Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
D&D Wargaming *ARMIES OF GOOD*
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Carnifex" data-source="post: 1440877" data-attributes="member: 227"><p>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).</p><p></p><p></p><p><strong>The Warriors of the Sacred Forge:</strong></p><p></p><p><strong>Commanders:</strong></p><p>1 x 12th level Dwarven Fighter, Tharizdan Argentfist, Lord of the Steel Bastion - CR 12 - 144pts</p><p>1 x 7th level Dwarven Wizard, Arizman Ferrumar, Master Wizard of the Steel Bastion - CR 7 - 49pts</p><p>1 x 7th level Dwarven Cleric, Cupril Firesmith, Smith-Deacon of the Forge - CR 7 - 49pts</p><p></p><p><strong>Officers:</strong></p><p>5 x 3rd level Dwarven Wizard, Thaumaturge of the Steel Bastion - CR 3 each - 45pts</p><p>5 x 3rd level Dwarven Cleric, Smith-Cleric of the Forge - CR 3 each - 45pts</p><p></p><p><strong>Troops:</strong></p><p>30 x 3rd level Dwarven Fighter, Forge Guard Elite - CR 3 each - 270pts</p><p>30 x 2nd level Dwarven Monk, Iron Monk - CR 2 each - 120pts</p><p>90 x 1st level Dwarven Fighter, Defender of the Steel Bastion - CR 1 each - 90pts</p><p></p><p><strong>Support:</strong></p><p>10 x Magma Mephit - CR 3 each - 90pts</p><p>2 x Brass Guardian - CR 7 each - 98pts</p><p></p><p>Total: 1000pts</p><p></p><p><strong>War Chest Purchases:</strong></p><p></p><p>441gp towards cost of Tharizdan’s Belt of Flight</p><p>225gp towards cost of Master Wizard’s Brooch of Shielding</p><p>17100 towards costs of Defenders of the Steel Bastions’ splint mail.</p><p></p><p>9000 - 10 Gems of Cure Minor Wounds (casts cure minor wounds at will, command word is ‘cure’)</p><p>9000 - 10 Gems of Message (casts message at will, command word is ‘speak’)</p><p>9000 - 5 Blessed Banners of the Sacred Forge (casts bless at will, command word is ‘For the Forge!’)</p><p>2000 - 5 Feather Tokens (Tree)</p><p>10000 - 5 Horns of Fog</p><p>3000 - 1 Chime of Opening</p><p>9000 - 1 Decanter of Endless Water</p><p>16200 - 1 Rod of Wind Mastery (casts control winds 1/day, command word is ‘storm’)</p><p>81000 - 1 Banner of the Eternal Fire (casts mass cure light wounds at will, command word is ‘eternal’)</p><p>10800 - 1 Rod of Arrow’s Bane (casts Protection from Arrows at will, command word is ‘shield’)</p><p>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’)</p><p>10800 - 1 Hammer of Guarding Iron (casts Magic Vestment at will at 6th caster level, thus lasting 6 hours, command word is ‘protect’)</p><p>10800 - 1 Gloves of the Armouring Touch (casts Mage Armour at will at 6th caster level, thus lasting 6 hours, command word is ‘armour’)</p><p></p><p>8434gp remaining</p><p></p><p><strong>1 x Tharizdan Argentfist, male dwarven Ftr12;</strong> 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.</p><p>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</p><p>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, </p><p></p><p><strong>1 x Arizman Ferrumar, male dwarven Wiz7;</strong> 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)</p><p>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</p><p>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.</p><p>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</p><p>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</p><p></p><p><strong>1 x Cupril Firesmith, male dwarven Clr7:</strong> 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.</p><p>Skills and Feats: Concentration +10, Knowledge (religion) +5, Heal +6, Spellcraft +5; Diehard, Endurance, Spell Penetration.</p><p>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.</p><p>Domains: Fire & Earth</p><p>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</p><p>Domain Spells: 1: Burning Hands 2: Soften Earth and Stone 3: Stone Shape 4: Spike Stones</p><p>Equipment: +1 full plate, +1 heavy mace of fire, +1 cloak of resistance, +1 large shield, scroll of invisibility purge, 26739gp</p><p></p><p><strong>Thaumaturge of the Steel Bastion, male dwarven Wiz3:</strong> 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.</p><p>Skills and Feats: Concentration +9, Spellcraft +9, Spot +3; Scribe Scroll, Spell Penetration, Dodge.</p><p>Spells Known: 0: All; 1: Mage Armour, Magic Missile, Burning Hands, Shield, Obscuring Mist, Sleep, Enlarge Person, Expeditious Retreat; 2: Web, Glitterdust</p><p>Wizard Spells Prepared (4/3/2): 0: Ray of Cold, Detect Magic, Message x 2; 1: Burning Hands, Sleep, Shield; 2: Web, Glitterdust</p><p>Equipment: Quarterstaff, Rod of Magic Missile (magic missile at will, command word is 'missile'), scroll of web, scroll of whispering wind, 600gp.</p><p></p><p><strong>Smith-Cleric of the Forge, male dwarven Clr3:</strong> 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.</p><p>Skills and Feats: Concentration +9, Spellcraft +3, Heal +6; Brew Potion, Endurance, Diehard.</p><p>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.</p><p>Cleric Spells Prepared (4/3/2): 0: Guidance, Detect Magic, Detect Poison; 1: Bane, Shield of Faith, Remove Fear; 2: Silence, Hold Person</p><p>Domain Spells: 1: Burning Hands 2: Produce Flame</p><p>Equipment: Full Plate, Large Shield, Scroll of Invisibility Purge, Heavy Mace, 793 gp.</p><p></p><p></p><p><strong>Forge Guard Elite, male dwarven Ftr3:</strong> 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.</p><p>Skills and Feats: Intimidate +4, Spot +3, Listen +3; Weapon Focus (Dwarven Waraxe), Power Attack, Cleave, Iron Will.</p><p>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.</p><p></p><p><strong>Iron Monk, male dwarven Mnk2:</strong> 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.</p><p>Skills and Feats: Hide +5, Move Silently +5, Spot +6, Listen +6, Tumble +5; Stunning Fist, Combat Reflexes.</p><p>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).</p><p>Equipment: Kama, Siangham, 30 shuriken, potion of invisibility, 2 x potion of cure light wounds, 394gp</p><p></p><p><strong>Defender of the Steel Bastion, male dwarven Ftr1:</strong> 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.</p><p>Skills and Feats: Spot +2, Listen +2; Weapon Focus (Dwarven Waraxe), Iron Will.</p><p>Equipment: Dwarven Waraxe, Splint Mail, Large Shield, Light Crossbow & 50 bolts.</p></blockquote><p></p>
[QUOTE="Carnifex, post: 1440877, member: 227"] 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). [b]The Warriors of the Sacred Forge:[/b] [b]Commanders:[/b] 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 [b]Officers:[/b] 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 [b]Troops:[/b] 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 [b]Support:[/b] 10 x Magma Mephit - CR 3 each - 90pts 2 x Brass Guardian - CR 7 each - 98pts Total: 1000pts [b]War Chest Purchases:[/b] 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 [b]1 x Tharizdan Argentfist, male dwarven Ftr12;[/b] 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, [b]1 x Arizman Ferrumar, male dwarven Wiz7;[/b] 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 [b]1 x Cupril Firesmith, male dwarven Clr7:[/b] 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 [b]Thaumaturge of the Steel Bastion, male dwarven Wiz3:[/b] 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. [b]Smith-Cleric of the Forge, male dwarven Clr3:[/b] 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. [b]Forge Guard Elite, male dwarven Ftr3:[/b] 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. [b]Iron Monk, male dwarven Mnk2:[/b] 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 [b]Defender of the Steel Bastion, male dwarven Ftr1:[/b] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D&D Wargaming *ARMIES OF GOOD*
Top