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<blockquote data-quote="Knightfall" data-source="post: 3745561" data-attributes="member: 2012"><p><strong>Revised</strong></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Argo’s Fist of Freedom (CR 23)</strong></span></span></p><p><strong>hp</strong> 383 (50d8+150 plus 8)</p><p>---------------------------------------- </p><p>Male and female human warriors 5</p><p>LN Colossal humanoid (unit of 94 humans plus 3 commanders)</p><p><strong>Init</strong> +3; <strong>Senses</strong> Listen +5, Spot +5</p><p><strong>Languages</strong> Common</p><p>---------------------------------------- </p><p><strong>AC</strong> 20 (+3 Dex, +4 armor, +1 shield, +2 leadership), touch 15, flat-footed 17</p><p><strong>Immune</strong> Critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +6, <strong>Will</strong> +3</p><p><strong>Weakness</strong> Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations</p><p>---------------------------------------- </p><p><strong>Speed</strong> 20 feet (4 squares)</p><p><strong>Melee</strong> Short swords +9 (10d6+30/19-20/x2)</p><p><strong>Ranged</strong> Shortbows +9 (10d6/x3)</p><p><strong>Space</strong> 50 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +22</p><p><strong>Attack Options</strong> Expert grappler, trample 5d6+4</p><p>---------------------------------------- </p><p><strong>Abilities</strong> Str 17 (+3), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 13 (+1), Cha 12 (+1)</p><p><strong>SA</strong> Expert grappler, trample</p><p><strong>SQ</strong> Bonus feats (4), commander (Argo Flameheart), commander (Amaryllis Greenbottle), commander (Shötte), resist area effects, unit anatomy, widen the gap</p><p><strong>Feats</strong> Alertness, Combat Reflexes (B), Endurance (B), Hold the Line (B) [sup]1[/sup], Improved Bull Rush (B), Improved Overrun (B), Weapon Focus (short sword) (B), Weapon Focus (shortbow) (B)</p><p><strong>Skills</strong> Handle Animal +11, Listen +5, Profession (soldier) +6, Ride +13, Spot +5</p><p><strong>Possessions</strong> 94 chain shirts, 94 light wooden shields, 94 shortbows, 94 short swords</p><p>---------------------------------------- </p><p><strong>Expert Grappler (Ex)</strong> Argo’s Fist of Freedom can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.</p><p>Argo’s Fist of Freedom can grapple individuals, but not other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.</p><p><strong>Trample (Ex)</strong> If Argo’s Fist of Freedom simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 5d6+4 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 38) to take half damage.</p><p>Argo’s Fist of Freedom can trample individuals, as well as other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.</p><p><strong>Resist Area Effects (Ex)</strong> Argo’s Fist of Freedom is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.)</p><p>If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)</p><p><strong>Unit Anatomy (Ex)</strong> Argo’s Fist of Freedom is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.</p><p>Argo’s Fist of Freedom gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.</p><p>Argo’s Fist of Freedom is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc).</p><p><strong>Widen the Gap (Ex)</strong> Argo’s Fist of Freedom can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10 (70 feet for this unit).</p><p>When the unit is in this formation it (normally) takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)</p><p>Since Argo’s Fist of Freedom has both Resist Area Effects and Widen the Gap, then the unit takes normal damage from area-based spells and powers (and splash weapons) when in a widened formation. If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply.</p><p>---------------------------------------- </p><p><strong>Argo, Amaryllis, and Shötte</strong> Count as Unit Commanders for this Group</p><p>---------------------------------------- </p><p>[sup]1[/sup] D&D Complete Warrior</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3745561, member: 2012"] [b]Revised[/b] [COLOR=DarkOrange][SIZE=3][B]Argo’s Fist of Freedom (CR 23)[/B][/SIZE][/COLOR] [B]hp[/B] 383 (50d8+150 plus 8) ---------------------------------------- Male and female human warriors 5 LN Colossal humanoid (unit of 94 humans plus 3 commanders) [B]Init[/B] +3; [B]Senses[/B] Listen +5, Spot +5 [B]Languages[/B] Common ---------------------------------------- [B]AC[/B] 20 (+3 Dex, +4 armor, +1 shield, +2 leadership), touch 15, flat-footed 17 [B]Immune[/B] Critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped [B]Fort[/B] +8, [B]Ref[/B] +6, [B]Will[/B] +3 [B]Weakness[/B] Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations ---------------------------------------- [B]Speed[/B] 20 feet (4 squares) [B]Melee[/B] Short swords +9 (10d6+30/19-20/x2) [B]Ranged[/B] Shortbows +9 (10d6/x3) [B]Space[/B] 50 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +3; [B]Grp[/B] +22 [B]Attack Options[/B] Expert grappler, trample 5d6+4 ---------------------------------------- [B]Abilities[/B] Str 17 (+3), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 13 (+1), Cha 12 (+1) [B]SA[/B] Expert grappler, trample [B]SQ[/B] Bonus feats (4), commander (Argo Flameheart), commander (Amaryllis Greenbottle), commander (Shötte), resist area effects, unit anatomy, widen the gap [B]Feats[/B] Alertness, Combat Reflexes (B), Endurance (B), Hold the Line (B) [sup]1[/sup], Improved Bull Rush (B), Improved Overrun (B), Weapon Focus (short sword) (B), Weapon Focus (shortbow) (B) [B]Skills[/B] Handle Animal +11, Listen +5, Profession (soldier) +6, Ride +13, Spot +5 [B]Possessions[/B] 94 chain shirts, 94 light wooden shields, 94 shortbows, 94 short swords ---------------------------------------- [B]Expert Grappler (Ex)[/B] Argo’s Fist of Freedom can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling. Argo’s Fist of Freedom can grapple individuals, but not other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them. [B]Trample (Ex)[/B] If Argo’s Fist of Freedom simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 5d6+4 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 38) to take half damage. Argo’s Fist of Freedom can trample individuals, as well as other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them. [B]Resist Area Effects (Ex)[/B] Argo’s Fist of Freedom is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.) If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.) [B]Unit Anatomy (Ex)[/B] Argo’s Fist of Freedom is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped. Argo’s Fist of Freedom gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations. Argo’s Fist of Freedom is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc). [B]Widen the Gap (Ex)[/B] Argo’s Fist of Freedom can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10 (70 feet for this unit). When the unit is in this formation it (normally) takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.) Since Argo’s Fist of Freedom has both Resist Area Effects and Widen the Gap, then the unit takes normal damage from area-based spells and powers (and splash weapons) when in a widened formation. If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply. ---------------------------------------- [B]Argo, Amaryllis, and Shötte[/B] Count as Unit Commanders for this Group ---------------------------------------- [sup]1[/sup] D&D Complete Warrior [/QUOTE]
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