobolds in a trenchcoat (with all the same Disguise result for ease of use/via sharing the skill result).
A proper mob leader will be taking advantage of being in multiple places at once effectively to get things done. There are some non-combat activities they might be able to pull off, and at bare minimum, they are all flankbuddies.
They are weak to area effects, but evasion/improved evasion will ablate the most common ones, and being nimble is appropriate for "trash mobs".
Did I succeed at my goal? No idea, probably needs playtesting. -- Eiji-kun (talk) 09:49, 24 March 2023 (UTC)