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Snow_Tiger's page
Organized Play Member. 466 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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So heres one of the items that my BBEG wizard (probably a worm that walks) has. Help me refine it, maybe there shouldn't be so many spells, or maybe i should be more liberal with the spells or have more powers/stat boosters
The Skins of the First Battle
Slot None?; Aura strong transmutation and necromancy; CL 20th; Weight 25lbs.
This magical, desiccated layered hide is a profane artifact created from corrupt magical beings who wore the flayed skins of their enemies, which absorbed into their flesh. It has long ago absorbed as much power as it can, so no new powers can be added.
It instantly bonds with its wearer and melds into their flesh. It only separates when the wearer has been slain.
Every day the wearer must make a DC 40 will save or become Chaotic Evil.
The Skins grants the wearer a +6 profane bonus to the creature's natural armor, And a +3 profane bonus on all saving throws.
The Skins grant further powers through aspects of the various creature’s whose skin contribute to its make up. It takes a full round action to change aspects. Any spells mentioned are always spell-like abilities granted to the user.
Norn Aspect
(sp) at will- True Seeing, Tongues
(sp) 1/day-Vision, Mindblank, Windwalk, Greater Dispel Magic, Giant Form II, Greater Arcane Sight
(sp) 3/day-Divination, Bestow Curse
(su) 1/day-Shift Fate - As an immediate action the user can force any one target within 120 feet to reroll a saving throw–this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.
Orc War Cleric of Rovagug Aspect
Destructive Spell (Su) (as rovagug evangelist 2nd boon) - By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead.
(sp) 1/Week - Tsunami(DC 25), Earthquake (DC 24)
(sp) 1/day - Ice Storm, Chaos Hammer, Firestorm
(sp) 3/day - Fireball (DC 19), Blood Rage
Rune Giant King Aspect
(Su) Spark Shower - as a standard action, user can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30ft cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 rounds.
(Su) Runes - as a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 ft of the giant must make a DC 24 fortitude save or be blinded for 1 round.
(sp) 1/week Mass Charm Monster (DC 24)
(sp) 1/day True Seeing, Mass Suggestion (DC 22)
(sp) 3/day Dominate Person (DC 21), Suggestion (DC)
Destruction:
dunno…
an intellect devourer basically takes up residence in a host body and can command it. It is vulnerable to protection from evil like summoned monsters are. Summoned monsters can't use natural attacks against a PfE warded creature, therefore intellect devourers can't use the claw and body thief attacks using its base body. But what about a intellect devourer inside a small dragon or something? Can the intellect devourer use the dragon's claws against a PfE warded creature?
Orselif Campaign, dont look at this.
I am GMing for a group of 3 level 9 players, who will be shortly entering Urgir (in Hold of Belkzen) along with 100+ allied settlers (orcs have given permission). Urgir is a the former sky citadel that used to have like hundreds of thousands of dwarves but after the orcs took over, its population has fallen to like 30k, so a lot of the city is empty. Therefore it makes sense for a lot of uncleared dungeons to be about. I'm trying to make/re-purpose a dungeon for my purposes. Originally I found "The Black Monastery," which I really liked. However, it seems too much like a mega-dungeon, and will take more time and advance my PCs much more levels than I want it to.
does anyone have any advice on dungeons (possibly 3rd party, 3.x, or taken from a pathfinder module/adventure path.
Orselif Campaign, dont look at this.
I am GMing for a group of 3 level 9 players, who will be shortly entering Urgir (in Hold of Belkzen) along with 100+ allied settlers (orcs have given permission). Urgir is a the former sky citadel that used to have like hundreds of thousands of dwarves but after the orcs took over, its population has fallen to like 30k, so a lot of the city is empty. Therefore it makes sense for a lot of uncleared dungeons to be about. I'm trying to make/re-purpose a dungeon for my purposes. Originally I found "The Black Monastery," which I really liked. However, it seems too much like a mega-dungeon, and will take more time and advance my PCs much more levels than I want it to.
does anyone have any advice on dungeons (possibly 3rd party, 3.x, or taken from a pathfinder module/adventure path.

I have an NPC thats going to introuduced soon who was a succubus, but for various reasons was cursed by a succubus queen and banished. Succubus wound up traveling the planes until she found the realm of Calistria in Elysium and served Calistria, who turned her into a vendenopterix.
This character would be 17/18 CR ish. My initial thoughts were to build it using succubus as a base creature, add some of the vendenopterix things (like the poison claws). Then I add oracle levels using the monster advancement rules with oracle (I want her to be a caster and able to cast plane shift to explain her history of traveling the planes) of battle (for combat feats... read grapple feats). I also decided to outfit her with full plate armor (not sexy).
I was thinking of having the aforementioned curse be the oracle curse plus maybe being unable to remove her armor (PCs might encounter other normal succubus and I dont want my campaign filled completely with scantily clad creatures...), and I'm looking for a cool pre-existing or homebrew mechanic for that. I originally picked haunted as the oracle curse because it had telekinesis which is always cool, but I realized it wasnt really necessary.
Any thoughts?
it says
"Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels."
by "two of her prepared spell slots" does this mean the arcanist prepares at twice cost and casts at 2 spell slots? a little confused on wording
This is probably a stupid question. Is this ability spending 1 point to be able to cast summon monster from a normal spell slot or as an SLA?
If an Intellect Devourer wizard or sorcerer is in a host that is wearing armor, does the spell failure chance apply? Or does the intellect devourer have room to move its hands to cast spells inside the host's skull????
If a mind blanked spellcaster casts scrying on someone who has detect scrying in effect, what happens?
I'm going to assume that the scrying attempt is detected. If caster of detect scrying succeeds on the opposed caster level check, does he/she get the image of caster and direction/distance?
Like would you only use the ability if the demon/devil/angel/etc’s enemy doesn’t know they are there? Because otherwise it seems dangerous to waste such an action with a large chance of failure.
One of my players is a Drow Noble Swashbuckler(inspired blade) 1/ Wizard 1/ Eldritch Knight (EK) 5. The party started at Level 7 (he was level 6) and now they have advanced a level. My player has been asking me that once he reaches EK 10 if he can start leveling past EK 10 ie EK 11, 12, so on (which isn’t RAW).
I’m wondering on what your thoughts are, and if anyone has tried something similar?
I.e. Can a spellcaster like a wizard cast contingency on themselves and the party Cleric cast the Heal spell. Heal is a 6th level cleric spell, so if the wizard has a caster level of at least 18 it meets the spell level is no more than one third caster level rule.
Or is this only meant for spells that the contingency-caster can cast?

Sorry i'm reposting, my post got hidden by some glitch im assuming (when i click "show" it pops up and says the post is hidden)
Hi i'm making a villain that is going to basically be the Blaster from the magus Hexcrafter guide by By STR Ranger and Mathwei apNiall. Fluff behind it is he's the first person to have both the Warlord Belkzen and the kuthonite blue dragon Kazavon as ancestors (ie first time the bloodlines have intersected), and that therefore when he comes of age he just gets a s!&~ ton of levels, and is part of a group of (much older) Half-Orc intellectuals who want to see the Hold of Belkzen united. I was thinking however of adding a dip of admixture wizard instead of (or perhaps in addition to, but haven't really thought through if this would help me) taking the elemental spell thing, because i wanted more metamagic flexibility for higher level spells. so like he would be Crossblooded Sorcerer (orc/dragon)1/Admixturist 1/Magus 19. (I feel like greater spell access for magus is where i want to stop at). He would also get like an intelligent scimitar artifact because of how legendary Belkzen was and because of divine intervention from Lamashtu/Dretha/Sezelrian (in this context because the half-orcs are trying to bring civilization to the orcs, Rovagug is kinda off the table).
1. Does anyone have any thoughts on how this would work out as a villain, or if the way the Blaster was built only makes sense for PCs or something?
2. I assume for greater spell access and spell blending (if i get it) i want to be getting Contingency and permanency (as mentioned in Walter's Guide to the magus), as well as cold ice strikes.
3. I was thinking it might make sense for me to swap out feats like weapon focus, selective spell (he's a villain) for something else, and hexes like hex evil eye and flight (i can just give him a cool mount like a sleipnir or wyvern or something right?) and summon spirit (only PC's need abilities that give mooks... Villains get stuff for ~free) for things like spell blending or familiar and some other grand hex.
4. If I go with admixture, should does familiar make any sense (its just gonna be a level 1 familiar with like a bunch of hit points (obviously i probably don't want to take it if i grab it as a magus arcana)?

Hi i'm making a villain that is going to basically be the Blaster from the magus Hexcrafter guide by By STR Ranger and Mathwei apNiall. Fluff behind it is he's the first person to have both the Warlord Belkzen and the kuthonite blue dragon Kazavon as ancestors (ie first time the bloodlines have intersected), and that therefore when he comes of age he just gets a shit ton of levels, and is part of a group of (much older) Half-Orc intellectuals who want to see the Hold of Belkzen united. I was thinking however of adding a dip of admixture wizard instead of (or perhaps in addition to, but haven't really thought through if this would help me) taking the elemental spell thing, because i wanted more metamagic flexibility for higher level spells. so like he would be Crossblooded Sorcerer (orc/dragon)1/Admixturist 1/Magus 19. (I feel like greater spell access for magus is where i want to stop at). He would also get like an intelligent scimitar artifact because of how legendary Belkzen was and because of divine intervention from Lamashtu/Dretha/Sezelrian (in this context because the half-orcs are trying to bring civilization to the orcs, Rovagug is kinda off the table).
1. Does anyone have any thoughts on how this would work out as a villain, or if the way the Blaster was built only makes sense for PCs or something?
2. I assume for greater spell access and spell blending (if i get it) i want to be getting Contingency and permanency (as mentioned in Walter's Guide to the magus), as well as cold ice strikes.
3. I was thinking it might make sense for me to swap out feats like weapon focus, selective spell (he's a villain) for something else, and hexes like hex evil eye and flight (i can just give him a cool mount like a sleipnir or wyvern or something right?) and summon spirit (only PC's need abilities that give mooks... Villains get stuff for ~free) for things like spell blending or familiar and some other grand hex.
4. If I go with admixture, should does familiar make any sense (its just gonna be a level 1 familiar with like a bunch of hit points (obviously i probably don't want to take it if i grab it as a magus arcana)?
Hi, i'm trying to come up with a simple template for the bodak so that i can apply it to any creature (read Bullette... because Juggerloathe from Belkzen Hold of the Orc Hordes beastiary. basically how much CR should i add for the 1d4 negative levels gaze and the sunlight vulnerability?
I know this is kinda old but... So i've been looking at Ravindorks Crazy Character Emporium, and got confused by Kang Makhai. In the Calikang form, his sheet says he can two weapon fight with his quarterstaff and longspear and get 3 slams (is it 3 slams because hes using the quarterstaff one handed with quarterstaff master and wielding the longspear with 2 hands leaving 3 more arms for 3 slam attacks?), while if he just two weapon fights with his quarterstaff he gets 5 slams (shouldn't he get only 4 slams?). How is the number of slams determined based on which weapon combination is being used
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for reference:
Dahak
Rovagug
Maybe this was intentionally left mysterious but... aren't Dahak and Rovagug essentially the same, except one is more draconic than the other?
Like I understand if Dahak was just some generic evil dragon god then sure maybe, but that simply is not the case.
Dahak, like Rovagug are gods of destruction. They are both similarly described by something to the effect of: while the other gods were creating, <dahak/rovagug> was destroying.
I seriously don't understand this, can someone help me?
If a swashbuckler were two use a double weapon, for example a chain spear, would he be able to use the spear end as a one handed piercing weapon?
The reason I ask is I've trying to make a good build for the swashbuckler daring infiltrator archetype, and choosing a weapo. Has been fairly difficult (any other suggestions?)

I did a search and It didn't seem like the question had been asked:
How do the Hit Dice calculations for Animate Dead end up when Commanding Infusion and Desecrating Infusion are all taken into account?
Cruomancer archetype is right here
Lets look at a 10th level wizard Cruomancer (and lets say through his favored class Bonus from being damper make it a 12th caster level).
also, this situation hasn't come up in a game, its just me building characters...
Animate dead says you make a number of hit dice of undead equal to twice your caster level. Thats 24 HD.
Commanding infusion says you can control a number of hit dice of undead equal to three times your caster level instead of twice. Thats 36 HD.
Desecrating infusion says he effectively can cast desecrate on himself once per day and lasting 1 minut per level (thats 10 minutes)
Desecrate (the spell) says you can "double the normal amount of undead (that is 4 HD per caster level rather than 2 HD per caster level)"
My Understanding/Lack there of:
NORMALLY: During this Cruromancer's day, he can either animate 3HD per caster level (36 HD).
OCCASIONALLY: For a total of 10 minutes, he can cast animate dead that either animate 4HD per level (48 HD), or 6 HD per level (72 HD).
reasons for 4 HD per level: the desecrate spell specifies in parenthesis "that it is 4 HD per caster level rather than 2 HD per caster level"
reasons for 6 HD per level: If we were to consider the 3 HD per caster level from commanding infusion as "normal," and the desecrate spell says "double the NORMAL amount," then the number of Hit dice per caster level would be 3x2 which is 6.
I'd like to clarify that I'm not confused about the necromancer's ability to channel energy or command undead, and I understand that the HD counts for this ability is completely separate from the animate dead ability.
Please feel free to ask clarifying questions if you don't think you completely understand my question.
How would you build this. By this, I mostly mean I would be casting. We'll probably have a bard and lots of melee, so don't focus me on buffing, summoning or reach. Basically I would probably be using my spirit abilities and hexes and such for more utility and better casting, rather than as a debuffer or melee.
Again, I want to focus on spells
So the ability says you use the attack role of an attack of opportunity for your weapon. So, other than the fencer trait, how else can I get bonuses on attack roles for attacks of opportunity (and therefore parries(y's?))?
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So basically, Iomedae is first mentioned (chronologically first), after Arazni is slain and Iomedae rallies the troops at Fort Lorrin before striking back in the battle of Vaishalli Pass and the Battle of three sorrows, where she plays major roles.
After this point, she seems to disappear, and is not mentioned in the final battle vs the whispering tyrant (only Arnisant and Narthoc are mentioned)
So, was she at a different part of the battle, unconscious, participating in some other battle, attempting to recruit more crusaders, etc?
I believe the only dragons that get changeshape for any humanoid are gold, silver, and bronze. I find this somewhat weird, given that the ability probably makes the most sense for blue and brass dragons, and green dragons, who are either the most social (brass), most hidden while still in populated areas (blue as opposed to the anti social black and whites), and the ones that try to be the least confrontational of the chromatics.
Would I be wrong to give some or all the dragons this ability?
And by the way I'm not asking for people to give the "it's your game" comment. It might be that changeshape doesn't make sense thematically with the other dragons and I just haven't been exposed to the reasoning. If I don't understand these thematic subtleties, please explain them.
Thanks in advance!!!
I know my question has a lot to do with personal preference, but do you guys ever extend the old wise guy archetype who isn't absurdly powerful to races other than human. What I mean by this is typically a very old or ancient age category hermit like character, with fitting classes and such, like a few levels in wizard, alchemist, druid, or even more martial classes, especially if the character is just there for roleplaying reasons.
Like would you ever image an 800+ year old Elf that isn't an awesome Galadriel-level cleric or wizard and is instead like a 5th level? or would that just seem weird to you story telling-wise?
Just curious what you guys think of how the best way to use this archetype. Should you make use of the net proficiency and use those feats (maybe even go mounted build and do some crazy drag stuff with mount), or just focus on dirty tricks (or somehow some sort of combination?). I'm leaving this intentionally vague

So ya, starting new campaign at some point. In mana wastes, but no guns, instead there is some weird alchemy and mechanical stuff (but not normal alchemists because they are apparently magical). These home-brew options provided by the DM sound cool, but I think someone else is already doing one, and it is generally easier to stay with pre-existing rules, so I'm avoiding it.
Our GM has played up a skill/survival/out doors aspect of the campaign, so most everyone is doing decent intelligence fighter types, rangers, barbarians, and low int fighter/thug. So I should have room for filler skills, depending on what the others put their ranks into (by the way this is a large group, i forget how many, but more than four)
Anyways. I was thinking I could be battlefield control with a martial. I saw a few of these threads before, but they were so feat intensive, but i think antagonize plus flowing monk may be really easy, especially with some dips (maybe even think of monk as a dip and something else as a main class?)
Basically the idea is to take advantage of having one (or more) people attacking only you, and then do nasty stuff to them with redirection and such while my buddies cut everything up
I've been thinking of possible ideas like an archer (luring cavalier or even hooded champion) who doesn't care that nearby melee is going on because he can still handle himself
or perhaps half-orc cavalier order of cockatrice and get awesome intimidate
Im not very familiar with the monk/swashbuckler style stuff like crane style and the various deeds, but maybe some of those would be good here too?
Nothing magic, and preferably PFS-ish. The above are just ideas, so tear them apart and add to them, simplify, whatever. Maybe flowing monk isn't even necessary for this concept, which I'm perfectly happy about.
Thanks in advance!

I understand the RAW distinction between light and heavy horses and combat trained vs not, etc...
Im just curious about the fluff in Ultimate Equipment about light and heavy horses:
"
Heavy Horse: These horses are often used as portage animals, pulling significant loads across great distances.
Heavy Horse (Combat Trained): Heavy warhorses are bred and trained for war. They are often are outfitted with heavy barding, but fight just as fiercely even without the armor.
Light Horse: These horses can be ridden, but often serve as porters or carriage horses.
Light Horse (Combat Trained): These light warhorses are bred for war and are favored by fast and light cavalry, scouts, and daredevil knights.
"
So why are light horse favorable for light cavalry, scouts, daredevil knights, etc? They aren't more dextrous, they don't have more endurance, they actually just have less of anything. The only good thing about them is they are cheap. Is the reason why they are for "daredevil knights" because they are weaker and therefore more of a risk?
do some horse enthusiasts/people well informed about horses incorporate some assumed house rules about why light horses are superior is someways to heavy's?
Magic aside, what do the Great Seal in the Gallowspire and the lesser seals presumably in lastwall, Kraggodan, and taldor look like?
Are they some magically inscribed box-shaped?
Are they giant 10 ft radius wax seals (lol)?
Are they just a series of spells that happen to be centered in the same area, but no physical manifestation?
The reason I ask is I guess the greater seal is sort of more reasonably a magically enhanced physical seal, while it seems that the lesser seals aren't really "sealing something off), but rather act as some sort of magical anchors?
What have you done, or what do you think?
So what have you come up with?
1. Cyclops is just awesome with a lot if things.
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Disclaimer: This is a thread on cool things your/your friends
characters have done. NOT about gaming theory and such.
So how have your characters impacted the world? Did they save the world from apocalypse? Start a war? Stop a war? Destroy evil artifact defeat a tyrant? Start a kingdom? Set up a powerful spy network? Etc...
Lets hear some stories.
Is there anything preventing a kobold from taking imperious bloodline, or an elf taking the kobold bloodline?
I'm trying to build a sandman, but I'm having trouble figuring out what to build it around... I plan on using the Qadira eastern mysteries, but that's about it.
Originally I went asimar to use the favored class to bump upThe DC of one of my performances, not sure that will work though.
As it is now:
N asimar sandman 1
Str 12, dex 15, con 12, int 12, wis 10+2, cha 15+2
Feat: weapon finesse
Traits: eastern mysteries, ?
No idea what to do with the spells...planned on using a rapier and bucker, to into melee and act as flanking partner, do some damage, and use some nice spells.
I should probably change this up a lot, and I'm only set on sandman and Qadira faction. Please offer any advice.
This probably won't come up, but does it assume your character has housing, and apartment, etc in Absolom?
Just curious how you guys play where you guys live normally
I'm wondering how people have seen it used, or ideas. Also, is it worth it for a 1st level bard, or should I wait a few levels?
1. Hook around someone's shoe laces to cause person to be tripped and effectively chained to ground (?)
I'm new obviously...
So do these scenarios normally start in Absolom you are given a mission, and then shipped off on a boat and you arrive at the location, then gameplay sorta begins?
Or does it assume that the above happens and start you just arriving in town or something?
It's been going on for a few weeks and its a little disturbing...
Example: asimar sandman bard level 3. Uses asimar bard favored class bonus to increase effective bard level for steal spell.
Steal spell's DC is normally equal to 10+1/2 bard level+ cha modifier
Lets say bard's charisma is a 15, so +2 bonus. DC would be 10+1+2=13.
If I put the favored class bonus, would it be 10+1+1+2=14
Or would it be: 10+6(1/2)+2=15?
Thanks In Advance
As you can probably guess, I'm not playing PFS yet, but I would like to. I've seen discussion of boons on both the boards and in the PFS player handbooks. Its seems that there are some boons that deal with allowing you to choose different races. I may be wrong but I think there are also boons that do other things. That's really about all I know.
Is there some sort of section in the Player's Handbook that describes them (rather than merely referencing them), that I am missing?
Thanks advance!
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Has anyone come up with some cool magus tricks/builds, or maybe builds that weren't fully optimized but still worked?
So I've played pathfinder a good amount now, and am planning to play PFS sometime soon. I looked through the PFS player handbook and saw Qadira and was intrigued by concept.
I'm not quite sure what would be demanded of such a character, so I'm assuming diplomacy, intimidate, bluff, and linguistics may be useful. Currently I'm thinking of a spellcaster who's competent, preferably in melee (so magus, bard, or maybe a multiclass of spell casting and martial, I don't know).
At the moment I'm thinking human or someone who looks human (half-elf, asimar, tiefling), but most likely human for the feat and skills and such. I'm thinking probably need decent intelligence and charisma, and then good physical stats.
Any ideas? I would also like to understand more of what is expected from members of the Qadiran faction (not just whats in the book) if possible, such as skills and such.
Thanks in Advance!
Please give a few ideas of what creatures to put in the Dirt Sea, Belkzen.
So what does the logging industry look like in Golarion?
How do they transport the big logs (wagons? dragging them along wire cables like more modern times? sending them down a river?)?
Do they have sawmills (if so, how are they powered?)? Or is it mostly men cutting them to proper dimensions?
Any more info you could add would be appreciated too.

Sorry I sort of have two sets of semi related questions.
Serpentfolk Advancement Questions:
1. So do serpentfolk, which have 5 HD have ability score modifiers included?
2. Should they be?
3. What if you start adding class levels using the advanced serpentfolk rules, do you add ability scores every 4 levels, or every four HD (serpentfolk level 3 sorcerer or something would have 8 HD)?
4. Do you also add the +4 +4 +2 +2 +0 -2 array in addition when creating serpentfolk with class levels, or is this level customization accounted for by changing from the 11 11 11 10 10 10 array (I saw this in the Ask James Jacob thread) to a point buy array, and therefore not needed?
5. Maybe I would understand better if there is some example out there of a serpentfolk with class levels?
Dragon Advancement Questions:
6. Do the ability score advancements for Dragons and similar monsters that have guidelines base on age include the normal +1 per every four HD, or are the not included because dragons are unusual, or what?
Thanks in advance!
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The Adlet (beastiary 3), has a couple spell like abilities, include a constant ray of frost.
In the prd, it says constant spell like abilities can only be targeted at itself. Does this mean that he Adlet (which is immune to cold, and gains no benefits form taking cold damage), can waste a swift action to shoot itself for no damage?
Or does it mean every round he can shoot a ray of frost for a swift action (the spell does not have a duration)? I feel like if it were the second case, it should be quickened and at will instead of constant.
Am I completely misunderstanding this?
Flag for FAQ or whatever if you think necessary.
So name a country, faction, group, type of people, etc, and named their favored military strategies. Also include stuff such as formations, types of weapons used, etc. If actually described in some source say so, if not, make some guesses (and say so when you are guessing).
I'll start.
Nirmathi- guerilla warfare tactics involving hiding out in forests, using ranged weapons
I would greatly appreciated it if someone chimed in, especially on the Chelish army (not navy. The army's interaction with the Hellknights? etc.)
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