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WOTR Army: Knights of Kenabres's page

22 posts. Alias of Clebsch73.


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Mass Combat Rules |

About WOTR Army: Knights of Kenabres

KNIGHTS OF KENABRES ACR 3
LG Medium army of humans (paladin 4)
hp 16
DV 19; OM +8 ranged
Tactics expert flankers, siegebreaker, spellbreaker, standard, withdraw
Resources magic armor, improved weapons (mwk cold iron), mounts, ranged weapons (longbows), healing potions (3 uses).
Special aura of courage, channel positive energy, divine health, lay on hands, mercy, smite evil, spellcasting
Speed 3; Morale +4; Consumption 3
Commander: Anarya, Charisma Mod +7, Leadership 13, (Boons: Defensive Tactics)

Units of Food and Water: 54
Goods: 5
Day 3 of the siege (after 5 days of marching)

Anevia: scouting reports enable the army to always gain battlefield advantage, increasing its OM and DC by 2.
Aravashnial: Grants army the Spellbreaker tactic.
Horgus Gwerm: reduces the army consumption score by 2.

Tactics:
Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
Siegebreakaer: Your army targets another army’s siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target’s siege engines. This tactic has no effect on enemy armies without siege engines.
Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.
Standard: Your army’s attacks have no additional modifiers to its OM, DV, or damage.
Withdraw: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.

Resources:
Healing Potions (chapel): Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn’t attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR. Each time an army uses its healing potions, increase its Consumption that week by 3.

Special:
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. For Knights of Kenabres, this is a +1 bonus.
Defensive Tactics: The commander is especially good at defensive tactics. Increase the army’s DV by 2. a commander must have Leadership 5 or higher to select this boon.

Second Army: Name to be Determined.
Leader: To be Determined

RESCUED MERCENARY ARMY ACR 3
LG Large army of humans (fighter 2)
DV 13; OM +3
Special bravery +1
Speed 1; Morale +0; Consumption 1

Paladin 4 Stats:
Crusader (Holy Warrior)
Human paladin 4
LG Medium humanoid
Init +3; Senses Perception +4
Aura courage (10 ft.)

Defense
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 26 (4d10+4)
Fort +6, Ref +6, Will +4
Defensive Abilities divine grace +2; Immune disease, fear

Offense
Speed 20 ft.
Melee MWK cold iron greatsword +7 (2d6+3/19–20) or MWK lance +7 (1d8+2/×3) or
MWK dagger +7 (1d4+2/19–20)
Ranged MWK composite longbow +8 (1d8+2/×3) or MWK dagger +8 (1d4 + 2/19–20)
Special Attacks smite evil (2/day, +2 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +6)
At Will—detect evil
Paladin Spells Prepared (CL 4th; concentration +6)
1st—divine favor

Statistics
Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 14
Base Atk +4; CMB +6; CMD 19
Feats Deadly Aim, Point Blank Shot, Power Attack
Skills Craft (armor) +4, Craft (weapons) +4, Diplomacy +5, Handle Animal +5, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +1, Ride +8, Sense Motive +4
Languages Common
SQ aura of good, channel positive energy (DC 14, 2d6), lay on hands (2d6, 4/day)
Gear +1 breastplate, MWK cold iron greatsword, MWK composite longbow (+2 Str) with 20 arrows, 10 cold iron arrows, MWK dagger, MWK lance, silver holy symbol, light horse (combat trained) with military saddle.

Deadly Aim (Combat) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.