D&D Wargaming *ARMIES OF GOOD*

The Ghost Dragon is a template from the Draconomicon? (I know I have seen it, I think it is from the Draconomicon, but I don't own it so, barring hunting through all the books I own to find it, I guess we are just going to have to guess)

Second, I am a little uncomfortable adding abilities to units, this can lend itself to monumental abuse and bigger headaches for Fieari. /shrug that is just my opinion though.
 

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On the other hand, there is an interesting Lantern Archon PrC displayed in the House Rules section which looks reasonably balanced to me...
 

It is interesting, it is just hard to add class levels to something like a Lantern Archon. I'll save my xp to do something later if you want, but I'd rather not give class levels (though hit die progression isn't out of the question) to my nonhumanoid troops.

EDIT: I should make it clearer... I would still rather improve the archons as I listed. If that's no good, I'll wait for more xp to advance it differently.
 
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Fieari, i fixed all the grammar errors, and posted a description of my army's organization, tactics, and my stronghold (back in my two big posts on the 4th page). Let me know what you think, and when, if possible, i could start.
 

Fancy that. Just as you post, a villain on the other side becomes ready as well. You may enter, but you have no direct contact with the others just yet... you can't aid in this particular confrontation.
 


I have edited my army post (pg 1, 2nd post) because of the modifications I have made to my troops. Any suggestions on what I should spend my remaining 100k on, or suggestions for the army? I plan on adding a ranged unit as soon as I find something that works.
 

Does this look better for a ranged unit?

Machine Mage
Medium Augmented Humanoid
Hit Dice: 2d10 (31 hp)
Initiative: +4 (+0 Dex, +4 improved initiative)
Speed: 30 feet, fly 120 ft good
Armor Class: 20 (+0 Dex, +6 natural, +4 armor)
Base Attack/Grapple: +1/+1
Space/Reach: 5 ft./5 ft.
Special Attacks: maximized magic missile at will, CL 9
Special Qualities: construct traits, damage reduction 5/adamantine, fast healing 1, greater teleport 2/day
Saves: Fort +0, Ref +0, Will +0
Feats: improved initiative, quicken spell like ability(magic missile)
Abilities: Str 10, Dex 10, Con 10, Int 12, Wis 10, Cha 8
Skills: Spellcraft +6, Knowledge(arcane) +6, Knowledge(tactics) +6, Knowledge(geography) +6
CR 2 (4 pts)

type +0.5*
natural armor +0.6
flight, good, 120 ft +0.6
fast healing 1 +0.075
2 HD +1.1
greater teleport 2/day +0.182
damage reduction +0.25
maximized magic missile at will +0.18
protective aura +0.3(-0.2 for no magic circle against evil)
3.687
 
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Since everyone else seems to enjoy this, I think I'll try my hand at making my own celestial. It's kind of a sun-themed guy, like a paragon version of a Lantern Archon.

--------------------------------------------------------
Outsider Traits +0
Archon Traits +2.14
Incorporeal +1.3
6 HD +4.2
Fly 90 ft. (perfect) +1
DR 10/evil and cold iron +0.5
+0.024 (Su) Celestial Brilliance [from BoED] 0.001 x 6 x 4 (special - always active, but cost as 1/day due to 6 day duration))
Spell-like abilities:
At will -
Searing Light (0.005 x 6 x 3) 0.09
Always on -
Invisibility Purge (0.005 x 6 x 3) 0.09
3/day -
Fire Shield (0.003 x 6 x 4) 0.072
Cure Light Wounds, Mass (0.003 x 6 x 5) 0.09
1/week -
Sunburst (0.001 x 15 x 8) 0.12

6 Sorceror levels with access to Sun, Good, and Fire domains 2.64
Ability Scores +2 Dex, +4 Wis, +6 Cha = 1.2
Deflection +0.3
No effective physical attacks -1

12.766

10.581 after golden rule

8.995 after silver rule

CR 8 silver rule round down
-----------------------------------------

What do you guys think? I'm not sure if it's too strong or too weak, but it seems plenty flavorful to me. Also, is it necessary to pay for flight that incorporeal creatures get? I didn't reverse engineer any incorporeal critters to see if it was the case, but it seems a bit off to me.
 
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