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Bibliophile said:
Carnifex, isn't Magic Vestment a 3rd level spell in 3.5ed? I think your costs on it may be off a bit.

Is it? Oops, that may change things a little bit! :p I'll go over it again to try and catch any more silly mistakes like that before I post up the final version.
 

Lead lining costs 1,000gp for 1,600 square feet. That's enough to coat the walls (not ceiling or floor) of a 20x20x10 room.
 

Nature's Warriors (Finally Done :-) )

PC Isten (Nymph, Druid 11, -10 Lvl Equipment, “Voice of Nature”) – CR 15 – 225 pts

2x Lupinal (Tian & Arsos, “Nature’s Sentinels”) – CR 9 – 162 pts

2x Nymph (Liselle & Amarante, “Nature’s Protectors”) – CR 6 – 72 pts

100x Pixie (“Nature’s Wings”) – CR 1.75 – 306.25 pts

230x Wood Elf, Druid 1 with Wolf animal companion (“Nature’s Soldiers”) – CR 1 – 230 pts

230x Raven – CR 1/7 – 4.69 pts

Total Support Required (not counting cascading): 459 pts, 459 creatures
Total Support Provided (not counting cascading): 540.94 pts, 560 creatures

Army Equipment: (250,000gp)
Nature’s Blessing (Tiara of Charisma +6) – 36,000gp
Torc of Wisdom (+6 Wisdom) – 36,000gp
Cloak of Shielding (as Brooch of Shielding) 1,500gp
Periapt of Awareness (Commune with Nature at will, 9th level caster; useable only by druids) – 63,000gp
Conch of Sending (7th level caster; useable only by druids) – 35,280gp
4x Brooch of Shielding – 6,000gp
Nature’s Power (rod of GMW, 8th caster level) –43,200gp
Nature’s Shield (rod of Mage Armor, 6th caster level) –10,800gp
2x Acorn of Health (Goodberry at command, 2nd caster level) –7,200gp
Decanter of Endless Water –9,000gp
5x Qual’s Feather Token, Tree –2,000gp
20gp Ruby

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Nature’s Soldier, Wood Elf Drd1: CR 1; HD 1d8+1; hp 9; Spd 30 ft.; Init +3; AC 17/19 (+2 Leather Armor/+4 Mage Armor, +2 Large Wooden Shield, +3 Dex); Melee Longsword +3/+5*GMW* (1d8+3/1d6+5*GMW*/19-20x2), Quarterstaff +3/+5*GMW* (1d6+3/1d6+5*GMW*/20x2); Ranged Longbow +3/+5*GMW* (1d8/1d8+2*GMW* /20x3); SQ: Animal Companion, Nature Sense, Wild Empathy; AL NG; SV Fort +3, Ref +3, Will +3; Str 16, Dex 16, Con 12, Int 9, Wis 12, Cha 8
Skills and Feats: Concentration +3, Handle Animal +1, Heal +3, Knowledge (Nature) +3, Spot +3, Survival +5; Blind-fight
Spells (3/2; save DC 11 + spell level): 0th—Create Water, Flare, Resistance; 1st—Entangle, Shillelagh/Produce Flame (half have Shillelagh prepared, half have Magic Stone prepared)

Equipment (150gp):
Leather Armor (+2/+6, 15lb, 10gp)
Heavy Wooden Shield (+2, -2, 10lb, 9gp)
Quarterstaff (1d6+3/1d6+3, 20x2, 4lb, 0gp)
Longsword (1d8+3, 19-20x2, 4lb, 15gp)
Composite Longbow (1d8, 20x3, 3lb, 100gp)
100 Arrows (10gp)
8 Goodberries
6gp left

Nature’s Soldier, Wolf Animal Companion; CR included with Drd1; HD 2d8+4; hp 13; Spd 50 ft.; Init +2; AC 14/18 (+2 Dex, +2 natural, /+4 Mage Armor); Melee Bite +3/+5*GMW* (1d6+1/1d6+3*GMW*/20x2); AL --; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+4 racial bonus when tracking); Track (B), Weapon Focus (bite)
SA/SQ- Trip, Low-light vision, Scent

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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Nature’s Wings, Pixie
Small Fey Hit Dice: 1d6 (3 hp)
Initiative: +4 Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16/20 (+1 size, +4 Dex, +1 natural, /+4 Mage Armor), touch 15, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Short sword +5/+7*GMW* melee (1d4–2/1d4*GMW*/19–20) or longbow +5/+7*GMW* ranged (1d6–2/1d6*GMW*/x3)
Full Attack: Short sword +5/+7*GMW* melee (1d4–2/1d4*GMW*/19–20) or longbow +5/+7*GMW* ranged (1d6–2/1d6*GMW*)/x3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8
Feats: Dodge (B), Weapon Finesse
Environment: Temperate forests

Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other languages as well.
Combat
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.

Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.
One pixie in ten can use irresistible dance (caster level 8th) once per day.

Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

Equipment Carried:

Small Shortsword
Small Longbow
30x Memory Loss Arrows
30x Sleep Arrows
40x Arrows
8 Goodberries

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Nature’s Sentinels, Tian & Arsos (Lupinal)

Medium-Size Outsider, Guardinal (Good)
HD: 8d8+8 (44hp)
Initiative: +5
Speed: 50ft
AC: 20/22 (+5 Dex, +3 natural, +2 leather armor/+4 Mage Armor), touch 15, flat-footed 15
Attacks: 2 claws +14/+16*GMW* melee and bite +9/+11*GMW* melee
Damage: Claw 1d4+6/1d4+8*GMW*, bite 1d6+3/1d6+5*GMW*
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Fear aura, improved grab, spell-like abilities, trip
Special Qualities: Darkvision 60ft, Low-light vision, Dodge missiles, DR 5/evil, outsider traits, scent, Immunity (Electricity, petrification), Resist (Cold 10, Fire 10), Lay on Hands (up to max HP each day), Speak w/ Animals @ Will, +4 Fort saves against Poison
Saves: Fort +7 (+11 against poison), Ref +11, Will +10
Abilities: Str 23, Dex 20, Con 13, Int 16, Wis 18, Cha 15
Skills: Animal Empathy +13, Balance +18, Climb +17, Concentration +12, Diplomacy +13, Hide +16, Jump +13, Listen +17, Move Silently +16, Spot +17, Survival +15, Tumble +13
Feats: Alertness, Power Attack, Track
Climate/Terrain: Elysium or any forest, plain, or hills

Lupinal:

As the name implies, lupinals are half-human, half-wolf creatures. They are constantly on the prowl for evil intrusions into their territory, be it Elysium or a piece of the Material Plane that they have made their own. Lupinals are more likely than cervidals to make their homes outside Elysium and assist other beings in repelling evil incursions.

Perhaps because of their pack-based society, lupinals are more lawful than other natives of Elysium. In group activities, they operate in close cooperation and perfect harmony. Even solitary lupinals are rarely more than an hour away from allies (or even closer, via ethereal jaunt).

At first glance, a lupinal might be mistaken for a werewolf, with its long muzzle, fur, and backward-bending canine legs. But where lycanthropes are savage and animal-like, lupinals are intelligent, regal, and poised-though they are quick to anger and ferocious when aroused.

Combat-

Lupinals are exceptionally skilled in combat. They use pack tactics (such as surrounding opponents, chasing down enemies, and the aid another action) with great skill. Their approach often involves ambush, deception, and misdirection as well.

Fear Aura (Ex): When a lupinal howls, every creature within 600 feet (except other celestials) who can hear it must make a Will saving throw (DC 16). On a failure, a creautre with 7 or fewer Hit Dice becomes panicked for 4d6 rounds; one with 8 or more Hit Dice becomes shaken for 4d6 rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by that lupinal's howl again for 24 hours.

Improved Grab (EX): If a Lupinal hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +14). The creature has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on the grapple check, but the lupinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Spell-like Abilities: At will- blink, blur, change self, darkness, ethereal jaunt; 3/day- cone of cold, cure light wounds, fly, magic missile. Caster level 8th; save DC 12+spell level.

Trip (EX): A lupinal that hits with a bite attack can attempt to trip the opponent as a free action (see Trip in Chapter 8 of the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Lupinal.

Dodge Missiles (EX): This abilitiy operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need ot have its hands free. (The creature is dodging, not deflecting.) This abilitiy is usable three times per round.

Scent (EX): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Wild Empathy (EX): This power works exactly like the druid's wild empathy class feature.

Equipment:
Brooch of Shielding (each)
Nature’s Power (rod of GMW, 8th caster level)*
Nature’s Shield (rod of Mage Armor, 6th caster level)*
*Tian carries Nature’s Power, Arsos carries Nature’s Shield

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Nature’s Protectors, Liselle & Amarante (Nymph)
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 17/21 (+3 Dex, +4 deflection, /+4 Mage Armor), touch 17, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Dagger +6/+8*GMW* melee (1d4/1d4+2*GMW*/19–20)
Full Attack: Dagger +6/+8*GMW* melee (1d4/1d4+2*GMW*/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy
Saves: Fort +7, Ref +12, Will +12
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Alignment: chaotic good
Advancement: 7–12 HD (Medium) Level Adjustment: +7

A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
COMBAT
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—dimension door. Caster level 7th.

Spells: A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, faerie fire, speak with animals; 2nd—animal messenger, barkskin, flame blade, soften earth and stone; 3rd— call lightning, cure moderate wounds, spike growth; 4th—ice storm.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Equipment:
Brooch of Shielding (each)
Acorn of Health (each) – Goodberry at command, 2nd caster level
Decanter of Endless Water (Amarante)

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Nature’s Voice, Isten (Nymph, Druid 11)
Medium Fey
Hit Dice: 6d6 + 11d8 + 17 (90 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 23/27 (+3 Dex, +10 deflection, /+4 Mage Armor), touch 23, flat-footed 20
Base Attack/Grapple: +11/+11
Attack: Quarterstaff +11/+13*GMW* (1d6/1d6+2*GMW*/20x2)
Full Attack: Quarterstaff +11/+6/+1 / +13/+8/+3*GMW* melee (1d6/1d6+2*GMW*/20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy
Saves: Fort +20, Ref +21, Will +32
Abilities: Str 10, Dex 17, Con 12, Int 17, Wis 30, Cha 30
Skills: Concentration +21, Diplomacy +19, Escape Artist +7, Handle Animal +19, Heal +17, Hide +7, Knowledge (nature) +19, Listen +19, Move Silently +7, Ride +23, Sense Motive +19, Spellcraft +17, Spot +19, Survival +15, Swim +14, Use Rope +7 (+9 with bindings)
Feats: Combat Casting, Natural Spell, Empower Spell, Extend Spell, Energy Substitution (Sonic), Spell Focus (Conjuration), Augment Summoning
Environment: Temperate forests
Alignment: neutral good


Isten is about the height and weight of a female elf.
Isten speaks Abyssal, Auran, Aquan, Celestial, Common, Druidic, Elven, Ignan, Infernal, Sylvan and Terran.

COMBAT

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 28 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—dimension door. Caster level 7th.

Spells: A nymph casts divine spells as an 18th-level druid.
Typical Druid Spells Prepared (6/8/8/7/76/6/4/4/3, save DC 20 + spell level, conjuration save DC 22 + spell level, summoned creatures gain +4 Str and +4 Con):
0—2x Cure Minor Wounds, 2x Detect Magic, Know Direction, Purify Food and Drink;
1st—Detect Animals or Plants, 3x Entangle, Faerie Fire, Shillelagh, 2x Speak With Animals;
2nd—2x Barkskin, Flameblade, Gust of Wind, Heat Metal, 2x Soften Earth and Stone, Warp Wood;
3rd—Call Lightning, 2x Cure Moderate Wounds, Plant Growth, Quench, Sleet Storm, Spike Growth;
4th—Air Walk, Cure Serious Wounds, 2x Dispel Magic, 2x Flame Strike, Spike Stones;
5th—Animal Growth, Call Lightning Storm, Cure Critical Wounds, Death Ward, Tree Stride, Wall of Thorns;
6th—Cure Light Wounds, Mass, Dispel Magic, Greater, Fire Seeds, Flame Strike (Empowered), Liveoak, Transport Via Plants;
7th—Control Weather, Heal, Scrying, Greater, Sunbeam;
8th—Earthquake, Firestorm, Sunburst, True Seeing (Extended);
9th—Elemental Swarm, Shapechange, Storm of Vengeance.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 28 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): 4/day; Tiny <--> Large

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Equipment:
Nature’s Blessing (Tiara of Charisma +6)
Torc of Wisdom (+6 Wisdom)
Cloak of Shielding (as Brooch of Shielding)
Periapt of Awareness (Commune with Nature at will, 9th level caster; useable only by druids)
Conch of Sending (7th level caster; useable only by druids)
Quarterstaff (With a Spellstaffed Empowered, Sonic Substituted Firestorm)
3x Specially Prepared Quarterstaff (for Changestaff)
5x Qual’s Feather Token, Tree
50gp Emerald
50gp Diamond
20gp Ruby

Hunter, Animal Companion Mount (Dire Wolf)
Large Animal
Hit Dice: 8d8+24 (60 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17/21 (–1 size, +6 Dex, +5 natural, /+4 Mage Armor), touch 12, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +14/+16*GMW* melee (1d8+11/1d8+13*GMW*)
Full Attack: Bite +14/+16*GMW* melee (1d8+11/1d8+13*GMW*)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, link, share spells, evasion
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 26, Dex 16, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +1, Listen +7, Move Silently +7, Spot +7, Survival +2*
Feats: Alertness, Run, Track (B), Weapon Focus (bite)

Dire wolves are efficient pack hunters that will kill anything they can catch.
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Combat
Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Tricks: All
 
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Nature's Warriors - Strategy and Organization

ORGANIZATION:

1st Tier—Isten, Nature’s Voice, Battlelord and Hunter, animal companion

2nd Tier—Tian, Arsos, Nature’s Sentinels

3rd Tier—Liselle, Amarante, Nature’s Protectors
2x Honor Guard (10 Wood Elf, Druid 1 and animal companions)

4th Tier—100x Pixie, Nature’s Wings

5th Tier—210x Wood Elf, Druid 1 and animal companions

1st Tier: Isten is the Battlelord of Nature’s Warriors, and, as such, she has absolute command of the army. In combat, she usually rides her animal compainion, and mount, Hunter, into the fray.

2nd Tier: Tian and Arsos, the Lupinals, serve as coordinators of the army. Directly beneath Isten in the chain of command, they are responsible for turning Isten’s orders into battlefield strategies. They usually open battles by ethereal jaunting into the enemy’s ranks, then returning to the Prime, howling (activating their fear auras) and, once the enemy is affected by the auras, returning to the front ranks of Nature’s Warriors via ethereal jaunt again and unleashing their damage dealing spell-like abilities (cone of cold, magic missile) on spellcasters or other particularly powerful seeming enemy creatures. Should the situation require it, they also make use of their fly and cure light wounds spells (even their lay on hands ability finds powerful use against undead if not for healing allied soldiers). Each morning, they are responsible for using Nature’s Power (GMW at command, 8th caster level) and Nature’s Shield (Mage Armor at command, 6th caster level) on each member of the army.

3rd Tier: Liselle and Amarante, and their honor guard (10 Wood Elf, Druid 1, and animal companions each) comprise the 3rd Tier. Liselle and Amarante serve as advisors to the Lupinals, and as the primary spellcasters of the battlefield (besides Isten). They are responsible for overseeing the battles, and keeping enemy spellcasters in check. On the field, they usually travel with a larger group of Druids than merely their honor guard (an extra 30 Druid 1 Wood Elf and animal companions each), using this group to strike at enemy mages from long range with bows. Additionally, Liselle and Amarante each keep one of the Acorns of Health (goodberry on command, caster level 2). Each morning, they replenish the supply of eight goodberries that each member of the army carries (half the army each day, as the spell lasts two days). They are also responsible for keeping the Decanter of Endless Water, the army’s water supply when away from Athko.

4th Tier: The Pixies serve as the special forces of Nature’s Warriors. Capable of flight, and natural invisibility, they have potent stealth abilities. Combine these with dispel magic, and they can quash magic effects brought into being by enemy casters. Entangle and Permanent Image give them excellent control over battlefield conditions. Detect Thoughts and Lesser Confusion give them powerful spying abilities in addition to their normal powers. A myriad of other detect spells, including the invisibility-detecting Detect Magic, let them serve as scouts, or even trackers (in the case of lingering auras). Finally, Polymorph gives them access to different forms, should they be necessary. DR 10/cold-iron keeps them from harm’s reach, and their longbows allow them to inflict damage right back to the enemy. Yet, the pixies have two more powerful weapons: specialized arrows. Any creature alive is nigh guaranteed to succumb to a large volley of their memory loss or sleep arrows. They normally have orders to seek out and target spellcasters with their memory-loss arrows first. Then turning to strong melee fighters with remaining memory-loss arrows, and the lesser sleep arrows, if necessary or useful. If the enemy sports no such targets, they serve as flying skirmishers, controlling the skies (using sleep arrows against enemy flying units) and raining down hailstorms of normal arrows from above.

5th Tier: The Druid 1 Wood Elves and animal companions serve a multitude of roles. With their Elvish training, they serve as front line fighters, archers, skirmishers, and magical support equally well. Combined with their wolf animal companions, they are deadly. Each is trained in battlefield tactics for the strategic use of Entangle spells (immediately preceding arrow bombardments). Against enemies that require it (e.g., undead) they have prepared Magic Stone or Shillelagh spells. Their Create Water and Flare spells, used in mass, can often provide significant battlefield advantages. Also, their wolf animal companions’ scent ability serves as invisibility warning (as invisible creatures can still be detected via scent), safeguarding the army from that manner of attacks. Once warned, they can even use Create Water to drench an area suspected of harboring an invisible creature, and by the presence of footsteps, they can detect and attack said creatures.

6 Druids & Wolves – 1 Pack
5 Packs – 1 Hunt
5 Hunts – 1 Troop

5 Pixies – 1 Flight
2 Flights – 1 Squadron
5 Squadrons – 1 Wing

Thus, Nature’s Warriors is divided up into—

Roving Command Units:
Isten & Hunter
Tian
Arsos
Amarante
10 Druid 1 Wood Elves w/ Wolves (Honor Guard)
Liselle
10 Druid 1 Wood Elves w/ Wolves (Honor Guard)

1st Wing:
50 Pixies

2nd Wing:
50 Pixies

1st Archery Hunt (Under Amarante during combat):
30 Druid 1 Wood Elves w/ Wolves

2nd Archery Hunt (Under Lisells during combat):
30 Druid 1 Wood Elves w/ Wolves

1st Troop:
1st Combat Hunt:
30 Druid 1 Wood Elves w/ Wolves

2nd Combat Hunt:
30 Druid 1 Wood Elves w/ Wolves

3rd Combat Hunt:
30 Druid 1 Wood Elves w/ Wolves

4th Combat Hunt:
30 Druid 1 Wood Elves w/ Wolves

5th Combat Hunt:
30 Druid 1 Wood Elves w/ Wolves

FORTRESS: Athko, the Eternal Tree

There are those who say that the forest is eternal. Yet, there are some who contend that it first started some time long past, near in age to the creation of the world. Whether they are right or not, only the forest itself can tell. But, if the forest truly had a beginning, then Athko was the first tree. Athko rises more than 400ft into the sky, with an average trunk diameter of nearly 80ft and a branch spread of almost 280ft crowning the giant. Dwarfing every other living thing on the Green Isle (a small 10 mile diameter island in the center of Feather Lake) and possibly any other living thing in the world, it stands watch, like some sort of enormous sentinel, over the forest.

Some time ago, the fey known as Nature’s Voice came upon the Green Isle. When she did, Athko was already ancient, and the Isle welcomed her. Long did she talk with Athko, and the tree revealed to her the secrets of the land. After ages past, she became the Fey-Queen of the Green Isle, exhibiting great powers over nature, and providing guidance for the villages of forest creatures that started there. All was in peace, until evil rose from the lands of the north. Armies of fiends and undead set upon the good lands of the South, and fearing for the Green Isle, the Fey Queen put plans into motion and the forest prepared for war.

When the armies of evil first set upon the Isle, they found the center shrouded in storms. As they approached, they fell under attack from the denizens of the forest, now trained for war. When finally they reached Athko, they found they could not penetrate its walls, for where they struck, the wood regenerated within minutes, and where they breached the wood, they found hewn stone walls feet thick. All the while, they were under attack from three armored tiers on the side of the tree, facing both arrows and ballistae.

Once they breached one of the mighty gates, their charge turned to disaster. As soon as their army began charging up the 15ft wide uphill corridor, summoned creatures began appearing, wrecking havoc in the ranks. If that wasn’t enough, halfway up the incline, what they thought were small footholds in the steep floor began disgorging a veritable river of water, sweeping the feet out from under the soldiers; meanwhile, arrows shot out from murder holes in the ceiling, finding vulnerable cracks in armor. Yet, some still fought through this and reached the inside of the fortress. What lay in wait there was unimaginable, at least, until they saw it.

Those few that breached the corridor found themselves in a round room, perhaps 60ft across. There was only a narrow 5ft walkway around the edge of the room, the entire center being filled with water like some sort of miniature lake. In the center of the ‘lake’ was a small, circular island, about 15ft wide. On this island grew an oak tree, of regular size (5ft diameter trunk, 60ft height, 40ft branch spread). Next to the oak was a wooden throne, of vines and branches, appearing to grow from the island. Upon that throne sat a hawk.

While some readied bows to fire at the bird, others scanned the remainder of the room and the walls, trying to decide where to go next. They found not a single stair throughout the entire room, but they did find doors. Each door seemed to be made of the same piece of wood as the walls, barring a barely noticeable crack outlining it. Yet, there was something strange about the doors. They were each located 60ft up the walls, with no visible method of reaching them. As they pondered their next move, a voice filled the room.

“Begone intruders! Begone or face death.”

They froze.

Those watching the strange bird on the throne were affected first. The bird shimmered, and from that light a figure appeared, clad in naught but a simple robe, the Fey Queen appeared. Those watching were witness to the vengeful beauty of nature, and that sight was the last of their lives. Stricken blind, they panicked, and stumbled about, running into their fellow soldiers, or into the lake, drowning in their armor. Yet, some did not face blindness at the Fey Queen’s figure, those who cast their gaze aside caught only images of arrows beginning to rain down from previously unseen slits or of the oak in the center of the room, now moving towards them as they realized it was alive.

None who entered Athko as enemies that day survived to speak of its secrets. The armies of evil were repelled, and peace again returned to the Green Isle.

Yet, time passes, and so to does peace. Now the armies of the North rally again, preparing to make war upon the good lands of the south. And, as before, the forest is waiting and ready.

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Statistics:

Exterior View
Interior Highlights

Athko is a tree-fortress, with the rooms built inside it, and along its trunk through use of druidic magic so as not to harm the tree. The outer six inches of the doors, and battlements is made of living wood (as normal wood, but regenerates 1hp/round, 10,000gp). Inside the living (or normal) wood is 2 feet of hewn stone (Wall of Stone made; free).

There are three entrances located equidistant around its base. Each entrance consists of double layered doors (1 foot living wood, outside, 2 feet of hewn stone inside). The doors make a 60 degree angle with the ground, so that gravity naturally keeps them shut, and battering ram force is partially directed away. Each set of doors leads to a hallway 15ft wide x 40ft long. This hallway slants upward at a 45 degree angle. The latter half of its ceiling is littered with murder holes (with a room above it for archers), and the floor under the murder holes has what appear to be small foot holds, but in actuality connect to the pool in the main room, allowing water to flood the hallway when pipes are opened in a secret room beneath the pool. Inlaid in the floor, at the exit of each corridor is a Summoning Stone (Type V, keyed to Medium Earth Elementals, 13,500gp), which summons up to 3 Medium Earth Elementals a day whenever someone comes within 30ft of it without speaking the pass phrase “Ioxylion Magnus.”

The hallways lead to a large, cylindrical room, 60ft wide and 60ft tall. This room is under a Hallow effect that casts Dispel Magic (17th caster level) on all creatures entering of non-good alignment (5,000gp). Along the walls is a 5ft walkway. This walkway acts as a Chamber of Climbing (anyone on in, or the walls acts as if under the affects of a Spider Climb spell, 1,500gp). In the center of the room is a small lake acting as a Decanter of Endless Water (permanently set on Geyser mode, 9,000gp) with excess water being absorbed by Athko itself. In the center of this ‘lake’ is a 15ft diameter ‘island’ with a throne of wood, and an Oak tree with Liveoak cast on it. Also, three tunnels lead from underneath the throne to hidden rooms, where the flow of water into the hallways can be controlled. Patrolling the ‘lake’ are 8 Shambling mounds (11HD each, created with use of the Shambler spell cast twice, 3.5 months separated from each other). 42 archery holes on the inside walls of the lower battlement allow archers there to fire into the main room.

Doorways on the ceiling and upper walls lead to rooms above and the lowest battlement, respectively. The upper rooms include barracks, eating areas, training areas, a private tactics room (protected by the Vacancy enchantment as the Skylance, 22,500gp), a food growing area, and private chambers for the Ranking officers (Isten, the Lupinals, and the other Nymphs). In Isten’s private quarters is a Cloudgathering Orb (keeps the weather nasty in a 2 mile radius—thunderstorms in spring, torrential rain in the summer, sleet in autumn, and blizzards in the winter, 33,000gp). Also, access to the upper two battlements is through the upper rooms.

The lower battlement has 42 archery holes, and 12 Ballistae (6,000gp), and is accessible from both the main room, and the upper rooms. The middle battlement has 36 archery holes and 10 Ballistae (5,000gp). The upper battlement has 54 archery holes. Each Ballista also has 20 Illuminating Ballista Bolts (as normal, plus ignites like a sunrod when loaded into the Ballista, and burns for 6 hours; 8,800gp) and 10 Greenroot Ballista bolts (as normal, plus Entangle as 1st level Cleric when it impacts, 40ft radius, 13,200gp), along with a host of normal Ballista bolts. Forbiddance is cast upon the entire stronghold, except for the Room of Vacancy (est- 2,250gp).

Light is channeled into the stronghold through crystals set in the top portion of Athko that refract light downward into the separate rooms, providing a soft glow from moonlight/starlight at night, and a bright sunlight during the day (even during storms). Athko is self-sufficient, being capable of growing sufficient food, and providing enough water for all inside it indefinately.

Total costs (150,000gp):
Living Wood (10,000gp)
3x Summoning Stone, Type V (40,500gp)
Chamber of Climbing (1,500gp)
Decanter of Endless Water Effect (2,250gp)
Room of Vacancy (22,500gp)
Cloudgathering Orb (33,000gp)
Ballistas (11,000gp)
440 Illuminating Ballista Bolts (8,800gp)
220 Greenroot Ballista bolts (13,200gp)
Forbiddance (2,250gp)
Hallow (5,000gp)
 
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I'm very impressed with all of your armies so far. My army is WEAK in comparison, but I think that we have given the forces of good a nice headstart. With them possibly missing two armies and us suffering minimal casualties, we should have this one in the bag. If we play our cards right, we should continue to beat them easily, now that we will always have two more armies then them as more people join.
 


Fieari said:
Lead lining costs 1,000gp for 1,600 square feet. That's enough to coat the walls (not ceiling or floor) of a 20x20x10 room.

Ah, right. However, upon checking the SRD, I can't see any reference to Scry being blocked by lead, though I'm sure it used to be! (could just be me being stupid though).

While adding the finishing touches to my army, I've been looking for ways of protecting my lord and army generally from scry/buff/teleport attacks. I think I've found two main methods.

1 is, of course, Forbiddance, since though costly it simply blocks the whole teleport/planeshift/whatever thing. I'm interested though - is it possible to cast Forbiddance over an area of, say carpet or matts, then roll them up effectievly have a mobile Forbiddance area that you can just unroll when you make camp? The reason I think this *might* be possible is that you could clearly Forbiddance an area in a moving stronghold like the heavenly host's flying ship (though they probably wouldn't want to since it stops them teleporting around as easily), so I'm hoping it might not be too out of line to have a very big matt that my troops can lay out when they camp every evening :)

There's also a very good scrying protection (and also good vs spying generally) that also is lower level than Mind Blank - Mage's Private Sanctum (that's what it's called in the SRD anyway, so probably Mordankenan's or Leonard's). It basically shields an area so that onlookers from outside (including scryers!) just see a foggy mass of black. Since it lasts 24 hours, all you need is a 1/day item that can cast it, and you have a good anti-scry protection.

Also, an item that can create anti-magic fields is good for protection from such magical assaults. I've got one on my dwarven ftr12, so he can probably beat any foe in this campaign in one-on-one combat since I'm guessing most enemy leaders will be spellcasters and without their spell protections, they're really vulnerable.

Anyways, the dwarves are nearly done. If the Brass Guardians are rejected then I'll just boost my mage up to 12th level, since my army is hard hitting physically but perhaps lacking in spell power. If the Brass Guardians are fine then we have the first subterranean army in the campaign :D

Glad to see that others are using my GMW and Mage Armour trick ;) I'm trying to seek out any other nasty combos at the mo. My main problem is trying to protect my troops from elemental attacks like fireballs though, since the only elemental resistances are only 10 mins/level. The dwarves will probably do best paired with a spellcaster-heavy force for the countermagic to keep the dwarves alive, who can deal a fair bit of damage (120 bolts +2 being fired per round at range, and they've even nastier in melee).
 

Carnifex said:
Ah, right. However, upon checking the SRD, I can't see any reference to Scry being blocked by lead, though I'm sure it used to be! (could just be me being stupid though).

While adding the finishing touches to my army, I've been looking for ways of protecting my lord and army generally from scry/buff/teleport attacks. I think I've found two main methods.

1 is, of course, Forbiddance, since though costly it simply blocks the whole teleport/planeshift/whatever thing. I'm interested though - is it possible to cast Forbiddance over an area of, say carpet or matts, then roll them up effectievly have a mobile Forbiddance area that you can just unroll when you make camp? The reason I think this *might* be possible is that you could clearly Forbiddance an area in a moving stronghold like the heavenly host's flying ship (though they probably wouldn't want to since it stops them teleporting around as easily), so I'm hoping it might not be too out of line to have a very big matt that my troops can lay out when they camp every evening :)

There's also a very good scrying protection (and also good vs spying generally) that also is lower level than Mind Blank - Mage's Private Sanctum (that's what it's called in the SRD anyway, so probably Mordankenan's or Leonard's). It basically shields an area so that onlookers from outside (including scryers!) just see a foggy mass of black. Since it lasts 24 hours, all you need is a 1/day item that can cast it, and you have a good anti-scry protection.

Also, an item that can create anti-magic fields is good for protection from such magical assaults. I've got one on my dwarven ftr12, so he can probably beat any foe in this campaign in one-on-one combat since I'm guessing most enemy leaders will be spellcasters and without their spell protections, they're really vulnerable.

Anyways, the dwarves are nearly done. If the Brass Guardians are rejected then I'll just boost my mage up to 12th level, since my army is hard hitting physically but perhaps lacking in spell power. If the Brass Guardians are fine then we have the first subterranean army in the campaign :D

Glad to see that others are using my GMW and Mage Armour trick ;) I'm trying to seek out any other nasty combos at the mo. My main problem is trying to protect my troops from elemental attacks like fireballs though, since the only elemental resistances are only 10 mins/level. The dwarves will probably do best paired with a spellcaster-heavy force for the countermagic to keep the dwarves alive, who can deal a fair bit of damage (120 bolts +2 being fired per round at range, and they've even nastier in melee).

Hallow + Dimensional Lock is probably the best way to deal with it. It is considerably cheaper and you can make all good creatures immune to the lock. If you are thinking of Ashalla doing it, it cover 180' radius and costs 5,000gp to do. It will also be hallowed in the name of Theren, the NG god of trickery and magic.

Forbiddence also has the advantage of probably killing any lesser units who make their way into the area, but is a lot more expensive (it cost 1,500 +1,500 per levels of the caster or 28,500 for Alshalla to do it), doesn't cover as much area and can't be made selective in who it's effects apply to.

If you are really safety conscious you could do both and have areas in your stronghold that good creatures can teleport in and out of, but most of your palace is set up to block and damage such things.

(BTW it is Mordenkainen's Private Sanctum)

As soon as the current actions are resolved, I believe I am starting (Thanks Biblio), so if you have the fluid resources and wish this to be done, Ashalla will be willing to help. Just let me know.
 

From the SRD (under "Schools of Magic"... darn stupid place to put it)
Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.

Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.
 

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