D&D Wargaming *ARMIES OF GOOD*

Wrahn said:
Ashalla (CR 14.4 207.36 pts)

Human, Female

Cleric 18 (Trickery and Magic)

I was going to say that you are only allowed to be 15th level, when I realised that because you have no equipment, your CR is adjusted. I hadn't thought of that for some reason, I should have made 2 18th lvl sorcerers.... oh well. Good job with the army.
 
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Greets all! :) Looks like I'm joining the armies of Good :)

I've put together a basic army concept, a dwarven force. Here's a very basic, initial run-down:

Dwarven Defence Force Army:

Dwarven Clan-Lord (pal 10) 100 points (CR 10)

20 Forge Guard (pal 3) 180 points (CR 3 each)

150 warriors (war 2) 267 points (CR 1 1/3 each)

50 veterans (ftr 2) 200 points (CR 2 each)

2 skalds (bard 1) 2 points (CR 1 each)

5 clerics of the Forge (clr 3) 45 points (CR 3 each)

1 High Smith of the Forge (clr 7) 49 points (CR 7)

5 wizards of the Earthen Academy (wiz 3) 45 points (CR 3 each)

1 Master Wizard of the Earthen Academy (wiz 7) 49 points (CR 7)

7 earth mephits 63 points (CR 3 each) or mixture of 3 earth, 2 magma and 2 fire

1000 points


Basically the force is very fire/earth style orientated. I'll probably give it a good going-over and change a fair few things - I was thinking of adding some more exotic elements like dwarven monks :) and some sort of construct.

I'll hopefully have a more fully done list tomorrow! :)
 

Bibliophile:

Your army looks friggin' awesome... but I think you messed up the equipment in a few ways. For one, monsters only have the equipment that every member of the race has (like a Balor's vorpal sword), and you have to pay for the rest. So your couatl and Lupinals would have 5 levels of equipment *total*, not 5 levels above their CR. On top of that, we decided that you can't have more than 2 levels above your CR worth of equipment (so no level 1 wizard with 21 levels of equipment for CR 5). And lastly, you're not allowed to share equipment bought with personal money with other units. The general fund is allowed to be shared, but personal money stays with the individual.

Of course, I'd love to be wrong, because I'd have some pretty juicy money coming my way....
 

Well, upon remembering that dwarves have a -2 Cha mod and thus paladin wasn't a very good idea :p I've gone briefly over the army composition again. Thus far I have this:

Battlelord:

1 x Tharizdan Argentfist, 12th level Dwarven Fighter - 144pts (CR 12)

Troops:

1 x Master Wizard of the Steel Bastion, 7th level Dwarven Wizard - 49pts (CR 7)
5 x Thaumaturge of the Steel Bastion, 3rd level Dwarven Wizard - 45 pts (CR 3 each)
1 x High Smith of the Forge, 7th level Dwarven Cleric - 49 pts (CR 7)
5 x Cleric of the Forge, 3rd level Dwarven Clerics - 45 pts (CR 3 each)
30 x Forge Guard Elites, 3rd level Dwarven Fighters - 270pts (CR 3 each)
30 x Iron Monks, 2nd level Dwarven Monks - 120pts (CR 2 each)
10 x Magma Mephits - 90pts (CR 3 each)
90 Defenders of the Steel Bastion, 1st level Dwarven Fighters - 90pts (CR 1 each)

Which comes to 902. I'm going to use the last 98 points to pay for two more CR 7 troops, probably a pair of tunnelling constructs or subterranean beasts (but I'll need to design 'em first :p ).
 

Nice job Carnifex, and welcome!

I like the looks of the army so far. I'm interested in seeing what creatures you come up with and how you divide your forces. :D
 

Well, here's the little baby I've cooked up and am requesting permission for! I kinda like the imagery of one of these guys tearing their way out of the ground in a shower of earth, stone and fire, followed by dwarven assault teams charging out of the newly made tunnel :) I *think* I've put in all the relevant info and calculated it all correctly.


Brass Guardian
Large Construct
Hit Dice: 8d10+30 (75hp)
Speed: 40ft, Burrow 40ft (can go through stone as well as earth)
Initiative: +0
Armour Class: 24 (+15 natural, -1 size)
Base Attack/Grapple: +6/+10
Attack: Claw +15 (2d6+10)
Full Attack: 2 Claws +15/+10 (2d6+10)
Space/Reach: 10ft/10ft
Special Attacks: Flames of the Forge
Special Qualities: Construct traits, Damage Reduction 9/ magic, Fire Resistance 20, Spell Resistance 15, Tremorsense
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 30, Dex 10, Con - , Int - , Wis 16, Cha 1
Skills: None
Feats: None
Challenge Rating: 7
Alignment: None

From the sacred forges of the dwarves come the brass guardians, hulking constructs carved with arcane sigils of warding and protection. Towering over normal men, one of these creations appears as a hunched figure of brass plates and pistons, a head bearing glimmering ruby eyes slung forwards on a heavily armoured neck. Each arm ends in a massive digging claw, but these appendages are just as suited for tearing enemies apart with the massive strength of the construct. Brass guardians are usually designed to appear as ferocious as possible by the artisans who craft them, their heads shaped into bestial, snarling visages and sagas of dwarven heroes carved as pictures into their brass hides.

A brass guardian is both a powerful defender of the dwarven lands, its belly burning with the fierce fires of their forges that it can spew forth over foes, and a useful servant construct capable of tearing entire new excavations through rock in the time it takes a normal dwarven mining team days to achieve. The magically reinforced armour of the guardian helps protect it against both falling rocks and debris, and the attacks of enemies as well.

Flames of the Forge: Breath weapon, 6d6 fire damage in a 40ft cone every 1d4 rounds (Reflex save for half damage, DC 14).

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 (30 hp large); proficient with weapons mentioned in entry, proficient with no armor; no need to eat, sleep, or breathe.


Large Size - +0.8
Construct - +0.7
Hit Dice - +2.8
Burrow - +0.5
AC - +1.5
Full Attack - +1.05
Breath Weapon - +0.6
Damage Reduction - +0.3
Fire Resistance - +0.4
Spell Resistance - +0.5
Tremorsense - +0.1
Abilities - +1.7

CR Result: 10.95
Golden Rule: 8.275
Silver Rule: 7.03375
Rounded down Silver Rule: 7
 


Well, from the rules brief on the first page of the main thread

"This gold may not be pooled with other units. This is each unit's personal gold
with which to buy equipment for him or herself. The equipment purchased,
however, may be used to outfit others."

So that seems to indicate you can distribute equipment bought with personal funds, you just can't pool that money with other units to buy more stuff.

Iono about the other stuff though, it's not mentioned in there so I suppose I'll have to wait for Fieari to get back about that.
 

Here is the Theren Wren. I guesstimated the Truesight always on at .5

Theren Wren

Fine Fey
Hit Dice 1d6-3 (1 hp)
Initiative: +3
Speed: 20ft ground, 40ft Flying (good)
Armor Class: 21 (+8 Size, +3 Dex)
Base Attack/Grapple: +0/-16
Attack: N/A
Full Attack: N/A
Space/Reach
Special Attacks: --
Special Qualities: Regeneration 1 (Cold Iron), Low Light Vision, True Sight
Saves: Fort -3 Ref +5 Will +2
Abilities: Str 1 Dex 16 Con 4 Int 10 Wis 10 Cha 10
Skills: Bluff +4 , Hide +23, Listen +6, Move Silently +7, Perform (singing) +4, Spot +6
Feats: Alertness
Environment: Temperate Forest
Organization: Single or Flight (20-40)
Challenge Rating: 1/3
Advancement:-
Level Adjust: -

These tiny birds look exactly like a normal forest Wren, but are actually spirits of the forest. They sometimes act as scouts, warning others of danger. They commonly speak Common and Sylvan.

Though they are small and fragile, yet they are difficult to kill. They regenerate all damage except that which is delivered by cold iron.

Fey = .1
Size= Fine -.35
HD= .5 (1HD Fey)
Flight = .8 Flight (good)
Movement= .4 (x4 movement rate)
Attacks= -1.0 No effective physical attacks
Special traits= Regeneration 1 = .1
True sight=.5
Abilities= -1.0

total of -.05 rounding to CR 1/3
 
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Your army looks friggin' awesome... but I think you messed up the equipment in a few ways. For one, monsters only have the equipment that every member of the race has (like a Balor's vorpal sword), and you have to pay for the rest. So your couatl and Lupinals would have 5 levels of equipment *total*, not 5 levels above their CR. On top of that, we decided that you can't have more than 2 levels above your CR worth of equipment (so no level 1 wizard with 21 levels of equipment for CR 5). And lastly, you're not allowed to share equipment bought with personal money with other units. The general fund is allowed to be shared, but personal money stays with the individual.
True, monsters come with standard equipment, not PC levels worth of equipment. If you want to add PC levels worth of equipment, of course, you can... and in your case, that does indeed work out to 5 levels of total equipment. But then there's the fact that, yes, I did limit it to +2 levels of equipment... hundreds of really weak units all carrying insanely powerful weapons of utter destruction would really break the system.

Monsters can be given PC levels, of course... said levels are added to the CR of the creature, unless the racial traits of the creature are comparable to PC races or weaker, in which case the class level is the only factor towards CR.
 

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