D&D Wargaming *ARMIES OF GOOD*

Ok, new army idea. :-)

Continuing on the Forest-theme:

Nature's Warriors

PC: 1x Nymph, Druid 11 (-10 Lvl equipment) - CR 15 - 225pts

2x Lupinal - CR 9 - 162 pts

2x Nymph - CR 6 - 72 pts

100x Pixie - CR 1.75 - 306.25 pts

230x Wood Elf Druid 1 (w/ Wolf animal companion) - CR 1 - 230 pts

230x Raven - CR 1/7 - 4.694 pts

Total Support Needed (not counting cascading): 459 pts, 459 creatures
Total Support Provided (not counting cascading): 540.944 pts, 560 creatures

Army Equipment (250,000gp): **still have to allocate**

FIEARI- With this lineup, would I count the equipment that my PC does have as equivalent to a 7th level character? (CR 6 + 11 lvls -10 lvl's worth of equipment)
 

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No, your nymph would have 1 lvl of equipment. 11-10=1.

Any treasure/equipment nymphs normally get would be added to this.
 



Fieari, is the Brass Guardian alright? If so, I am very close to being ready now, just statting up all my dwarves.

And guys, I think I have come across a seriously efficient way to power up an army! While magic weapon only lasts 1 min per level, Greater Magic Weapon lasts 1 hour per level. Now, an item that can cast greater magic weapon *at will* at 8th caster level, requiring a command word, costs *only* 43200gp. The 8th caster level bit means that each use lasts 8 hours and endows a +2 enhancement bonus on the weapons it is used on!

Stick with me.

My story gets better.

Magic Vestment, Mage Armour and Protection from Arrows all also last 1 hour/level but are lower level and thus cost even less than Greater Magic Weapon to make into at-will items.


At the moment, my dwarven army will get up every day, and the characters will buff every single character with GMW, MV, and protection from arrows (with the monks getting mage armour). :D
 

Wren is fine. Any problems I might have would be sorted out with the rounding to 1/3.

The Brass Guardian I want to give a few more looks...
 

Then I believe I am good to go, Feiari, do you have any questions or comments about my Pocket Dimension that is forbidden except for the outer area which is dimensionally locked (except to followers of Theren, god of Magic and Trickery (and good too, but I didn't take that domain))? Or that everyone is astrally projecting (except the Wrens) so when they are killed they return to their bodies unharmed? Or that Ashalla cast Screen daily (24 hr duration) showing a different location (but one that actualyl exists). Everything looks in order?
 
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Carnifex said:
Fieari, is the Brass Guardian alright? If so, I am very close to being ready now, just statting up all my dwarves.

And guys, I think I have come across a seriously efficient way to power up an army! While magic weapon only lasts 1 min per level, Greater Magic Weapon lasts 1 hour per level. Now, an item that can cast greater magic weapon *at will* at 8th caster level, requiring a command word, costs *only* 43200gp. The 8th caster level bit means that each use lasts 8 hours and endows a +2 enhancement bonus on the weapons it is used on!

Stick with me.

My story gets better.

Magic Vestment, Mage Armour and Protection from Arrows all also last 1 hour/level but are lower level and thus cost even less than Greater Magic Weapon to make into at-will items.


At the moment, my dwarven army will get up every day, and the characters will buff every single character with GMW, MV, and protection from arrows (with the monks getting mage armour). :D

THAT is a very interesting idea.
 

If the Brass Guardians are allowed (if not then it just means rejigging 98 points, probably adding a ranger group) then below is the army list for my force so far (note I haven't decided how to hand out the 'war chest' items yet, and have money to play with with some of the units still).


The Warriors of the Sacred Forge:

Commanders:
1 x 12th level Dwarven Fighter, Tharizdan Argentfist, Lord of the Steel Bastion - CR 12 - 144pts
1 x 7th level Dwarven Wizard, Arizman Ferrumar, Master Wizard of the Steel Bastion - CR 7 - 49pts
1 x 7th level Dwarven Cleric, Cupril Firesmith, Smith-Deacon of the Forge - CR 7 - 49pts

Officers:
5 x 3rd level Dwarven Wizard, Thaumaturge of the Steel Bastion - CR 3 each - 45pts
5 x 3rd level Dwarven Cleric, Smith-Cleric of the Forge - CR 3 each - 45pts

Troops:
30 x 3rd level Dwarven Fighter, Forge Guard Elite - CR 3 each - 270pts
30 x 2nd level Dwarven Monk, Iron Monk - CR 2 each - 120pts
90 x 1st level Dwarven Fighter, Defender of the Steel Bastion - CR 1 each - 90pts

Support:
10 x Magma Mephit - CR 3 each - 90pts
2 x Brass Guardian - CR 7 each - 98pts

Total: 1000pts

War Chest Purchases:

441gp towards cost of Tharizdan’s Belt of Flight
225gp towards cost of Master Wizard’s Brooch of Shielding
17100 towards costs of Defenders of the Steel Bastions’ splint mail.

9000 - 10 Gems of Cure Minor Wounds (casts cure minor wounds at will, command word is ‘cure’)
9000 - 10 Gems of Message (casts message at will, command word is ‘speak’)
9000 - 5 Blessed Banners of the Sacred Forge (casts bless at will, command word is ‘For the Forge!’)
2000 - 5 Feather Tokens (Tree)
10000 - 5 Horns of Fog
3000 - 1 Chime of Opening
9000 - 1 Decanter of Endless Water
16200 - 1 Rod of Wind Mastery (casts control winds 1/day, command word is ‘storm’)
81000 - 1 Banner of the Eternal Fire (casts mass cure light wounds at will, command word is ‘eternal’)
10800 - 1 Rod of Arrow’s Bane (casts Protection from Arrows at will, command word is ‘shield’)
43200 - 1 Hammer of Sacred Steel (casts Greater Magic Weapon at will at 8th caster level, thus giving a +2 enhancement bonus and lasting 8 hours (!), command word is ‘might’)
10800 - 1 Hammer of Guarding Iron (casts Magic Vestment at will at 6th caster level, thus lasting 6 hours, command word is ‘protect’)
10800 - 1 Gloves of the Armouring Touch (casts Mage Armour at will at 6th caster level, thus lasting 6 hours, command word is ‘armour’)

8434gp remaining

1 x Tharizdan Argentfist, male dwarven Ftr12; CR 12; HD 12d10+48; hp 119; Spd 20ft ; Init +0; AC 26 (+16 armour); dwarven waraxe +3 of shock +17/+12/+7 (d10+10+d6 electrical; crit 19-20/x3); AL NG; SV Fort +17 Ref +11 Will +11; Str 16 (18) Dex 10 Con 16 (18) Int 13 Wis 10 Cha 10; SQ Dwarven traits.
Feats & Skills: Diplomacy +7, Intimidate + 12, Spot +7; Weapon Focus (Dwarven Greataxe), Weapon Specialisation (Dwarven Greataxe), Improved Critical (Dwarven Greataxe), Iron Will, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Endurance, Diehard, Expertise, Trip
Equipment: ‘Stormcleaver’ dwarven waraxe +3 of shock, dwarven full plate +3 (the ‘dwarven’ bit of it gives damage reduction 3/ -, and is in the same section of the DMG as things like mithral), large shield +3, masterwork light crossbow & 50 bolts, cloak of resistance +5, ring of evasion, boots of speed, amulet of health +2, gauntlets of ogre power, belt of flight (fly 1/day, partly paid for from war chest, command word is ‘to the skies!’), eyes of see invisibility (see invisibility 3/day, command word is ‘pierce the lies’), Runestone of Locking (1 use dimensional lock, can only be used by a dwarf), Helm of Sorcerer’s Doom (antimagic field 1/day, can only be used by a dwarf), 2 potions of invisibility, 4 potions of cure serious wounds,

1 x Arizman Ferrumar, male dwarven Wiz7; CR 7; HD 7d4+21; hp 40; Spd 20ft; Init + 1; AC 11 (+1 Dex); Quarterstaff +2 (d6-1); AL NG; SV Fort +7 Ref +5 Will +10; Str 8 Dex 13 Con 16 Int 16 (18) Wis 12 Cha 8; SQ Dwarven traits, familiar (raven - can speak dwarven)
Feats & Skills: Concentration +13, Knowledge (Arcana) +14, Knowledge (Geography) +14, Knowledge (History) +14, Knowledge (The Planes) +14, Spellcraft +14; Craft Wand, Improved Counterspell, Scribe Scroll, Spell Penetration, Greater Spell Penetration
Equipment; Quarterstaff, wand of dispel magic (50 charges), wand of fireball (50 charges), scroll of dismissal, 2 scrolls of dimensional anchor, cloak of resistance +2, headband of intellect +2, brooch of shielding.
Spells Known: 0 - All; 1 - Mage Armour, Magic Missile, Burning Hands, Expeditious Retreat, Sleep, Charm Person, Protection from Evil, Obscuring Mist; 2 - Mirror Image, Resist Energy, Flaming Sphere, Scorching Ray; 3 - Haste, Dispel Magic, Fireball, Fly; 4 - Greater Invisibility, Wall of Fire
Spells per day: 4/5/4/3/2 - 0: Message, Disrupt Undead, Acid Splash, Detect Magic; 1: Magic Missile, Expeditious Retreat, Obscuring Mist, Protection from Evil, Sleep; 2: Mirror Image, Scorching Ray, Flaming Sphere; 3: Haste, Fly x2; 4: Greater Invisibility, Wall of Fire

1 x Cupril Firesmith, male dwarven Clr7: CR 7; ECL 7; Medium-size Humanoid (dwarven); HD 7d8+21; hp 56; Init -1; Spd 20 ft; AC 21 (+9 full plate, +3 large shield, -1 Dex); Melee +1 heavy mace +7 (1d8+2+d6 fire); SA spells, turn undead; AL NG; SV Fort +10, Ref +3, Will +10; Str 13, Dex 8, Con 16, Int 10, Wis 16, Cha 10.
Skills and Feats: Concentration +10, Knowledge (religion) +5, Heal +6, Spellcraft +5; Diehard, Endurance, Spell Penetration.
SA–Turn Undead (Su): 3/day, Cupril Firesmith can attempt to turn undead creatures. He can turn undead with no more than (1d20+11)/3 HD. Each attempt, he turns 2d6+7 total HD. Undead with 3 or fewer HD are destroyed instead.
Domains: Fire & Earth
Cleric Spells Prepared (6/5/4/3/1): 0: Detect Magic, Guidance, Mending, Purify Food & Drink, Detect Poison, Resistance; 1: Bane, Detect Evil, Divine Favour, Protection from Evil, Obscuring Mist; 2: Bull's Strength, Hold Person, Resist Energy, Silence; 3: Dispel Magic, Prayer, Searing Light; 4: Dismissal
Domain Spells: 1: Burning Hands 2: Soften Earth and Stone 3: Stone Shape 4: Spike Stones
Equipment: +1 full plate, +1 heavy mace of fire, +1 cloak of resistance, +1 large shield, scroll of invisibility purge, 26739gp

Thaumaturge of the Steel Bastion, male dwarven Wiz3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d4+9; hp 18; Init +1; Spd 20 ft; AC 11 (+1 Dex); Melee Quarterstaff -1 (1d6-1); SA spells; SQ summon familiar (Ravens - each can speak Dwarven); AL NG; SV Fort +4, Ref +2, Will +3; Str 8, Dex 13, Con 16, Int 16, Wis 10, Cha 8.
Skills and Feats: Concentration +9, Spellcraft +9, Spot +3; Scribe Scroll, Spell Penetration, Dodge.
Spells Known: 0: All; 1: Mage Armour, Magic Missile, Burning Hands, Shield, Obscuring Mist, Sleep, Enlarge Person, Expeditious Retreat; 2: Web, Glitterdust
Wizard Spells Prepared (4/3/2): 0: Ray of Cold, Detect Magic, Message x 2; 1: Burning Hands, Sleep, Shield; 2: Web, Glitterdust
Equipment: Quarterstaff, Rod of Magic Missile (magic missile at will, command word is 'missile'), scroll of web, scroll of whispering wind, 600gp.

Smith-Cleric of the Forge, male dwarven Clr3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d8+9; hp 26; Init -1; Spd 20 ft; AC 19 (+8 full plate, +2 large shield, -1 Dex); Melee heavy mace +3 (1d8+1); SA spells, turn undead; AL NG; SV Fort +6, Ref +0, Will +5; Str 13, Dex 8, Con 16, Int 10, Wis 15, Cha 10.
Skills and Feats: Concentration +9, Spellcraft +3, Heal +6; Brew Potion, Endurance, Diehard.
SA–Turn Undead (Su): 3/day, Smith-Cleric of the Forge can attempt to turn undead creatures. He can turn undead with no more than (1d20-1)/3 HD. Each attempt, he turns 2d6+3 total HD. Undead with 1 or fewer HD are destroyed instead.
Cleric Spells Prepared (4/3/2): 0: Guidance, Detect Magic, Detect Poison; 1: Bane, Shield of Faith, Remove Fear; 2: Silence, Hold Person
Domain Spells: 1: Burning Hands 2: Produce Flame
Equipment: Full Plate, Large Shield, Scroll of Invisibility Purge, Heavy Mace, 793 gp.


Forge Guard Elite, male dwarven Ftr3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d10+9; hp 30; Init +1; Spd 20 ft; AC 21 (+8 full plate, +2 large shield, +1 Dex); Melee masterwork dwarven waraxe +7 (1d10+2/crit x3); Ranged light crossbow +5 (1d8/crit 19-20); AL NG; SV Fort +6, Ref +2, Will +4; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Intimidate +4, Spot +3, Listen +3; Weapon Focus (Dwarven Waraxe), Power Attack, Cleave, Iron Will.
Equipment: Masterwork Dwarven Waraxe, Full Plate, Large Shield, Masterwork Light Crossbow & 50 bolts, 2 x potion of cure light wounds, 1 x potion of resist elements, 110gp.

Iron Monk, male dwarven Mnk2: CR 2; ECL 2; Medium-size Humanoid (dwarven); HD 2d8+4; hp 17; Init +1; Spd 30 ft; AC 13 (+2 Wis, +1 Dex); Melee kama +3 (1d6+2), or siangham +3 (1d6+2), or unarmed strike +3 (1d6+2); Ranged shuriken +2 (1d2); SA stunning attack; SQ evasion; AL NG; SV Fort +5, Ref +4, Will +5; Str 14, Dex 13, Con 14, Int 10, Wis 15, Cha 6.
Skills and Feats: Hide +5, Move Silently +5, Spot +6, Listen +6, Tumble +5; Stunning Fist, Combat Reflexes.
SA–Stunning Attack (Su): 2/day, Iron Monk may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Equipment: Kama, Siangham, 30 shuriken, potion of invisibility, 2 x potion of cure light wounds, 394gp

Defender of the Steel Bastion, male dwarven Ftr1: CR 1; ECL 1; Medium-size Humanoid (dwarven); HD 1d10+2; hp 17; Init +1; Spd 20 ft; AC 18 (+6 splint mail, +2 large shield); Melee dwarven waraxe +4 (1d10+3/crit x3); Ranged light crossbow +2 (1d8/crit 19-20); AL NG; SV Fort +5, Ref +1, Will +3; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Spot +2, Listen +2; Weapon Focus (Dwarven Waraxe), Iron Will.
Equipment: Dwarven Waraxe, Splint Mail, Large Shield, Light Crossbow & 50 bolts.
 

Considering that the game has already had its first teleport assassination attempt :) what's the possibility of getting a few key rooms in the castle lead-lined? (Not the whole thing, just key locations like war room, chief's quarters, etc).

And what about a lead-lined tent for on campaign? :p :)
 

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