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| The Game11-24-05, 10:37 PM | Well, recently after getting the Leadership feat but having not had the need to use it up until now, my Wizard has decided to utilize it to breed for herself a form of praetorian guard: loyal, disciplined and brutally effective. Just for the record, she's a level 13 Wizard lvl 1 Archmage, for 14 lvls in total. So, using captured Hobgoblins and Orcs, she starting doing a few experiments using magic and the sort in her castle in the Hills as part of the land she owns that was given to her by another member of the party who is a Baron. Now, exactly how she funds the little operation isnt important: they are meant to be a well rounded and formidable force that is quality over quantity. Seems as she is also an engineer and something of a medievil learner of physics, she has designed some new weapons for them also. I thought Id just post them here to get some feedback. Reaver, 1st-Level Barbarian Medium Humanoid (Orcoid) Hit Dice: 1d12+2 (14 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (+3 studded leather armour, +2 Large wooden shield), touch 10, flat-footed 15 Base Attack/Grapple: +1/+5 Attack: Longspear +5 Melee (1D8+6, x3), Longsword +5 melee (1D8+4/19–20/x2) Full Attack: Longspear +5 Melee (1D8+6, x3) or Longsword +5 melee (1D8+4/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., Rage 1/Day, Illiteracy Saves: Fort +4, Ref +0, Will –1 Abilities: Str 18, Dex 11, Con 14, Int 10, Wis 9, Cha 6 Skills: Listen +1, Spot +1, Knowledge (Tactics) +2, 9 Unspent Skill points Feats: Power Attack Environment: Any Organization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or battalion (300-400 plus 50% Noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains, plus numerous war machines) Challenge Rating: 1 Treasure: None Alignment: Often Neutral Advancement: By character class Combat Reavers are a race bred for war: a mix of Hobgoblin and Orc. As such, they have a strong grasp of tactics, and are quite capable of carrying out complicated battle plans, as well as being able to change those plans to adapt to circumstances unanticipated in original strategies. Disciplined, strong, durable and fast, they can prove to be a formidable adversary when used by skilled tacticians and strategists. In formation, Reavers react to enemy actions as appropriate: Forming arrow resistant boxes with their shields when under missile fire. The front three rank’s utilizing Longspears to receive a charge from Cavalry then dropping them once in close melee to use their Longswords and shields. When receiving a charge from infantry, the front rank will have their Longswords ready, while the second use the reach on their Longspears to skewer incoming troops. Some Reavers amongst ranks who also have Light Crossbows, will also fire over their comrades shoulders against incoming infantry and cavalry. Particular unstable Revears are often given the largest weapon possible (Often a Greataxe or Greatsword), held tightly amongst the ranks before being pushed forward at incoming enemy troops, where such Reavers will automatically fly into a Rage. Such Bezerkers are more often than not killed by fellow Reavers with spears if they get to close to their own formations, or if they outlive their tactical usefulness. Against larger opponents, such as Ogre’s, Trolls and Minotaurs, Reavers will utilize Harpoon Balista’s to drag individual large opponents forward to waiting groups of Reavers: and when in Melee against larger opponents, Reavers will surround such creatures, utilizing their number’s and Combat Grappling Hooks to bring them down. Reaver Racial Traits: - +4 Str, +2 Con, , -2 Wis, -4 Cha - 60 Ft. Darkvision - Automatic Languages: Common. Bonus Languages: Orc, Goblin, Giant - Favoured Class: Barbarian Thats the standard race. As mentioned earlier, she is somewhat of an engineer, and has designed for them a pair of new weapons to assist in seiges and against larger foe's that are normally the bane of unprepared infantry. The Harpoon Balista and the Combat Grappling Hook. Its only a rough draft, so let me know if there is anything amiss or any loop hole that I havent noticed. Harpoon Balista’s: Harpoon Balista’s were designed for use in sieges, and killing creatures larger than the usual opponent. By firing a barbed harpoon at a high velocity into an enemy, the Balista utilizes a reverse wench system to wrench the creature skewered by the harpoon forward. Harpoon Balista’s can also be utilized in Seiges where the barbed harpoons have a knack for getting themselves wedged behind battlements, the tension of the rope their attached to resulting in a highly difficult task for normal soldiers to remove them: the ropes they are attached to can then be used by Reaver foot soldiers to scale the walls or guide ladder’s to allow a new flow of troops over the wall battlements. Harpoon Balista. DMG: 4D8 Crit: 20/x3 Range: 400 ft. Weight: 520 lbs Special Rules: Skewered: Any target that is hit and takes damage from the Harpoon Balista must succeed at a Str check (DC 30) to avoid being suddenly whipped forward as the wenches of the warmachine take effect. If successful, the Barbed Harpoon is pulled back and out of the target, inflicting a further D6 damage from such a painful exit. On a failed roll, the target is yanked forward at the speed of 50 ft a round until it either reaches the Balista itself, or the Wench is stopped, leaving the target where it is (Generally surrounded by enemy soldiers who are allies of the Balista crew). Ladder Guide: The main function of the Harpoon Balista during a siege is its purpose of guiding Ladders to the battlements of enemy castles and forts. All that is required for the Barbed Harpoon to be fixed in place is for it to be shot over the walls and then starting the wench to pull it back: the barbs take care of the rest as they inevitably latch onto something over the castle walls. Once ensnarement has been achieved, only one thing can stop the ladder the rope guides from being places against the castle wall for attacking troops to scale: cutting the ropes. The Rope’s are natural thick and resistant, designed while keeping the fact enemy soldiers will attempt cutting them in mind. The thick ropes have Hardness 8 and 15 HP. Combat Grappling Hooks: Combat Grappling Hooks function exactly like normal grappling hooks, with the exception that they have been designed for use by Medium and smaller creatures to use against creatures of Large size of larger. Using a Combat Grappling Hook is a simple process, which normally involves hurling the Hook in such a way that when pulling it back, the burs on the hook with ensnare themselves within the opponents flesh (Shoulders are ideal ensnarement body parts), so it the rope can by pulled by multiple smaller creatures to pull the Larger creature to the ground where the smaller creatures can then swarm it. Combat Grappling Hook Damage: Special Crit: 20 Range: 15 Ft Weight: 3 lbs Special Rules: Ensnarement: Any creature of Larger or bigger size that is hit by the Combat Grappling Hook will find themselves suddenly being pulled downwards by generally multiple creatures on the other end of the rope. The Large creature must make an opposed Strength roll against all those on the other end of the rope seeking to pull it over, if it fails, it is pulled yelling to the ground where it becomes Prone until it can get back to its feet. Creatures on the end of the rope may add all participating Str modifiers for the check. For example: A Troll is ensnared by a CGH with 4 Orcs on the end trying to pull it to the ground for the other eagerly waiting Orcs to pounce on it. Both sides make a Str. check, the Troll using its natural +6 bonus for its Strength of 23, where as the 4 orcs will add +12 (4 x +3 modifier for 17 Strength), for their single opposed roll. If the creature ensnared by a CGH succeeds at beating its assailants in the opposed strength roll, it may attempt to rip the CGH from its body via a full round action. This requires DC check equal to its Con and inflicts D4 Damage if successful. If unsuccessful, the creature has failed, but still takes D4 damage from trying to tear a bur covered hook from its body. The exception to this rule, is that it may be used against Medium sized creatures who are behind cover to pull them out of cover, as long as it is at least possible to hit them (So no chance of Ensnaring a Medium sized creature behind 100% cover for example): as can be imagined this is very effective for pulling Medium sized creatures off battlements by attacking troops, as long as they are within range. If a creature is Ensnared more than once, then it must beat each ensnarement with an individual roll, with a -1 Strength penalty for each Ensnarement after the first. For example, the same Troll managed to beat the Orcs at the opposed Str roll in the first round, only to have another group of 3 Orcs latch another Combat Grappling Hook on its shoulder from behind. The Troll makes an opposed Strength check against the original 4 Orcs, using the same modifiers and beats them again. It then makes a separate Strength check against the new set of Orcs from behind, but this time only getting +5 to its strength roll as a penalty (-1 For each ensnarement after the first), while the 3 Orcs get +9. Once again winning, the Troll attempts to rip the Combat Grappling Hook from its body, rolling a +6 against its Con score and DC of 23: the Troll fails and takes D4 damage. Any feed back would be appreciated. |
| Kelvor Ravenstar11-24-05, 10:49 PM | The harpoon ballista and the Reaver name of the race makes me think you were trying to recreate Joss Whedon's Reavers from Firefly and Serenity. But they're just crazy humans, not an alien. But an interesting concept. I tend to think an hobgoblin-orc cross breed wouldn't work without polymorph magic. The only half-breeds the game provides are those close to humans, half-elves and half-orcs. Since goblinoids and orcs are different species groups I don't think one could be mixed with another without one polymorphed into another then mating with the other species. An example of this is half-dragons which can be pretty much any species, because dragons are highly magical and many can polymorph into another species for procreation, even though most dragons don't have it as a spell-like ability, or enough spells as sorceror to be able to cast polymorph self. |
| Kirtanus_Albacron11-25-05, 12:13 AM | Damn, Kelvor, you stole my whole response on the Firefly/Serenity thing :mad: |
| The Game11-25-05, 05:42 AM | Now that you mention it, I can see what you mean by the Serenity connection. However, I assure you, that movie or any related material was not on my mind when thinking up stats for the above ;). The magic's used were really just a mixture of things such as polymorph, Craft (Alchemy) and the sort to create a new breedable race. Though Orcs are a cousin to Goblins, who in turn are the smaller cousin of Hoblins. |
| mrmoot11-25-05, 08:05 PM | The name Reaver may get som e folks confused, as there is a CW PrC of the same name. |
| Azezel11-25-05, 08:23 PM | Your Reavers are interesting, but flawed. The strong tactical ability and ordered martial culture preclude Barbarian class levels. Far more appropriate is the NPC Warrior class, with Officers having levels in Fighter. Your Beserkers are still Barbarians, but this is because their orcish/hobgoblinish history is too strong to supress in certain individuals. Whilst most examples of the Reaver race are drilled, trained and generaly processed into effective units of a larger whole, some cannot be tamed, these are the Berserkers. Also, if I were a powerful Wizard (secure in my abilities) then I would take care to seek out any individuals with potential as Sorcerers or Warlocks in my original orc and hobgoblin stock and promote these bloodlines when breeding the Reavers, ensuring my army had a good unit of Arcane artillary. However, only a Wizard confident of maintaining her power against these Sorcerers would do that. So your army looks something like this: Rank and File are Level one Warriors, whilst one in twenty or so are Level 2 or 3 Warriors (sergeants). Officers are Fighters of Level 2/3. These officers were selected at birth and trained by a hired weponsmaster and a hired tactician at least. Probably aso a historian and a Wizard (officers need to understand history, and will be able to use their arcane units, or fight arcane enemies more effectively if they have been tought a little magical theory, but no actual spells of course). Special units of level 1/2 Sorcerers and/or Warlocks provide heavy hitting ability and various deffencinve options. Large engines such as your balistas are tempting targets for the enemy, but an eldrich blast or two should keep the thing safe whist the crew re-loads, so there is probably a spellcaster asigned to each battery, or each engine in more hostile situations. Other spellcasters are asigned to each company, Idealy about one spellcaster for twenty men. One of the men in each unit will be asigned to protect the caster. Lastly there are your special forces - small units (four or so) of larger, harder Reavers - level 1/2 Barbarians. These are both shock troops, used to drive into enemy formations and break their sheild walls, and also you deep field harriers who go behind enemy lines or track the other army and attack the baggage train. |