Azrael* |
Helps to be a wisdom based character...
Azrael* |
Looking over first level Pally spells that might benefit mass combat I see Rally Point:
You create a spot that has the power to briefly hearten any good creature who comes into contact with it. A good creature who enters this square (even if simply as part of its normal move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round. Nongood creatures gain no benefit from this spell.
Could this be useful?
Azrael* |
But in a single round an entire company could be marched over/through that one square. I was more looking for a troop bonus than anything personal.
Azrael* |
So I have no idea what is going on here. Evidently there are some mass combat rules somewhere that I have not been introduced to and do not understand. I do not know if I can or should be participating here and am lost.
Lynn Warhaven |
Here are the Mass Combat rules.
The statistics of our two armies are on the Campaign Info page.
And no you can't really do anything. And in my opinion this mass combat is something to simply get over with.
Lynn Warhaven |
I did a short reread of the mass combat rules. And there is a thing you could do. We could sort through all the boni we get.
Our Army has an OM/DV of 8/18
We get +2 OM/DV because of Aniva
We get +1 OM because of Irabeth
We get +1 DV because of Aron
We get +4 DV against armies using magic because of Arashnival
We get +2/+4 OM vs evil/evil outsiders
I have no clue what the OM 8 already includes, and what gets still added.
Also there should be things that we as characters can add to the stats, just like the NPCs, though I'm not sure what they are.
Lynn Warhaven |
Here the rules to the stuff our army has:
Improved Armor (3 BP): The army is armed with masterwork armor, increasing DV and Consumption by 1. For 15 BP, you can outfit the army with magic armor, increasing DV and Consumption by 2 instead. To purchase this, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.
Improved Weapons (5 BP): The army is armed with masterwork weapons, increasing OM and Consumption by 1. For 50 BP, you can outfit the army with magic weapons, increasing OM and Consumption by 2 instead. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.
Mounts (BP = Mount's ACR): The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2, and increase its Consumption by 1. If your army uses mounts that are more powerful than the units themselves, your army's ACR and derived scores might increase. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Stable, or Stockyard.
Ranged Weapons (2 BP): The army is equipped with ranged weapons (such as crossbows, slings, or bows), gaining ranged attack capability. Increase its Consumption by 1.
Aura of Courage (Paladin 3): The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout.
Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Divine Health (Paladin 3): The army is immune to disease.
Lay on Hands (Paladin 2): This ability functions as channel positive energy.
Mercy (Paladin 3): At the end of a battle, the army can cure a disease on one allied army.
Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead.
Spellcasting: If an army's units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army's offensive spells has a range greater than touch, the army can make ranged attacks.
DM Raltus |
If you can come up with a small bonus that you could give to the Army I am ok with that, just make sure it isn't so broken. Apparently you can burn your Mythic powers to help the army succeed.
Your Mongrel Men are a lvl 1 army the Paladins are a lvl 4 army. It is strange how it is all figured out though.
Lynn Warhaven |
Our Army has ACR3.
Base consumption is 1 (ACR/2) OM is 3, DV is 13
C/OM/DV
Improved Armor: 1+1/3/13+1 -> 2/3/14
Improved Weapons: 2+1/3+1/14 -> 3/4/14
Mount: 3+1/4+2/14+2 -> 4/6/16
Ranged: 4+1/6/16 -> 5/6/16
Aron: 5/6/16+1 -> 5/6/17
Aniva: 5/6+2/17+2 -> 5/8/19
Horgus: 5-2/8/19 -> 3/8/19
Nurah: 3/8+1/19 -> 2/9/19
Smite: 3/9+2/19 -> 3/11/19
Also mythic characters can add 1d6 to the DV for a fight if they spending two uses of mythic power.
Irabeth and Arashnival are situational.
Did I forget something? Did I make a mistake?
Iko_ |
Hey guys. Sorry about the absence. Finally hit my deadline today. Looks like I missed around 144 posts. Can anyone give me an abridged version of what happened and where we are. Am I dead?
DM Raltus |
You are not dead, we are traveling with an army to the Lost Crusader City of Drezen within the world wound. We had a betrayal of a new NPC by someone, you just defeated 2 armies and are currently making camp since it is 1700 or so in the day. You have not fully entered the world wound yet, the next part is no mass combat and for the PCs so each of you will get to post again without it being a big combat.
Azrael* |
So your skills on your sheet do not include armor check penalty?
Even at +3 you are better than Azrael.
Azrael* |
Gotcha. I use Herolab, with the pros and cons that come with it.
DM Raltus |
Ok,
Sorry I don't think I was clear. at 30' you have to make a DC 15 climb check then again at 60' Lynn Made the check at 30' and then floated up to the top and tied off. once you make the check DC 15 check at 30' you can make the DC 5 check at 60' So Azrael, Iko , SteelGate and Tink still have to do the 30' check.
Azrael* |
Traveling and I only have my phone. Please not me if needed. I’ll be back Tuesday.
Azrael* |
Hey. I am back. Sorry for my lack of posting. I lost my laptop in airport security and think I am getting it back tonight from their lost and found via Fed Ex. Fingers crossed. Anyway I should be posting regularly again.
Azrael* |
Update: Its likely a minor miracle - laptop has been returned. I am still at work but my wife has it at home.
Lynn Warhaven |
God you hit hard haha
Indeed. Vital strike is great for Warpriest. As my BAB counts as full for taking feats and Vital strike normally comes on when you get iteratives. With Mythic VS I get to do damage as good as a Full BAB Fighter.
And there is more cheese there, that I don't use: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.
It is clear what is meant by that, but I start with two weapon dice because of being large. So by bending the rules a bit I could tell that I do 4d8+52 damage ;)
But even without that abuse the damage will stay great with the vital strike progression.