Nature's Warriors (Finally Done
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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