Hammer Unit

 
Hammer Unit

Quin has the Leadership, Extra Follower and Improved Cohort Feats.

Leadership
Score: 14 Character Level + 2 Charisma Modifier + 4 Additional Modifiers ( 'Fairness and generosity', Special Power, Has a Stronghold) = 20 Leadership Score
Cohort:14th-level Cohort, reduced to 12th-level by Leadership Rules.
Followers: 50 1st-level, 5 2nd-level, 3 3rd-level, 2 4th-level and 1 5th-level = 78 Character Levels, Maximum Follower Level is 5th.

Extra Followers
Followers: 100 1st-level, 10 2nd-level, 6 3rd-level, 4 4th-level and 2 5th-level = 156 Character Levels, Maximum Follower Level is 5th.

Improved Cohort
Cohort can be 13th-level.

Breakdown; 42 Soldiers
  • 4 5th-level Sergeants; 20 Levels
    • 2 3rd-level Wizards; 6 Levels
    • 2 3rd-level Clerics; 6 Levels
    • 2 4th-level Bards; 8 Levels
  • 116 Levels Remaining
    • 26 4th-level Warriors; 104 Levels
    • 6 2nd-level Warriors; 12 Levels

Alright...
...so, we come to Hammer, as a unit...

Firstly, Hammer needs to function as a military unit, and almost secondly, as effective pilots for the airship.
They need to be able to field a complement that can take over the minimum watch of 14 dwarves, as well as effectively man the mounts.

Hammer, as a military unit, is divided into two:
A Ranged Component and a Military Component.


Hammer, as a functioning sailors, is divided into three watches:
14 dwarves each.
These guys are needed simply to keep the ship running.

In relation to Mounts...
There is a Heavy Mangonel, a Heavy Ballista, each with a Crew of 4, 2 Light Ballistas with a Crew of 2 each and 2 Light Mangonels with a Crew of 2 each.
So, for full firing ability from all mounts, require an additional, 12 dwarves.

The 14 dwarves manning the Watch cannot be the same 12 dwarves firing the weapons, since they must run the ship to allow it to be sailed without any penalties.

Suggested Composition

6 Expert/Cleric
26 Fighter/Cleric 3
4 Fighter/Cleric 4

2 Wizard 3
2 Cleric 3
2 Bard 3


[b][size="4"]Elite Dwarf[/size][/b]

[b]Dwarf, X-level Class Name[/b]
[b]Size/Type:[/b] Medium Humanoid (Dwarf)
[b]Hit Dice:[/b] XdX+X (X hp)
[b]Initiative:[/b] +X
[b]Speed:[/b] XXft. (X squares)
[b]Armor Class:[/b] XX (X base*, X size, X Dex, X natural, X deflection, X armor), touch XX, flat-footed XX
[b]Base Attack/Grapple:[/b] X/X
[b]Attack:[/b]
[b]Full Attack:[/b]
[b]Space/Reach:[/b]
[b]Special Attacks:[/b]
[b]Special Qualities:[/b]
[b]Saves:[/b] Fort +X , Ref +X, Will +X
[b]Abilities:[/b] [ELITE ARRAY]
[b]Skills:[/b] **
[b]Feats:[/b]
[b]Challenge Rating:[/b]
[b]Treasure:[/b]
[b]Alignment:[/b]
[b]Advancement:[/b]
[b]Level Adjustment:[/b]

[i]Description[/i]

[i]Languages[/i]

[size="3"][b]Combat[/b][/size]

[i]Strategy[/i]

[b]Extraordinary Ability(Ex)[/b]

[b]Supernatural Ability(Su)[/b]

[b]Untyped Ability[/b]

[b]Typical [Class] Spells (XXX Spell Points; save DC XX + spell level)[/b]

Spell-Like Abilities

[b]Possessions[/b]

[b]Skills[/b]

*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
[url="http://www.myth-weavers.com/showthread.php?p=5267905#post5267905"]House Rules[/url]

Elite Dwarf

Dwarf, 2nd-level Expert/Cleric
Size/Type: Medium Humanoid (Dwarf)
Hit Dice: 1d6+1d8+2 (16 hp)
Initiative: +1
Speed: 20ft. (4 squares)
Armor Class: 14 (10, +1 Dex, +3 Cleric), touch 14, flat-footed 13
Base Attack/Grapple: +0/-1
Attack: touch attack melee -3, touch attack ranged +1
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: turn undead
Special Qualities: dwarf traits, spell casting, aura of good
Saves: Fort +3, Ref +1, Will +6
Abilities: Str 8 (-1), Dex 13(+1), Con 12(+1), Int 15(+2), Wis 14(+2), Cha 10(+0)
Skills: ((6+2)x4) + ((2+2)x4) = 32+16 = 48 Skill Points, Knowledge (Religion)+7, Profession (siege engineer) +10, Knowledge (History) +7, Concentration +6, Spellcraft +7, Heal +7, Knowledge (The Planes) +7, Craft (weaponsmithing) +7, Use Magic Device +5, Perception +5,
Feats: Ballista Proficiency, Weapon Focus Path (siege weapons), Skill Focus[FLAW], Precise Shot[FLAW]
Treasure: None, See Possessions
Alignment: Neutral Good

Description

Common, Dwarven, Orc, Celestial, Undercommon

Combat

Proficient with Basic Weapons, Hammer Weapon Group and Siege Weapons

Strategy

Skill Focus
+3 to Profession (siege engineer) Skill Checks

Precise Shot
Can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on the attack roll. Those who take this feat received a +2 bonus to hit with ranged weapons.

Turn Undead (Su)
3+Cha Modifier/Day
Turning Check 1d20+Charisma Modifier
Turning Damage 2d6+Cleric Level+Charisma Modifier

Protection Domain Granted Power
Can generate a protective ward as a supernatural ability. Grants someone touched a resistance bonus equal to cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Dwarf Domain Granted Power
Gain Great Fortitude as a bonus feat.

Great Fortitude
+2 bonus on all Fortitude saving throws.

Ballista Proficiency
No -4 to penalty to attack rolls with ballistae.

Hammer Weapon Group
Longspear, Heavy Crossbow, Shortspear, Battleaxe,

Noncombatant
-2 penalty on all melee attack rolls.

Aligned Devotion
The spells from the Conjuration (Healing) subschool have reduced effect on those who don’t share alignment. Those that match alignment exactly receive full benefit, those that are one step away are cured half the normal and all others gain no benefit from healing at all. Cure spell still does full damage to undead.

Dwarf Traits
  • +2 Constitution, -2 Charisma
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Racial Bonuses
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +1 racial bonus on attack rolls against orcs and goblinoids.
    • +2 racial bonus on Appraise checks that are related to stone or metal items.
    • +2 racial bonus on Craft checks that are related to stone or metal.

Typical Cleric Spells (3/1+1/-/(2+1+1)*1.5=6 Spell Points; save DC 12 + spell level)
0-Resistance, Mending, Guidance; 1st-Magic Weapon*, Hide from Undead

*Domain Spell. Domains: Protection and Dwarf.

Possessions

Arcane Caster Dwarf

Dwarf, 3rd-level Conjuration Domain Wizard of Sun and Moon
Size/Type: Medium Humanoid (Dwarf)
Hit Dice: 3d4+3 (15 hps)
Initiative: +1
Speed: 20ft. (4 squares)
Armor Class: XX (10 base*, +1 Dex), touch XX, flat-footed XX
Base Attack/Grapple: +1/+0
Attack: touch attack melee -3, touch attack ranged +1
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities: dwarf traits, spell casting
Saves: Fort +2 , Ref +2, Will +5
Abilities: Str 8 (-1), Dex 13(+1), Con 12(+1), Int 15(+2), Wis 14(+2), Cha 10(+0)
Skills: Concentration +8, Spellcraft +10, Knowledge (religion) +8, Profession +8
Feats: Magical Aptitude [Retrained], Spell Focus (conjuration), Augument Summoning, Cloudy Conjuration[FLAW]
Treasure: None, See Possessions
Alignment: Neutral Good

Common, Dwarven, Celestial, Infernal

Combat

Proficient with Crossbows

Strategy

Animated Script (Su)
Starting at 2nd level, a wizard can magically animate the writing in their spellbook, causing the inked symbols and words to migrate across the page. Doing so increases the Spellcraft DC for another wizard attempting to decipher or prepare spells from their spellbook by the inscribing wizard's Intelligence modifier + 1 at the cost of 5 gp per inscribed page. See Spells Copied from Another's Spellbook or Scroll on page 179 of the Player's Handbook. For each level in which the character does not gain a bonus feat after 2nd level, the wizard can increase the Spellcraft DC by +1 at the cost of an additional 5 gp per inscribed page (for example, +2 for 10 gp per page at 3rd level, +3 for 15 gp per page at 4th level, +4 for 20 gp per page at 6th level, and so on). The inscribing wizard can will their animated writing to stop, at which point the Spellcraft DC to copy a spell from another's spellbook returns to normal (DC 15 + spell level).

Wizard of Sun and Moon
Can designate one slot per spell level above 0 as the union of sun and moon. Can prepare two spells for one or more of these slots. Designates one of the two as a spell of the moon and the other as a spell of the sun. Can cast the moon spell only if underground or above ground during the night, and can cast the sun spell only when above ground during daylight hours. If casting one of these paired spells, it takes effect normally, but no longer can use that spell slot to cast the spell from the opposite environment.

Magical Aptitude
+2 bonus on all Spellcraft checks and Use Magic Device checks.

Spell Focus (conjuration)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic selected.

Augment Summoning
Each creature conjured with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Hammer Weapon Group
Longspear, Heavy Crossbow, Shortspear, Battleaxe

Noncombatant
-2 penalty on all melee attack rolls.

Dwarf Traits
  • +2 Constitution, -2 Charisma
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Racial Bonuses
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +1 racial bonus on attack rolls against orcs and goblinoids.
    • +2 racial bonus on Appraise checks that are related to stone or metal items.
    • +2 racial bonus on Craft checks that are related to stone or metal.

Typical Wizard Spells (4+1/2+1+1/1+1/(7+4+1)*1.5=18 Spell Points; save DC 12 + spell level)
0-Acid Splash*, Disrupt Undead, Message, Detect Magic, Light; 1st-Divine InspirationB, Obscuring Mist, Magic MissileM/Magic WeaponS; 2nd-web*, summon monster IIS/Summon SwarmM

*Domain Spell. Domain: Conjuration
MMoon Spell
SSun Spell
BHigh Ability Score Spell

Possessions

Skills

*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
House Rules

Divine Caster Dwarf

Dwarf, 3rd-level Cleric
Size/Type: Medium Humanoid (Dwarf)
Hit Dice: 3d8+3 (27 hp)
Initiative: -1
Speed: XXft. (X squares)
Armor Class: XX (10 base* -1 Dex, X natural, X deflection, X armor), touch XX, flat-footed XX
Base Attack/Grapple: +2/+4
Attack: touch attack melee +2, touch attack ranged +1
Full Attack:
Space/Reach:
Special Attacks: Turn Undead
Special Qualities: dwarf traits, spell casting, aura of good
Saves: Fort +3 , Ref +1, Will +3
Abilities: Str 12 (+2), Dex 8(-1), Con 12(+1), Int 13(+1), Wis 15(+2), Cha 10(+0)
Skills: (2+1)x4+(2+1)+(2+1) = 18 Skill Points
Feats: Extra Turning, Combat Casting, , Zen Archery[FLAW], [FLAW]
Treasure: None, See Possessions
Alignment: Neutral Good

Description

Common, Dwarven, Celestial

Combat

Proficient with Basic Weapons, Hammer Weapon Group and Crossbows

Strategy

Extra Turning
Can use ability to turn or rebuke creatures four more times per day than normal.

Combat Casting
+4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

Zen Archery
Can use Wisdom modifier instead of Dexterity modifier when making a ranged attack roll

Undead Intuition (Ex)
Starting at 2nd level, a cleric can identify undead creatures during an encounter from any distance. The cleric gains a +2 bonus on Knowledge (religion) checks to identify undead creatures, but gains no insight about their special powers or vulnerabilities. See Knowledge checks on page 78 of the Player's Handbook. Moreover, the cleric can make these Knowledge (undead) checks untrained. This bonus increases by +1 for each cleric level the character takes after 2nd level.

Turn Undead (Su)
3+Cha Modifier/Day
Turning Check 1d20+Charisma Modifier
Turning Damage 2d6+Cleric Level+Charisma Modifier

Protection Domain Granted Power
Can generate a protective ward as a supernatural ability. Grants someone touched a resistance bonus equal to cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Divine Restoration
Select chosen cleric domain. Can still select and cast spells from that domain list, but no longer can use the domain’s granted power. Instead, gains the ability to spontaneously cast lesser restoration, restoration, or greater restoration by sacrificing a prepared spell of the same level.

Hammer Weapon Group
Longspear, Heavy Crossbow, Shortspear, Battleaxe,

Noncombatant
-2 penalty on all melee attack rolls.

Aligned Devotion
The spells from the Conjuration (Healing) subschool have reduced effect on those who don’t share alignment. Those that match alignment exactly receive full benefit, those that are one step away are cured half the normal and all others gain no benefit from healing at all. Cure spell still does full damage to undead.

Dwarf Traits
  • +2 Constitution, -2 Charisma
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Racial Bonuses
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +1 racial bonus on attack rolls against orcs and goblinoids.
    • +2 racial bonus on Appraise checks that are related to stone or metal items.
    • +2 racial bonus on Craft checks that are related to stone or metal.

Typical Cleric Spells (4/2+1/1+1/(7+4+1)x1.5 Spell Points; save DC XX + spell level)

Domains: Protection and Dwarf

Spell-Like Abilities

Possessions

Skills

*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
House Rules





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