(edit- this goes here)
Updated Army Statistics: "Nature's Warriors"
PC- Couatl Sor1 (+5 Lvl equipment) - CR 14 - 196 pts
Lupinal x2 (+5 Lvl equipment) - CR 10 - 200 pts
Pixie Clr1 x25 - CR 2.75 - 189.0625 pts
Pixie x125 - CR 1.75 - 382.8125
Bat x3,200 - CR ?? (listed as no threat, estimated at 1/10) - 32
Pts Remaining - 2.125
Support Required: Points- 396, Creatures- 396
Support Provided: Points- 603.875, Creatures- 3,350
Army Equipment (250,000gp):
125x Amulet of Magic Missile (caster lvl 1, at will) - 2,000gp/each - total: 250,000gp
Couatl Equipment (410,000gp):
Equipment to distribute-
13x Ring of Vision (See Invis. 3rd caster level, use activated; Message 1st caster level, at will) - 13,500gp/each - total: 175,500go
Equipment for PC use-
Amulet of Hellish Flames (Firestorm at command, 13th caster level) - 163,800gp
Circlet of Greater Augmentation (Greater Invis. 7th caster level, use activated; + powers of a ring of sustenance) - 59,750gp
Decanter of Endless Water - 9,000gp
2,350gp left
Lupinal Equipment (each) (201,500gp):
Equipment to distribute-
(2x) 6x Ring of Vision (See Invis. 3rd caster level, use activated; Message 1st caster level, at will) - 13,500gp/each - total: 81,000gp (162,000gp)
Equipment for NPC use-
(2x) Ring of Augmentation (Greater Invis. 7th caster level, use activated) - 56,000 (112,000gp)
(2x) Ring of Flight (Fly 5th caster level, use activated) - 30,000gp (60,000gp)
(2x) Amulet of Screams (Sonic Substituted Fireball 5th caster level, command activated) - 27,000gp (54,000gp)
(2x) 7,500gp left (15,000gp left)
Statistics:
Isten (PC COUATL +5 Levels Equipment)
Large Outsider (Native)
Hit Dice: 9d8+1d4+30 (72 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+17
Attack: Bite +12 melee (1d3+6 plus poison)
Full Attack: Bite +12 melee (1d3+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 2d8+6, improved grab, poison, psionics, spells
Special Qualities: Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.
Saves: Fort +9, Ref +9, Will +12
Abilities: Str 18, Dex 16, Con 16, Int 19, Wis 19, Cha 23
Skills: Concentration +15, Diplomacy +20, Jump +0, Knowledge (any two) +16, Listen +16, Search +16, Sense Motive +16, Spellcraft +16 (+18 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +18 (+20 scrolls)
Feats: Dodge, Empower Spell, Eschew Materials (B), Hover, Improved Initiative
Environment: Warm forests
A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.
Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below).
COMBAT
A couatl uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 18, initial damage 2d4 Str, secondary damage 4d4 Str.
The save DC is Constitution-based.
Psionics (Sp): At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 18), invisibility, plane shift (DC 23), polymorph (self only). Effective caster level 10th. The save DCs are Charisma-based.
Spells: A couatl casts spells as a 10th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.
Spells Known (6/7/7/7/4; save DC 16 + spell level): 0—Acid Splash, Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Purify Food and Drink (9); 1st—Bless, Cure Light Wounds, Magic Missile, Obscuring Mist, Shield (5); 2nd—Scorching Ray, See Invisibility, Silence, Web (4); 3rd—Cure Serious Wounds, Dispel Magic, Major Image (3); 4th—Holy Smite, Scrying (2); 5th—Teleport (1).
Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.
Equipment Carried:
Amulet of Hellish Flames (Firestorm at command, 13th caster level) - 163,800gp
Circlet of Greater Augmentation (Greater Invis. 7th caster level, use activated; + powers of a ring of sustenance) - 59,750gp
Decanter of Endless Water – 9,000gp
2,350gp left
Tian & Arsos (NPC LUPINAL +5 Lvl Equipment)
Medium-Size Outsider, Guardinal (Good)
HD: 8d8+8 (44hp)
Initiative: +5
Speed: 50ft
AC: 20 (+5 Dex, +3 natural, +2 leather armor), touch 15, flat-footed 15
Attacks: 2 claws +14 melee and bite +9 melee
Damage: Claw 1d4+6, bite 1d6+3
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 Carried: (each)
Ring of Augmentation (Greater Invis. 7th caster level, use activated) - 56,000gp
Ring of Flight (Fly 5th caster level, use activated) - 30,000gp
Amulet of Screams (Sonic Substituted Fireball 5th caster level, command activated) - 27,000gp
7,500gp left
Main Soldier
PIXIE
Small Fey Hit Dice: 1d6 (3 hp)
Initiative: +4 Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x3)
Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/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:
Amulet of Magic Missile (caster lvl 1, at will) - 2,000gp
Small Shortsword
Small Longbow
5x Memory Loss Arrows
5x Sleep Arrows
30x Arrows
Squadron Leaders
PIXIE, CLR 1
Small Fey Hit Dice: 1d8+1 (9 hp)
Initiative: +4 Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 19 (+1 size, +7 Dex, +1 natural), touch 18, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Short sword +8 melee (1d4–2/19–20) or longbow +8 ranged (1d6–2/x3)
Full Attack: Short sword +8 melee (1d4–2/19–20) or longbow +8 ranged (1d6–2)/x3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows, spells, turn undead, spontaneous casting
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 16
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 7, Dex 24, Con 13, Int 16, Wis 17, Cha 17
Skills: Bluff +7, Concentration +6, Escape Artist +11, Heal +7, Hide +11, Knowledge (Religion) +7, Listen +9, Move Silently +11, Ride +11, Search +9, Sense Motive +7, Spellcraft +7, Spot +9, Survival +7
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.
Spells: These Pixies cast spells as 1st level clerics. They have the Sun and Travel Domains.
Spells Prepared (3/2+1; save DC 13+spell level); 0—Create Water, Detect Magic, Purify Food and Drink (3); 1—Bless, Magic Stone, Endure Elements (D).
Domain Powers:
Sun- Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Travel- For a total time per day of 1 round per cleric level you possess (1 round), you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy symbol (see Turn or Rebuke Undead).
A good cleric can turn or destroy undead creatures.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier (6 times). A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead (n/a).
Equipment Carried: (each)
Ring of Vision (See Invis. 3rd caster level, use activated; Message 1st caster level, at will) - 13,500gp
Wand of Cure Light Wounds (50 charges) – 750gp
Small Shortsword
Small Longbow
20x Memory Loss Arrows
20x Sleep Arrows
30z Arrows
50gp left
---------------
Army Strategy:
The main soldiers are Pixies. A flight consists of 5 pixies and 1 pixie cleric (the leader). A squadron consists of 2 flights. A wing consists of 6 flights or 3 squadrons. Pixies are normally deployed in squadrons. The two pixie clerics act as commanders, while the remainder of the pixies operate in pairs. Each squadron is given a specific objective. In combat, the pixies, who are trained to fight using teamwork, intelligence, and subterfuge. A typical mission for a squadron can range from a flanking action, to surgical strikes, to scouting and light engagement. In combat, each pair of pixies picks a single target and attack until it falls. This target they attack with a magic missile each round (firing, then moving, so as to keep their position hidden). If a target survives two volleys of magic missiles, then another pair of pixies will help to attack it. The pixies make constant use of their Greater Invisibility powers, and utilize their considerable spell-like abilities if doing so would provide an advantage. The primary goal of the squadrons is survivability, and as such, they will retreat if in serious danger; additionally they attempt to engage targets from maximum range of the Magic Missiles (110ft) and no less than 60ft. Each pixie cleric commander uses their Ring of Vision to both keep track of, and coordinate the other pixies in the squadron. The pixie clerics are also responsible for providing healing, and serve in combat primarily as archers (but will switch to turning/greater turning undead and their magic stone spells when faced with undead). Additionally, the pixie squadrons target spellcasters first (utilizing their Detect Magic and Detect Thoughts powers to determine who the spellcasters are).
The Lupinals, Tian and Arsos, begin each battle by flying above the enemy’s front ranks (against creatures susceptible to fear effects) and using their massive fear auras to panic the enemy soldiers. Once this has been done, the pixies move into range to attack, and the lupinals usually serve in a coordination/long-range firepower role, using their Amulet of Screams, Cones of Cold, and Magic Missiles to provide devastating magical bombardment. The Lupinals also make liberal use of their Rings of Augmentation and Rings of Flight to remain both invisible and airborne throughout the entire battle.
My PC, Isten (Couatl), serves to coordinate the battles, as well as devastating the enemy’s army with his Amulet of Hellish Flames. Similar to the Lupinals, Isten ensures he remains invisible throughout the entire combat with his Circlet of Greater Augmentation. If necessary (due to friendly troops in the way), Isten uses Holy Smite, Scorching Ray, and/or Magic Missile to engage troops embroiled in melee combat. If the opportunity presents itself, Isten uses Major Image to gain an advantage, usually through demoralizing enemy troops in the onset of battle, after the Lupinals’ fear aura’s take affect. Oftentimes by projecting the image of a powerful outsider, and using his Amulet of Hellish Flames to mimic spell-like abilities (as the illusion performs the casting actions). Web is also one of Isten’s favorites for rapidly gaining positional advantages.
Bats are used for espionage/spying/scouting/message carrying. They have no specific organization, but report to the nearest creature in my army able to understand them (whether it is one of the Lupinals, or Isten, etc…)
Combat Tactics-
1) Before the battle is engaged, if possible, pixies are sent out the night before to cut bowstrings, and kill spellcasters.
2) If possible, we will attack at night, as every creature in my army has darkvision, and such night-fighting holds great advantage for us.
3) Once the pixie saboteurs have withdrawn, the Lupinals, Tian and Arsos, will move above the opposing army and use their fear auras in such a manner as to maximize the number of affected creatures.
4) The pixie squadrons will move into range and begin engaging the enemy as Tian and Arsos begin bombarding the opponents with their Amulets of Screams, and Isten uses either a Major Image, or begins attacking with his Amulet of Hellish Flames.