D&D Wargaming *ARMIES OF GOOD*


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The Heavenly Host:

1x Leonal (Guardinal) "Axorius": CR 15 ==> 225 (above baseline)
3x Bralani (Eladrin): CR 8 = 64 x 3 ==> 192 (cascading support: 0 CR, 3 units)

50x Lantern Archons (Archons) CR 2.5 = 6.25 x 50 ==> 312.5

64x Human Ftr1 Infantry (level 1 PC gear) CR 1 = 1 ==> 64

28x Human Clr1 Medic (level 1 PC gear, 4 mounted) CR 1 = 1 ==> 28

48x Elven Ftr1 Archers (level 1 PC gear) CR 1 = 1 ==> 48

32x Dwarven Ftr1 Calvary (level 1 PC gear plus heavy horse) CR 1 = 1 ==> 32 (plus 12,800 gp from total fund)

6x Human Wiz3 (level PC 5 gear) CR 3.4 = 11.56 x 6 ==> 69.4

1x Wiz5 (level 7 gear) CR 5.4 ==> 29.1

War chest purchases:

-120,000 gp (270,000 minus 150,000 credit). Galley of living wood (hardness 5, 60 hp per wall, heals 1 per round) with a permanent fog cloud surrounding it to a distance of 10 feet. Flies at speed of 40 ft. per round (4 miles per hour, 96 miles per day). Has a "Well of Falling" on lower deck which is a 20x20 ft. area column in which anyone entering it has feather fall cast on them (CL 10). Axorius can control the ship with mental commands, or give the helm to a member of the crew.

-48,000 gp Orb of Storms, used by Axorius to continuously provide cloud cover and low winds to conceal the airship.

-32,000 gp Cloak of Charisma +6

-12,800 gp 32 heavy combat horse mounts

-1,500 gp extra required to buy 6 brooches of shielding for Combat Wizards

-10,600 gp extra for circlet of sunbursting.

-25,100 gp for future purchases/crafting.

1x "Axorius", Leonal (Guardinal); CR 15; HD 12d8+60; hp 117; Spd 60 ft.; Init +3; AC 27 (+3 Dex, +14 Natural); 2 claws +20 melee each (1d6+8), 1 bite +15 melee (1d8+4) or 1 claw +20 melee (1d6+8); AL NG; SV Fort +13 (+17 against poison), Ref +11, Will +10; Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 21; SA: Roar (DC 23), pounce, improved grab, 2 rakes +20 melee (1d6+8), spell-like abilities (at will - detect thoughts DC 17, fireball DC 18, hold monster DC 20, polymorph, wall of force; 3/day - cure critical wounds DC 19, neutralize poison, remove diesase; 1/day - heal DC 21; caster level 10); SQ: DR 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, resistance to cold and fire 10, speak with animals, SR 28.
Feats and skills: Balance +14, Concentration +20, Diplomacy +22, Hide +18, Intimidate +22, Jump +20, Knowldge (Religion) +17, Listen +17, Move Silently +17, Sense Motive +17, Spot +17, Survival +17; Ability Focus (Roar), Power Attack, Cleave, Great Cleave, Consecrate Spell-like Ability (from BoED).
Equipment: Cloak of Charisma +6 (war chest), Orb of Storms (war chest)


3x Bralani (Eladrin); CR 8; HD 6d8+18; hp 48; Spd 40 ft./Fly 100 ft. (perfect, alt. form); Init +8; AC 25 (+4 Dex, +6 Natural, +5 Armor), +11/+6 Melee Greatsword 2d6+7, AL CG; SV Fort +10, Ref +11, Will +9; Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 16; SA: Spell-like abilities (at will - blur, charm person DC 14, gust of wind DC 16, mirror image, wind wall; 2/day - lightning bolt DC 17, cure serious wounds DC 16), whirlwind blast DC 16; SQ: Alternate form, DR 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold and fire 10, SR 17, tongues.
Skills and feats: Concentration +12, Diplomacy +5, Escape Artist +13, Handle Animal +2, Hide +13, Jump +10, Listen +11, Move Silently +13, Ride +6, Sense Motive +11, Spot +11, Tumble +13, Use Rope +4; Spell Focus - Evocation, Flyby Attack, Improved Initiative.
Equipment: Ring of Minor Spell Storing (18,000), Greatsword +1 (2,350), Cloak of Resistance +2 (4,000), Mithril Chain Shirt +1 (2,100), Headband of Charisma +2 (4,000), 2,265 gp.


49x Lantern Archon; CR 2.5; HD 1d8; hp 8; Spd Fly 60 ft. (Perfect); Init +0; AC 15 (+1 size, +4 natural); 2 Light Rays +3 ranged touch (1d6+1/crit x2); AL LG; SV Fort +2 (+6 against poison), Ref +2, Will +2; Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10; SA: Spell-like abilities (at will - Aid, Detect Evil, Continual Flame); SQ: Aura of Menace (Will DC 12 negates), DR 10/evil and magic, Darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues.
Skills and feats: Concentration +4, Diplomacy +4, Knowledge (The Planes) +2, Listen +4, Sense Motive +4, Spot +4; Point-blank Shot (always factored in due to range).


64x Infantry Grunt, human Ftr1: CR 1; HD 1d10+2; hp 12; Spd 30 ft.; Init +2; AC 15 (+3 studded leather, +2 Dex); Melee glaive +3 (1d10+3/crit x3), Ranged javelin +3 (1d6+3/crit x2); AL NG; SV Fort +4, Ref +2, Will +0; Str 15, Dex 14, Con 14, Int 10, Wis 11, Cha 8.
Skills and Feats: Climb +6, Profession (Siege Engineer) +2; Power Attack, Cleave, Quick Draw.
Equipment: heavy flail (15), glaive (8), 3 javelins (3), studded leather (25), heavy wooden shield (7, not usually used), longsword (15, not usually used), 27 gp

Notes: Whenever the infantry voluntarily goes into battle, each grunt is enhanced by an Aid spell (lasting 10 minutes) by a supporting Lantern Archon. This grants an extra +1 to hit (bringing the total to +4), +1 to saves against [fear] effects, and 1d8+10 temporary hit points. If a grunt does not have the aid spell for any reason, he will use his longsword and shield instead of a two-handed weapon. In battle, the grunts will usually throw javelins before the fight closes to melee range. Then, they will draw glaives to get attacks of opportunity from their closing opponents. Against tightly formed enemies (unlikely given the nature of area attack spells), they will drop their glaives and draw heavy flails. Against sparsely formed enemies, they will continue to use their glaives to overlap threatened areas while adjusting with 5 foot steps to flank (important!) and attack adjacent opponents. The general tactic is to allow an enemy to attack if it means you can attack in return, as most opposing footsoldiers will not have hit points to stand more than 2 blows, while the Aid spells will give the grunts an advantage in hit points (taking an average of 4 one-handed weapon blows to kill).


48x Archery Grunt, elven Ftr1: CR 1; HD 1d10+1; hp 11; Spd 30 ft.; Init +3; AC 15 (+2 leather, +3 Dex); Ranged longbow +4 (1d8/crit x3); AL CG; SV Fort +3, Ref +3, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 8; SA/SQ: Elven qualities.
Skills and Feats: Spot +5; Point-blank Shot, Rapid Shot.
Equipment: longbow (75), 40 arrows (2), leather (10), Warhammer (12), 1 gp

Notes: Like the grunts, the archers will almost always have an Aid spell cast by friendly Lantern Archons. Also, the Bralani who lead each division use Wind Wall frequently to disperse enemy ranged attacks, and the friendly archers are trained to take visual commands on how to avoid the Wind Walls while still hitting enemy forces. They are also instructed to use their Rapid Shot feat whenever possible. Also, they will frequently stay aboard their ship and fire from higher ground and cover onto the battlefield below.

28x Medic, human Clr1; CR 1; HD 1d8+1; hp 9; Spd 30 ft.; Init +4; AC 15 (+3 Studded, +2 Heavy Shield); Longsword +3 melee (1d8+2/crit 19-20/x2); AL NG; SV Fort +3, Ref +0, Will +4; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 13; SA/SQ: Turn Undead 4/day, Greater Turning 1/day.
Skills and Feats: Concentration +5, Heal +6, Knowledge (Religion) +4; Improved Turning, Improved Initiative
Equipment:
Domains: Sun, Healing
Spells per day: 3/1+1(+1 bonus)
Spells memorized:
0: Guidance, Detect Magic, Mending
1: Cure Light Wounds*, Magic Weapon, Magic Stone

32x Cavalry Grunt, dwarf Ftr1: CR 1; HD 1d10+3; hp 13; Spd 20 ft.; Init +2; AC 18 (+4 scale, +2 Dex, +2 heavy shield); Melee lance +3 (1d8+2 [doubled with mounted charge]/crit x3), Ranged javelin +3 (1d6+2/crit x2); AL LG; SV Fort +5, Ref +2, Will +0; Str 15, Dex 14, Con 16, Int 10, Wis 11, Cha 6.
Skills and Feats: Ride +6, Profession (Siege Engineer) +2; Mounted Combat, Ride-by Attack.
Equipment: lance (10), 3 javelins (3), scale mail (50), heavy wooden shield (7), longsword (15), locked gauntlet (8), 7 gp

Notes: The Cavalry are frequently kept in reserve, as their horses are difficult to get onto the battlefield from the air. In combat, they almost always use their lances for charging ride-by attacks.

6x Combat Wizard, human Wiz3; CR 3.4; HD 3d4+3; hp 12; Spd 30 ft.; Init +1; AC 11 (+1 Dex); Light Crossbow +2 ranged (1d8/crit 19-20/x2); AL NG; SV Fort +2, Ref +2, Will +4; Str 8, Dex 12, Con 12, Int 17, Wis 12, Cha 8.
Skills and feats: Concentration +7, Spellcraft +11, Knowledge (Arcana) +9, Profession (Siege Engineer) +9, Craft (Alchemy) +9, Craft (Shipbuilding) +9; Scribe Scroll, Spell Penetration, Greater Spell Penetration, Improved Counterspell.
Equipment: Wand of Fireball (50 charges) (11,250), Brooch of Shielding (1,500).
Spells per day: 4/2+1/1+1
Spells Known: 0: All; 1(8): Magic Missile, Shield, Magic Weapon, Enlarge Person, Mage Armor, Mount, Obscuring Mist, Color Spray;2: Glitterdust, Web
Spells Memorized: 0: Disrupt Undead, Daze x2, Acid Splash; 1: Magic Missile x2, Enlarge Person 2: Glitterdust, Web.

1x Tactician, human Wiz5, CR 5.4; HD 5d4+5, hp 19, Spd 30 ft.; Init +1; AC 15 (+1 Dex, +4 Armor); Light Crossbow +3 ranged (1d8/crit 19-20/x2); AL NG; SV Fort +2, Ref +2, Will +5; Str 8, Dex 12, Con 12, Int 18, Wis 12, Cha 8.
Skills and feats: Concentration +9, Spellcraft +14, Knowledge (Arcana) +12, Profession (Siege Engineer) +12, Knowledge (Geography) +12, Craft (Shipbuilding) +12; Scribe Scroll, Spell Penetration, Greater Spell Penetration, Improved Counterspell, Craft Wondrous Item.
Equipment: Brooch of Shielding (1500), Circlet of Sunbursting (Sunburst CL 15 1/day, 43,200).
Spells per day: 4/3+1/2+1/1+1
Spells Known: 0: All; 1: Magic Missile, Shield, Magic Weapon, Enlarge Person, Mage Armor, Mount, Obscuring Mist, Color Spray; 2: Glitterdust, Web, Scorching Ray, Command Undead; 3: Fireball, Dispel Magic
Spells Memorized: 0: Disrupt Undead, Daze x2, Acid Splash; 1: Magic Missile x2, Enlarge Person, Mage Armor; 2: Glitterdust, Web, Command Undead; 3: Fireball, Dispel Magic.
 

Tyreus or Lazarus for your 2nd? I have it on good word that the third evil army will be ready sunday evening, so whoever is left behind won't be THAT far behind.... likely won't even get to the first actual conflict by that point. Scouting and information gathering and planning'll need to be done, I'm sure.
 

Acceptable? Done correctly?

Delas
Medium Construct
Hit Dice:
1d10 (30 hp)
Initiative: +2 (+2 Dex)
Speed: 30 feet
Armor Class: 22 (+2 Dex, +8 natural armor, +2 heavy steel shield)
Base Attack/Grapple: +0/+3
Attack: Longsword +3 (1d8+3, 19-20/x2)
Full Attack: Longsword +3 (1d8+3, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Construct traits, damage reduction 8/magic, fast healing 1
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 16, Dex 14, Con -, Int 12, Wis 10, Cha 10
Skills: Climb +7, Jump +7, Swim +7
Feats: Shield Proficiency
Challenge Rating: 2
Alignment: Always lawful neutral or lawful good

Delas are sleek human-like creatures, constructed entirely of solid white marble. They are usually clothed with simple brown leather garments, and each has a longsword strapped to its right hip and a steel shield across its back. A delas' ever-watchful eyes glow with a steady blue-white light that is never extinguished until the creature's destruction. Delas' heads are always left unadorned except for a rune on the right temple that indicates each individual delas' superior and their place in the chain of command. Delas were created by the powers of law to serve as elite foot soldiers on interplanar excursions, and in this purpose they do admirably well.

Construct Traits: No Constitution score, low-light vision, 60' darkvision, immunity to all mind-affecting effects, immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; no natural healing; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; immediately destroyed at 0 hp; cannot be raised or resurrected; bonus hp based on size (20 hp medium); proficient with weapons mentioned in entry, proficient with no armor; no need to eat, sleep, or breathe.

Factors:
  • Intelligent Construct (+2.4 CR)
  • 1-HD Construct (+0.45 CR)
  • Damage Reduction 8/magic (+0.2 CR)
  • Fast Healing 1 (+0.075 CR)
  • +8 natural armor (+0.8 CR)
  • +6 Str, +4 Dex, +2 Int (+1.2 CR)

Total: 4.925; golden rule 3.0125; silver rule 2.560625; rounded down silver rule 2
 
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You missed the ability score bonuses. 1.2 CR for +12 total ability score modifiers (It looks like you used 25 point buy, but that's not how it works for creature entries. The rest of it looks by-the-book though. Not sure if Fieari will approve it, of course. =D
 


Looks reasonable to me. CR looks right for that unit... nothing that gives a VAST advantage in large scale combat that would over value it. I say use it.
 

First Company

Battlelord
  • Zedrihar the Marut (stats)

First Infantry Unit

Second Infantry Unit

First Flying Unit
  • 6 Ravid (stats)
  • 24 Shocker Lizards (stats, +0.6 CR for 40' flight (average))

Animal Scouts (stats)
  • 1000 ravens, crows, and other assorted birds
  • 200 rats, mice, ferrets, and other assorted rodents

Support & Points

Total Support Needed (CR): 345
Total Support Provided (CR): 446
Total Support Needed (number): 345
Total Support Provided (number): 1307
Total Points Spent: 984.6
Total Number of Units: 1308

Treasury
All gear is with Zedrihar unless otherwise noted.

Purchased: 75 longswords (1125gp) for delas, 75 heavy steel shields (1500gp) for delas, rod of rulership (60000gp), emerald of lower communication (allows use of speak with animals at will) (1800gp), sapphire of higher communication (allows use of sending at will) (50400gp), gatestone (allows use of gate 2/day) (68850gp), 7 decanters of endless water (63000gp), 3325gp.

Zedrihar wears a belt to which are attached the rod and three fist-sized gemstones: an emerald, sapphire, and a strange black rock that seems to glitter in the light. The decanters are usually carried by Azelen.
 
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I'm wondering if anyone has looked through my army and sees anything that they see as a serious problem. If anything is that glaring, I'd like to correct it before we start the actual game. The thing that I am most concerned with is not having a versatile array of attacks - my main magical attacks are fire-based with only a couple of sonic and electricity supports. Should I bother trying to diversify?
 

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