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Sorry I've been away for so long. I have been getting settled at my new duty station. I will start working on these. The emperi units are unfinished. Do you want me to finish them before proceeding here, or should I wait to finish them until later?

Re: Haorus - the Granite Legion by BrokerBroker, 28 Jun 2007 00:01

Micah, I'm still trying very much to focus on the nation of Haorus, since it predates Emperi by a fairly significant amount.

What you may find of interest in looking at the military here, is that Haorus is a nation in which dwarves are the most powerful humen race, but there should also be units of sapiens, Naesh'omin elves and hobgoblins. The armies in general are the Granite Legion(s). Specific unit names I haven't considered yet, but should all be earth and rock related, if possible. No aerial units, and extremely limited naval forces.

Haorus - the Granite Legion by SelahSelah, 12 Jun 2007 11:17

A note on the planned direction of units.

The primary thing I have yet to develop (flavor-wise) is the internal conflict within the different forces.

Shield Wardens (Clerics) are going to be the ones slipping from LG to LN (their alignment is LN (G)). Hammer Wardens (Paladins) will remain Lawful Good. There will be fierce competition between the two Warden types. This is going to take a while to do.

Also, if you have any questions, I have enough of it planned (not finalized) that I can probably answer them.

Re: Emperi Military Units by BrokerBroker, 04 Jun 2007 07:21

Cold Mountain Spears


Spearman (Conscript) (CR1)
Warrior 1
LG or LN Medium Sapien
Init +3; Senses; Listen +3, Spot +3
Aura None; Languages Common, Suindic, Dwarven
_____________

AC 17, touch 13, flat-footed 14(+4 armor, +3 dex, +1 shield*)
hp 10 (HD 1d8 + 2)
Fort +4, Ref +3, Will +1
_____________

Speed 30 ft. (6 squares)
Melee + 4 (mwk longspear) 1d8 +3 20x3 or
Ranged + 5 (javelin) 1d6 +2 20x2
Base Atk +1; Grp +3
Atk Options none
Combat Gear masterwork longspear, javelin x10, chain shirt, light wooden shield
_____________

Abilities Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 10
Feats Skill Focus (any craft or profession), weapon focus (javelin)
Skills craft or profession (any) +6, listen +3, spot +3, knowledge (religion) 2, gather information +1
Possessions combat gear, potion of cure light wounds x 8, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 41gp.
_____________

Tactics: Pending


Marshal (CR3)
Warrior 2 / Marshal 1
LG or LN Medium Sapien
Init +2; Senses; Listen +3, Spot +3
Aura None; Languages Common, Suindic, Dwarven
_____________

AC 17, touch 13, flat-footed 15(+5 armor, +3 dex, +1 shield*)
hp 23 (HD 3d8 + 6)
Fort +7, Ref +2, Will +3
_____________

Speed 30 ft. (6 squares)
Melee + 6 (mwk longspear) 1d8 +3 20x3 or
Ranged + 5 (javelin) 1d6 +2 20x2
Base Atk +2; Grp +4
Atk Options none
Combat Gear masterwork longspear, javelin x10, chain shirt +1, light wooden shield
_____________

Minor Auras Known (1)

Master of Opportunity: +2 bonus to AC against attacks of opportunity
_____________

Abilities Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14
Feats Skill Focus (any craft or profession), Weapon Focus (javelin), Skill Focus (diplomacy), Weapon Focus (longspear)
Skills craft or profession (any) +6, listen +3, spot +3, knowledge (religion) +3, gather information +4, diplomacy +5, perform (verbal instruction) +7
Possessions combat gear, potion of cure light wounds x 3, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 23gp.
_____________

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending


Staff Marshal (CR4)
Scout 2 / Marshal 2
LG or LN Medium Sapien
Init +3; Senses; Listen +4, Spot +4
Aura None; Languages Common, Suindic, Dwarven
_____________

AC 18, touch 13, flat-footed 15 (+5 armor, +3 dex, +1 shield*)
hp 30 (HD 4d8 + 8)
Fort +8, Ref +3, Will +3
_____________

Speed 30 ft. (6 squares)
Melee + 7 (mwk longspear) 1d8 +3 20x3 or
Ranged + 7 (javelin) 1d6 +2 20x2
Base Atk +3; Grp +5
Atk Options none
Combat Gear masterwork longspear, javelin x10, chain shirt +1, light wooden shield
_____________

Major Auras Known (1)

Motivate Urgency: Allies base land speed is increased by 5

Minor Auras Known (1)

Watchful eye: +2 bonus on Reflex saves
_____________

Abilities Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 14
Feats Skill Focus (any craft), Weapon Focus (javelin), Skill Focus (diplomacy), Weapon Focus (longspear)
Skills craft (any) +6, listen +4, spot +4, knowledge (religion) +3, gather information +4, diplomacy +6, perform (verbal instruction) +7
Possessions combat gear, //potion of cure light wounds x 5 potion of cure moderate wounds x3 backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 20gp.
_____________

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending

Re: Oriund NPC Stat Blocks by BrokerBroker, 29 May 2007 13:49

Highland Hunters

Warden type in command of company sized element:

Hammer

Hammer Warden adjustments:

Added:
AC 15 (+5 armor)
Feats: Apprentice (hide and move silently)
Skills: diplomacy +2, knowledge (history) +4, hide +5, move silently +5, survival +1
Possessions: chain shirt +1

Removed:
AC 18
Feats: Apprentice (knowledge history and survival)
Skills: diplomacy +8, knowledge (history) +7, survival +7
Possessions: full plate, potion of cure light wounds x5

Senior Hammer Warden adjustments:

Added:
AC 18 (+5 armor, +3 shield)
Melee +10 (mwk maul) 1d10+3 20x2
Feats: Apprentice (hide and move silently), Exotic Weapon Proficiency (maul)
Skills: diplomacy +2, knowledge (history) +5, hide +5, move silently +6, survival +1
Possessions: chain shirt +1, large steel shield +1

Removed:
AC 19
Melee +10 (mwk maul) 1d10+4 20/x2
Atk Options Power Attack
Feats: apprentice (knowledge history and survival), Power Attack
Skills: diplomacy +9, knowledge (history) +9, survival +9
Possessions: full plate +1, potion of cure light wounds x6


Hunter (Soldier) (CR1)
Scout 1
LG or LN Medium Sapien
Init +3; Senses; Listen +6, Spot +6
Aura None; Languages Common, Suindic,
_____________

AC 16, touch 13, flat-footed 13(+3 armor, +3 dex, +1 shield*)
hp 10 (HD 1d8 + 2)
Fort +2, Ref +5, Will +2
_____________

Speed 30 ft. (6 squares)
Melee + 3 (shortsword) 1d6 +1 19-20x2 or
Ranged + 4 (mwk shortbow) 1d6 20x3
Base Atk +0; Grp +1
Atk Options Point Blank Shot, Skirmish (+1d6)
Combat Gear mwk shortbow, shortsword, mwk studded leather armor, small wooden shield, 60 arrows
_____________

Abilities Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 12
Feats Point Blank Shot, Weapon Finesse
Skills craft (fletching) + 4, hide +7, knowledge (geography) +4, knowledge (nature) +4, listen +6, move silently +7, ride +7, spot +6, survival +6
Possessions combat gear, potion of cure light wounds x 2, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 20gp.
_____________

**Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from ctitcal hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30ft.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps.

Tactics: Pending


Marshal (CR3)
Scout 2 / Marshal 1
LG or LN Medium Sapien
Init +4; Senses; Listen +7, Spot +7
Aura None; Languages Common, Suindic,
_____________

AC 17, touch 13, flat-footed 14(+4 armor, +3 dex, +1 shield*)
hp 23 (HD 3d8 + 6)
Fort +5, Ref +6, Will +4
_____________

Speed 30 ft. (6 squares)
Melee + 4 (shortsword) 1d6 19-20x2 or
Ranged + 5 (mwk shortbow) 1d6 20x3
Base Atk +1; Grp +1
Atk Options Point Blank Shot, Skirmish (+1d6)
Combat Gear mwk shortbow, shortsword, studded leather armor +1, small wooden shield, 60 arrows
_____________

Minor Auras Known (1)

Motivate Dexterity: +2 bonus on Dexterity checks and Dexterity based skills
_____________

Abilities Str 10, Dex 16, Con 14, Int 10, Wis 14, Cha 14
Feats Point Blank Shot, Weapon Finesse, Track
Skills craft (fletching) + 5, hide +8, knowledge (geography) +5, knowledge (nature) +5, listen +7, move silently +8, perform (verbal instruction) +6, ride +8, spot +7, survival +7 (+9 above ground, +11 to avoid getting lost)
Possessions combat gear, potion of cure light wounds x 4, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 20gp.
_____________

**Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from ctitcal hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30ft.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending


Staff Marshal (CR4)
Scout 2 / Marshal 2
LG or LN Medium Sapien
Init +4; Senses; Listen +7, Spot +7
Aura None; Languages Common, Suindic,
_____________

AC 17, touch 13, flat-footed 14(+4 armor, +3 dex, +1 shield*)
hp 30 (HD 4d8 + 8)
Fort +6, Ref +6, Will +5
_____________

Speed 30 ft. (6 squares)
Melee + 5 (shortsword) 1d6 +1 19-20x2 or
Ranged + 5 (mwk shortbow) 1d6 20x3
Base Atk +1; Grp +2
Atk Options Point Blank Shot, Skirmish (+1d6)
Combat Gear mwk shortbow, mwk shortsword, studded leather armor +1, small wooden shield, 60 arrows
_____________

Major Auras Known (1)

Motivate Ardor: +1 bonus on damage

Minor Auras Known (1)

Motivate Wisdom: +2 bonus on Wisdom checks and Wisdom based skills
_____________

Abilities Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 14
Feats Point Blank Shot, Weapon Finesse, Track
Skills craft (fletching) + 5, hide +8, knowledge (geography) +6, knowledge (nature) +5, listen +7, move silently +8, ride +8, perform (verbal instruction) +7, spot +7, survival +9 (+11 above ground, +13 to avoid getting lost)
Possessions combat gear, potion of cure light wounds x 8, potion of cure moderate wounds x1, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 20gp.
_____________

**Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from ctitcal hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30ft.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending

Re: Oriund NPC Stat Blocks by BrokerBroker, 28 May 2007 16:26

Silver Sea Archers

Warden type in command of company sized element:

Shield or Hammer. Though rare, it is not unheard of for both Warden types to be commanding the same Silver Sea Arrows element. Wardens in command of a Silver Sea Arrows element have no modifications.


Battle Formation Standard battle formation is illustrated below. While in this formation, all soldiers in this element recieve a +1 bonus on ranged attack rolls, Wisdom based checks and skill checks, and a +2 bonus on Reflex saves due to Marshal Auras. These adjustments are not included in the stat blocks.

…………..AAAAAAAA
AAMAA AAMAA AAMAA AAMAA
AAAAW AAAAS FAAAA WAAAA
AAAAA AAAAA AAAAA AAAAA

S = Senior Shield or Hammer Warden
W = Shield or Hammer Warden
F = Staff Marshal
M = Marshal
A = Archer (Soldier)
. = Place Holder (used only to show the correct position of units)


Archer (Soldier) (CR1)
Fighter 1
LG or LN Medium Sapien
Init +4; Senses; Listen +3, Spot +3
Aura None; Languages Common, Suindic,
_____________

AC 18, touch 14, flat-footed 14(+4 armor, +4 dex, +2 shield*)
hp 10 (HD 1d10 + 0)
Fort +2, Ref +4, Will +1
_____________

Speed 30 ft. (6 squares)
Melee + 3 (longsword) 1d8 +2 19-20x2 or
Ranged + 6 (mwk composite longbow (+2 Str bonus) 1d8 +2 20x3
Base Atk +1; Grp +3
Atk Options None
Combat Gear longsword, mwk composite longbow (+2 Str bonus), chain shirt, heavy wooden shield, 60 arrows
_____________

Abilities Str 14, Dex 18, Con 10, Int 10, Wis 12, Cha 10
Feats Point Blank Shot, Precise Shot, Far Shot
Skills craft (fletching) + 4, listen +3, spot +3
Possessions combat gear, potion of cure light wounds x 2, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 34gp.
_____________

Tactics: Pending


Marshal (CR3)
Fighter 2 Marshal 1
LG or LN Medium Sapien
Init +4; Senses; Listen +2, Spot +8
Aura None; Languages Common, Suindic
_____________

AC 19, touch 14, flat-footed 15 (+5 armor, +4 dex, +2 shield*)
hp 20 (HD 2d10 + 1d8 + 0)
Fort +5, Ref +4, Will +2
_____________

Speed 30 ft. (6 squares)
Melee + 4 (longsword) 1d8 +2 19-20x2 or
Ranged + 8 (mwk composite longbow (+2 Str bonus) 1d8 +2 20x3
Base Atk +2; Grp +4
Atk Options None
Combat Gear longsword, mwk composite longbow (+2 Str bonus), chain shirt +1, heavy wooden shield, 60 arrows
_____________

Minor Auras Known (1)

Motivate Wisdom: +1 bonus on Wisdom checks and Wisdom based skills.

_____________

Abilities Str 14, Dex 18, Con 10, Int 10, Wis 10, Cha 12
Feats Point Blank Shot, Precise Shot, Far Shot, Weapon Focus (Composite Longbow), Skill Focus (Diplomacy), Skill Focus (Spot)
Skills craft (fletching) + 5, diplomacy +4, listen +2, perform (Verbal Instruction) +3, spot +8, survival +1
Possessions combat gear, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 5gp.
_____________

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending


Staff Marshal (CR4)
Fighter 2 Marshal 2
LG or LN Medium Sapien
Init +4; Senses; Listen +2, Spot +10
Aura None; Languages Common, Suindic
_____________

AC 19, touch 14, flat-footed 15 (+5 armor, +4 dex, +2 shield*)
hp 25 (HD 2d10 + 2d8 + 0)
Fort +6, Ref +4, Will +3
_____________

Speed 30 ft. (6 squares)
Melee + 5 (longsword) 1d8 +2 19-20x2 or
Ranged + 9 (mwk composite longbow (+2 Str bonus) 1d8 +2 20x3
Base Atk +3; Grp +5
Atk Options None
Combat Gear mwk longsword, mwk composite longbow (+2 Str bonus), chain shirt +1, heavy wooden shield, 60 arrows
_____________

Major Auras Known (1)

Steady Hand: +1 bonus on ranged attack rolls

Minor Auras Known (1)

Watchful Eye: +2 bonus Reflex Saves

_____________

Abilities Str 14, Dex 18, Con 10, Int 10, Wis 11, Cha 14
Feats Point Blank Shot, Precise Shot, Far Shot, Weapon Focus (Composite Longbow), Skill Focus (Diplomacy), Skill Focus (Spot)
Skills craft (fletching) + 5, diplomacy +5, listen +2, perform (Verbal Instruction) +7, spot +10, survival +1
Possessions combat gear, potion of cure light wounds x 11, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit, 5gp.
_____________

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending

Re: Oriund NPC Stat Blocks by BrokerBroker, 28 May 2007 02:28

Wall of Armaiti

Warden type in command of company sized element:

Shield

Senior Shield Warden adjustments:

Added:
AC 20
Melee: +7 (small warhammer +1) 1d6+3 20x3
Feats: Phalanx Fighting
Skills: heal +6, survival +5
Possessions: small warhammer +1

Removed:
AC 19
Melee: +7 (warhammer +1) 1d8+3 20x3
Feats: Survival
Skills: heal +8, survival +7
Possessions: warhammer +1

Flag Warden adjustments:

Added:
AC 22
Melee: +9 (small warhammer +1) 1d6+3 20x3
Feats: Phalanx Fighting
Skills: heal +6, survival +5
Possessions: small warhammer +1

Removed:
AC 21
Melee: +9 (warhammer +1) 1d8+3 20x3
Feats: Survival
Skills: heal +8, survival +7
Possessions: warhammer +1


Battle Formation: The wall of Armaiti will form a phalanxe before battle three deep and twelve abreast (except the last rank, which is two abreast) as outlined below. While in this formation, all unit members gain the following benefits from phalanxe fighting and marshal auras: +2 to reflex saves, +3 to AC, and +1 to strength checks and strength based skill checks. In addition, the Wall of Armaiti has extensively practiced fighting in this formation and has unlocked the Team Shield Maneuver (PHB II pg. 162). The Chief Marshal and both Armaiti Marshals are team leaders. Any member of the team who falls to or below -1 is shunted to the third rank.

VVVCVVVVMVVV
VVMVVVVVVSVV
………..FS

V = Armaiti Veteran
M = Armaiti Marshal
C = Chief Marshal
S = Senior Shield Warden
F = Flag Warden.
. = Place holder (used only to show correct position of Flag Warden and Senior Shield Warden in 3rd rank


Armaiti Veteran (CR4)
Fighter 4
LG or LN Medium Sapien
Init +1; Senses; Listen +1, Spot +1
Aura None; Languages Common, Suindic, Dwarven
_____________

AC 22, touch 11, flat-footed 21(+8 armor, +1 dex, +5 shield)
hp 39 (HD 4d12 + 12)
Fort +7, Ref +2, Will +2
_____________

Speed 20 ft. (4 squares)
Melee + 8 (mwk shortsword) 1d6 +3 19-20x2 or
Melee + 8 (mwk longspear) 1d8 +4 20x3
Base Atk +4; Grp +7
Atk Options Phalanxe fighting, Dodge, Combat Expertise, Defensive Strike, Active Shield Defense
Combat Gear mwk shortsword, mwk longspear, banded mail, heavy steel shield +1
_____________

Abilities Str 16, Dex 13, Con 16, Int 13, Wis 12, Cha 8
Feats Phalanx Fighting, Dodge, Combat Expertise, Defensive Strike, Shield Specialization, Active Shield Defense
Skills climb -1, intimidate +3, survival +3
Possessions combat gear, potion of cure light wounds x 8, potion of cure moderate wounds x1, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit 26gp.
_____________

Tactics: Pending


Armaiti Marshal (CR5)
Fighter 4 / Marshal 1
LG or LN Medium Sapien
Init +1; Senses; Listen +1, Spot +1
Aura None; Languages Common, Suindic, Dwarven
_____________

AC 24, touch 11, flat-footed 23(+8 armor, +1 dex, +5 shield)
hp 41 (HD 4d10 + 1d8 + 10)
Fort +8, Ref +2, Will +4
_____________

Speed 20 ft. (4 squares)
Melee + 8 (mwk shortsword) 1d6 +3 19-20x2 or
Melee + 8 (mwk longspear) 1d8 +4 20x3
Base Atk +4; Grp +7
Atk Options Phalanxe fighting, Dodge, Combat Expertise, Defensive Strike, Active Shield Defense
Combat Gear mwk shortsword, mwk longspear, full plate, heavy steel shield +1
_____________

Minor Auras Known (1)

Motivate Strength: +1 bonus on strength checks and strength based skill checks.

_____________

Abilities Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12
Feats Phalanx Fighting, Dodge, Combat Expertise, Defensive Strike, Shield Specialization, Active Shield Defense, Skill Focus (Diplomacy)
Skills climb -1, diplomacy +4, intimidate +5, perform (verbal instruction) +5, survival +3
Possessions combat gear, potion of cure light wounds x 9, potion of cure moderate wounds x1, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit 26gp.
_____________

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending


Chief Marshal (CR6)
Fighter 4 / Marshal 2
LG or LN Medium Sapien
Init +1; Senses; Listen +1, Spot +1
Aura None; Languages Common, Suindic, Dwarven
_____________

AC 25, touch 16, flat-footed 24(+9 armor, +1 dex, +5 shield)
hp 48 (HD 4d10 + 2d8 + 12)
Fort +10, Ref +2, Will +5
_____________

Speed 20 ft. (4 squares)
Melee + 9 (mwk shortsword) 1d6 +3 19-20x2 or
Melee + 9 (mwk longspear) 1d8 +4 20x3
Base Atk +5; Grp +8
Atk Options Phalanxe fighting, Dodge, Combat Expertise, Defensive Strike, Active Shield Defense
Combat Gear mwk shortsword, mwk longspear, full plate +1, heavy steel shield +1
_____________

Major Auras Known (1)

Motivate Care: +1 bonus to AC

Minor Auras Known (1)

Watchfull eye: +1 bonus on reflex saves.

_____________

Abilities Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12
Feats Phalanx Fighting, Dodge, Combat Expertise, Defensive Strike, Shield Specialization, Active Shield Defense, Skill Focus (Diplomacy), Shield Ward
Skills climb -1, diplomacy +4, intimidate +5, perform (verbal instruction) +9, survival +3
Possessions combat gear, potion of cure light wounds x 2, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit 26gp.
_____________

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending

Re: Oriund NPC Stat Blocks by BrokerBroker, 27 May 2007 22:26

Argent Lancers

Warden type in command of company sized element:

Hammer

Senior Hammer Warden adjustments:

Added:
Melee: +9 (mwk heavy lance) 1d8+4 20x3
Atk Options: Special Mount
Feats: Mounted Combat
Possessions: masterwork heavy lance

Removed:
Atk Options: Charging Smite, Power Attack
Feats: Power Attack
Possessions: light warhorse, saddle bag x 1, potion of cure light wounds x 3, 2gp

Flag Warden adjustments:

Added:
Melee: +11 (mwk heavy lance) 1d8+4 20x3
Atk Options: Special Mount
Feats: Mounted Combat
Possessions: masterwork heavy lance

Removed:
Atk Options: Charging Smite, Power Attack
Feats: Power Attack
Possessions: light warhorse, saddle bag x 1, potion of cure light wounds x 3, 2gp


Argent Veteran (CR4)
Knight 4
LG Medium Sapien
Init +2; Senses; Listen +0, Spot +0
Aura None; Languages Common, Suindic,
_____________

AC 20, touch 12, flat-footed 18(+6 armor, +2 dex, +2 shield)
hp 44 (HD 4d12 + 12)
Fort +4, Ref +3, Will +4
_____________

Speed 30 ft. (6 squares)
Melee + 9 (mwk longsword) 1d8 +3 19-20x2 or
Melee + 9 (mwk heavy lance) 1d8 +3 20x3
Base Atk +4; Grp +7
Atk Options trample, shield block, knight’s challenge
Combat Gear mwk longsword, mwk heavy lance, chainmail +1, heavy steel shield
_____________

Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 12
Feats weapon focus (heavy lance), weapon focus (longsword), mounted combat, trample
Skills handle animal +6, knowledge (nobility and royalty) +2, ride +11
Possessions combat gear, scroll of cure light wounds x 4, heavy warhorse, military saddle, saddle bags x2, chain shirt barding, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit 6gp.
_____________

Knight’s Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponenets and compels strong opponents to seek you out for personal combat. By playing on your enemies’ ego, you can manipulate your foes.
You can use this ability a number of times per day equal to ½ your class level + your Charisma bonus. As you gain levels, you gain a number of options that you can use in conjunction with this ability.
Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +1 moral bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’s challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus.
If you are capable of issuing a knight’s challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switc foes if your original target is still active.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend on use of your knight’s challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 +1/2 class level +your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s are.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In sucj as case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’s challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have used it by the start of the next day. You can only gain one additional use of your knight’s challenge ability in this manner per day.
The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increase by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor.

Tactics: Pending


Argent Marshal (CR5)
Knight 4 / Marshal 1
LG Medium Sapien
Init +2; Senses; Listen +0, Spot +0
Aura None; Languages Common, Suindic,
_____________

AC 20, touch 12, flat-footed 18(+6 armor, +2 dex, +2 shield)
hp 51 (HD 4d12 + 1d8 + 15)
Fort +6, Ref +3, Will +6
_____________

Speed 30 ft. (6 squares)
Melee + 9 (mwk longsword) 1d8 +3 19-20x2 or
Melee + 9 (mwk heavy lance) 1d8 +3 20x3
Base Atk +4; Grp +7
Atk Options trample, shield block, knight’s challenge, over the top
Combat Gear mwk longsword, mwk heavy lance, chainmail +1, heavy steel shield
_____________

Minor Auras Known (1)

Over the Top: +1 Bonus on damage rolls when charging.

_____________

Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 12
Feats weapon focus (heavy lance), weapon focus (longsword), mounted combat, trample, skill focus (diplomacy)
Skills diplomacy +4, handle animal +6, knowledge (nobility and royalty) +2, perform (verbal instruction) +4, ride +11, survival +1
Possessions combat gear, potion of cure light wounds x 4, potion of cure moderate wounds x3, heavy warhorse, military saddle, saddle bags x2, chain shirt barding, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit 6gp.
_____________

Knight’s Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponenets and compels strong opponents to seek you out for personal combat. By playing on your enemies’ ego, you can manipulate your foes.
You can use this ability a number of times per day equal to ½ your class level + your Charisma bonus. As you gain levels, you gain a number of options that you can use in conjunction with this ability.
Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +1 moral bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’s challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus.
If you are capable of issuing a knight’s challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switc foes if your original target is still active.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend on use of your knight’s challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 +1/2 class level +your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s are.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In sucj as case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’s challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have used it by the start of the next day. You can only gain one additional use of your knight’s challenge ability in this manner per day.
The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increase by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor.

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending


Chief Marshal (CR6)
Knight 4 / Marshal 2
LG or LN Medium Sapien
Init +2; Senses; Listen +0, Spot +0
Aura None; Languages Common, Suindic,
_____________

AC 21, touch 12, flat-footed 18(+6 armor, +2 dex, +3 shield)
hp 59 (HD 4d12 + 2d8 + 18)
Fort +7, Ref +3, Will +7
_____________

Speed 30 ft. (6 squares)
Melee + 10 (mwk longsword) 1d8 +3 19-20x2 or
Melee + 10 (mwk heavy lance) 1d8 +3 20x3
Base Atk +5; Grp +8
Atk Options trample, shield block, knight’s challenge, over the top, power attack
Combat Gear mwk longsword, mwk heavy lance, chainmail +1, heavy steel shield +1
_____________

Major Auras Known (1)

Motivate Attack: +1 bonus on attack rolls

Minor Auras Known (1)

Master of Opportunity: +1 AC bonus agianst attacks of opportunity.

_____________

Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 12
Feats weapon focus (heavy lance), weapon focus (longsword), mounted combat, trample, skill focus (diplomacy), power attack
Skills diplomacy +5, handle animal +6, knowledge (nobility and royalty) +2, perform (verbal instruction) +5, ride +12, survival +2
Possessions combat gear, potion of cure light wounds x 4, potion of cure moderate wounds x1, heavy warhorse, military saddle, saddle bags x2, chain shirt barding, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, cold weather outfit. 100gp
_____________

Knight’s Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponenets and compels strong opponents to seek you out for personal combat. By playing on your enemies’ ego, you can manipulate your foes.
You can use this ability a number of times per day equal to ½ your class level + your Charisma bonus. As you gain levels, you gain a number of options that you can use in conjunction with this ability.
Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +1 moral bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’s challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus.
If you are capable of issuing a knight’s challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switc foes if your original target is still active.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend on use of your knight’s challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 +1/2 class level +your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s are.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In sucj as case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’s challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have used it by the start of the next day. You can only gain one additional use of your knight’s challenge ability in this manner per day.
The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increase by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor.

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal my project on minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. A marshal’s aura is dimissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras. All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

Tactics: Pending

Re: Oriund NPC Stat Blocks by BrokerBroker, 27 May 2007 04:03

The Wardens of Justice

Shield Wardens

Warden (CR3)
Cleric 3
LN (G) Medium Sapien
Init +1; Senses; Listen +2, Spot +2
Aura moderate lawful and good; Languages Common, Suindic, Celestial
_____________

AC 19, touch 11, flat-footed 18(+6 armor, +1 dex, +2 shield)
hp 23 (HD 3d8 + 6)
Fort +5, Ref +2, Will +5
_____________

Speed 20 ft. (4 squares)
Melee + 6 (mwk warhammer) 1d8 +2 20x3
Base Atk +2; Grp +4
Atk Options spells
Combat Gear mwk warhammer, mwk shield, mwk banded mail
_____________

[Cleric] Spells Prepared (CL 3rd)

2nd (2+1)spiritual weapon (D), divine protection (SpC), close wounds (SpC)
1st (3+1)magic weapon (D), Faith Healing (SpC), Bless, Obscuring mist
0th (4)create water, light, purify food and drink, guidance

D = Domain. Shield Wardens have healing and war domains.
SpC = Spell Compendium
_____________

Abilities Str 14, Dex 12, Con 14, Int 12, Wis 14, Cha 14
Feats weapon focus (warhammer), augment healing, self sufficient, combat casting
Skills concentration +10, diplomacy +6, heal +8, knowledge (religion) +5, knowledge (history) +5, survival +6
Possessions combat gear, scroll of cure light wounds x 18, scroll of cure moderate wounds x5, scroll of silence, scroll of soften earth and stone, scroll of summon monster II, scroll of consecrate, scroll case x2, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, silver holy symbol, cold weather outfit.
_____________

Turn Undead (Su): Clerics gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. This Shield Warden can turn undead as a 5/day.

Tactics: Pending


Senior Warden (CR5)
Cleric 5
LN (G) Medium Sapien
Init +1; Senses; Listen +2, Spot +2
Aura moderate lawful and good; Languages Common, Suindic, Celestial
_____________

AC 19, touch 11, flat-footed 18(+6 armor, +1 dex, +2 shield)
hp 36 (HD 5d8 + 10)
Fort +6, Ref +2, Will +6
_____________

Speed 20 ft. (4 squares)
Melee + 7 (warhammer +1) 1d8 +3 20x3
Base Atk +3; Grp +5
Atk Options spells
Combat Gear warhammer +1, mwk shield, mwk banded mail
_____________

[Cleric] Spells Prepared (CL 5th)

3rd (1+1)cure critical wounds (D), Prayer
2nd (3+1)spiritual weapon (D), status, augury x2
1st (4+1)magic weapon (D), Faith Healing (SpC), Bless x2, Obscuring mist
0th (5)create water x2, light, purify food and drink, guidance

D = Domain. Hammer Wardens have healing and war domains.
SpC = Spell Compendium
_____________

Abilities Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 14
Feats weapon focus (warhammer), augment healing, self sufficient, combat casting
Skills concentration +10, diplomacy +8, heal +8, knowledge (religion) +7, knowledge (history) +7, survival +7
Possessions combat gear, scroll of cure light wounds x 14, scroll case x2, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, silver holy symbol, cold weather outfit.
_____________

Turn Undead (Su): Clerics gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. This Shield Warden can turn undead as a 5/day.

Tactics: Pending.


Flag Warden (CR7)
Cleric 7
LN (G) Medium Sapien
Init +1; Senses; Listen +2, Spot +2
Aura moderate lawful and good; Languages Common, Suindic, Celestial
_____________

AC 21, touch 11, flat-footed 18(+7 armor, +1 dex, +3 shield)
hp 49 (HD 7d8 + 14)
Fort +6, Ref +2, Will +6
_____________

Speed 20 ft. (4 squares)
Melee + 9 (warhammer +1) 1d8 +3 20x3
Base Atk +5; Grp +7
Atk Options spells
Combat Gear warhammer +1, shield +1, banded mail +1
_____________

[Cleric] Spells Prepared (CL 7th)

4th (1+1)divine power (D), divination
3rd (2+1)cure critical wounds (D), speak with dead, wind wall
2nd (3+1)spiritual weapon (D), status, augury x2
1st (4+1)magic weapon (D), Faith Healing (SpC), Bless x2, Obscuring mist
0th (5)create water x2, light, purify food and drink, guidance

D = Domain. Flag Wardens have healing and war domains.
SpC = Spell Compendium
_____________

Abilities Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 14
Feats weapon focus (warhammer), augment healing, self sufficient, combat casting
Skills concentration +10, diplomacy +8, heal +8, knowledge (religion) +7, knowledge (history) +7, survival +7
Possessions combat gear, scroll of cure light wounds x 14, scroll case x2, backpack, bedroll, winter blanket, sunrod x5, flint and steel, bullseye lantern, 4 pts oil, trail rations x4, 2lbs. soap, spade, waterskin x2, silver holy symbol, cold weather outfit.
_____________

Turn Undead (Su): Clerics gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. This Shield Warden can turn undead as a 5/day.

Tactics: Pending


Hammer Wardens

Warden (CR3)
Paladin 3
LG Medium Sapien
Init +0; Senses; Listen +1, Spot +1
Aura moderate lawful and good; Languages Common, Suindic, Celestial
_____________

AC 18, touch 10, flat-footed 18(+8 armor)
hp 27 (HD 3d10 + 6)
Fort +7, Ref +3, Will +4
_____________

Speed 20 ft. (4 squares)
Melee + 8 (mwk maul) 1d10 +4 20x2
Base Atk +3; Grp +6
Atk Options power attack, smite evil
Combat Gear mwk maul, full plate
_____________

Abilities Str 16, Dex 10, Con 14, Int 12, Wis 12, Cha 14
Feats weapon focus (Maul), apprentice (knowledge history, survival), power attack
Skills Diplomacy + 8, Heal +3, Knowledge (history) +7, Knowledge (religion) +7, Ride +2, Survival +7
Possessions combat gear, backpack, winter blanket, sunrod x5, flint and steel, bullseye lantern, oil x4 pints, trail rations x4, soap 2lbs, spade, waterskin x2, silver holy symbol, cold weather outfit, potion of cure light wounds x8, light warhorse, military saddle, saddlebags x2, 6gp.
_____________

Detect Evil (SP): At will, a paladin can use detect evil, as the spell

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. This Paladin gains a +2 to attack and +3 to damage.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws

Lay on Hands (Su): Beginning at 2nd level, a paladin with a charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hip points of damage equal to her paladin level x her Charisma bonus. This Paladin can heal 6 points of damage per day. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saying throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy)

Tactics: Pending.


Senior Warden (CR5)
Paladin 5
LG Medium Sapien
Init +0; Senses; Listen +1, Spot +1
Aura moderate lawful and good; Languages Common, Suindic, Celestial
_____________

AC 19, touch 10, flat-footed 19(+9 armor)
hp 42 (HD 5d10 + 10)
Fort +8, Ref +3, Will +4
_____________

Speed 20 ft. (4 squares)
Melee + 10 (mwk maul) 1d10 +4 20x2
Base Atk +5; Grp +8
Atk Options power attack, charging smite, smite evil
Combat Gear mwk maul, full plate +1
_____________

Paladin Spells Prepared (CL 2)
1st (1)- bless
_____________

Abilities Str 16, Dex 10, Con 14, Int 12, Wis 12, Cha 15
Feats weapon focus (Maul), apprentice (knowledge history, survival), power attack
Skills Diplomacy + 9, Heal +3, Knowledge (history) +9, Knowledge (religion) +9, Ride +5, Survival +9
Possessions combat gear, backpack, winter blanket, sunrod x5, flint and steel, bullseye lantern, oil x4 pints, trail rations x4, soap 2lbs, spade, waterskin x2, silver holy symbol, cold weather outfit, potion of cure light wounds x11, light warhorse, military saddle, saddlebags x2, 6gp.
_____________

Detect Evil (SP): At will, a paladin can use detect evil, as the spell

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. This Paladin gains a +2 to attack and +5 to damage. This paladin can smite evil 2/day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws

Lay on Hands (Su): Beginning at 2nd level, a paladin with a charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hip points of damage equal to her paladin level x her Charisma bonus. This Paladin can heal 10 points of damage per day. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saying throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy)

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Charging Smite (Su): Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This paladin deals an extra 10 points of damage with her charging smite ability.

Tactics: Pending.


Flag Warden (CR7)
Paladin 7
LG Medium Sapien
Init +0; Senses; Listen +1, Spot +1
Aura moderate lawful and good; Languages Common, Suindic, Celestial
_____________

AC 19, touch 10, flat-footed 19(+9 armor)
hp 57 (HD 7d10 + 14)
Fort +9, Ref +4, Will +5
_____________

Speed 20 ft. (4 squares)
Melee + 12/7 (mwk maul) 1d10 +5 20x2
Base Atk +7/2; Grp +10
Atk Options power attack, charging smite, smite evil
Combat Gear maul +1, full plate +1
_____________

Paladin Spells Prepared (CL 3)
1st (2)- bless, bless weapon
_____________

Abilities Str 16, Dex 10, Con 14, Int 12, Wis 12, Cha 15
Feats weapon focus (Maul), apprentice (knowledge history, survival), power attack, extra smiting
Skills Diplomacy + 11, Heal +4, Knowledge (history) +11, Knowledge (religion) +10, Ride +6, Survival +10
Possessions combat gear, backpack, winter blanket, sunrod x5, flint and steel, bullseye lantern, oil x4 pints, trail rations x4, soap 2lbs, spade, waterskin x2, silver holy symbol, cold weather outfit, potion of cure light wounds x7, light warhorse, military saddle, saddlebags x2, 6gp.
_____________

Detect Evil (SP): At will, a paladin can use detect evil, as the spell

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. This Paladin gains a +2 to attack and +7 to damage. This paladin can smite evil 4/day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws

Lay on Hands (Su): Beginning at 2nd level, a paladin with a charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hip points of damage equal to her paladin level x her Charisma bonus. This Paladin can heal 10 points of damage per day. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saying throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy)

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Charging Smite (Su): Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This paladin deals an extra 10 points of damage with her charging smite ability.

Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Tactics: Pending.

Re: Oriund NPC Stat Blocks by BrokerBroker, 27 May 2007 03:54

Emperi Military Units

Rank Structure

Wardens

1. The Warden of Emperi
2. Command Warden
3. Flag Warden
4. Senior Warden
5. Warden

Marshals

1. Marshal of the Host
2. 1st Marshal
3. Chief Marshal
4. Argent Marshal / Armaiti Marshal
5. Staff Marshal
6. Marshal

Soldier

1. Veteran
2. Soldier
3. Conscript

Force Structure

Elite

Squad

1 Senior Warden
1 Argent/Armaiti Marshal
10 Veteran

Company

1 Flag Warden
2 Senior Wardens
1 Chief Marshal
4 Argent/Armaiti Marshals
20 Veteran

Standard

Squad

1 Warden
2 Marshals
30 Soldiers / Conscripts

Company

1 Senior Warden
2 Wardens
1 Staff Marshal
4 Marshals
60 Soldiers / Conscripts

Battalion

1 Flag Warden
1 Chief Marshal
4-7 Standard Companies

Brigade

1 Command Warden
1 1st Marshal
4-7 Battalions
2 Elite Companies

The Emperi Host

The Warden of Emperi
Marshal of the Host
All Brigades

Oriund NPC Stat Blocks by BrokerBroker, 27 May 2007 03:34

-post removed-

Re: Emperi Military Units by BrokerBroker, 26 May 2007 22:19

-post removed-

Re: Emperi Military Units by BrokerBroker, 17 May 2007 09:39

An assignment dealing with any of the Parchments would be a difficult task, I fear. :)

You could always have Arliss become a diplomat to a lesser nation…

Actually, I don't know whether you are getting too bogged down in details or not. My problem is that I am developing in areas which make sense with my behind-the-scenes work on the timeline. Haorus is easier to take care of than Emperi simply because I know when the nation begins, and can work with the region on that basis. Emperi…is more complex, because Serge's outline doesn't give a clear indication of exactly when it turns up (I think I have worked it out, now, but the timeline has been a headache to say the least).

I think that marshals can be officers. We can suggest that Emperian marshals use exhortations of faith to help direct armies, and so tie things back in. Any marshal in a position of authority would need to have a cleric as an adviser, however.

The next big task we have is dealing with the Drala - the gods of Oriund. I'll start a new thread soon on this, as we will need to determine some names and portfolios for dead gods, and original portfolios plus new portfolios for those Drala still living. Also, I will continue to work on the continental map and try to post up more bits and pieces. I am currently adding features to the Haorusi Influence map, and from there will attempt a map that incorporates lands up to and including modern day Emperi.

Re: Emperi Military Units by SelahSelah, 17 May 2007 04:35

Once we get these last kinks worked out, I should be able to kick out the rest of the Emperi military units and its organization. Though you havn't hinted at it, I think I may be getting too bogged down in details. I can always revisit Emperi later on so we can work on getting more of Oriund developed.

Re: Emperi Military Units by BrokerBroker, 16 May 2007 18:51

I took a look at the Marshal and can definately see why they would make excellent officers. One question though, is the Marshal an exception to the rule concerning officers needing to be from a divine class, or do you want Marshals to multiclass. Another option would be to have Marshals be NCOs instead of officers. I actually prefer this option because it looks like each type of aura would benefit one type of unit more than another. This would fit into the officers bieng more general commanders and NCOs bieng more unit specific.

Re: Emperi Military Units by BrokerBroker, 16 May 2007 18:47

Very nice. I really like the flavor portion. I had considered making Arliss a diplomat down the road, and have since changed my mind. I don't know how long he would survive agianst the parchment after bieng called a gnat.

I've updated the map - looks much cleaner now.

http://www.wizards.com/default.asp?x=dnd/ex/20030906b

An excerpt from the Miniature's Handbook.

Yes, a choice is more of what I would like.

Re: Emperi Military Units by SelahSelah, 14 May 2007 06:09

What source is the Marshal from?

I had envisioned the Paladins as Officers for some of the Elite forces, like the Argent lancers.
I could come up with stats for Paladins and Marshals as well. I was thinking for the Officer Corps that it would be nice to create units without officers (like conscript archers) and then add the Officer that best fits the job. The units would be stronger if they had three choices for their officers (i.e. marshals, clerics, and paladins) instead of one. Is that kind of what you wanted, or were you thinking about something else?

Re: Emperi Military Units by BrokerBroker, 11 May 2007 16:10
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