[X] The Colonel in command here has three companies of Outriders on the left flank, and they just barely outrange the horse archers on chariots.
-[X] They can tease out the skirmish there while detaching two companies of heavy cavalry to start maneuvering to repeatedly charge enemy dismounted troops, with the remainder ready to close with the charioteers if they try to engage or target your own infantry, or alternatively if they are successfully bound by Entangle SLAs, they will instead close with the enemy charioteers immediately alongside your Scout Companies, all using lances in a mounted charge.
-[X] Keep your half-company of Darkenbeasts in position over the left flank focused on dropping alchemical fire on the enemy ground troops instead. The amount of damage they can do should more than make up for having to hold back the majority of your heavy horse rather than keeping them tied down herding their own mounted soldiers, which should make things easier for your front line once the enemy starts entering the kill zones a bit more thinly numbered or already half-burnt to cinders. --[X] Tl;Dr Note: There are around 1,500~ light cavalry and 2,250~ heavy cavalry on this side of the field. 1,500~ light horse will skirmish with the enemy mounted troops with 1,250~ heavy horse waiting for an opportunity to close with them nearby. 1,000~ lancers will target the more obviously vulnerable infantry with repeated charges. The Darkenbeasts present will also drop bombs on the enemy front ranks to thin out the first groups attempting to close with your forces using alchemist's fire bomblets.
[X] The Colonel will commit his special flying assets pinning down the enemy so that the cavalry can deal with them.
-[X] x6 Heralds will work together, simultaneously targeting any visible command units within range with six Fireball SLAs.
-[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows) - They will target the leading edges of the enemy forces with Gravemarker Arrows in an attempt to break up their lines by forcing those within range of the effect, especially the mindless Undead (such as the mounts pulling the chariots) to attack their allies.
-[X] From Long-range, x2 AdvancedPlant-ImbuedSea Drake and x4 paired Plant-Imbued Shadow Creature Cats & Verdant Ravens [AdvancedPlant-ImbuedGiant Ravens] will use their Sunburst SLAs to damage and blind wide swaths of the enemy cavalry forces, then each will expend their 3/Day Entangle SLAs to bind and hinder them. Once their SLAs are expended, they withdraw from combat to wait for further instructions.
@Crake, you think my write-up below could work with yours? Looks like yours deals more with Legion forces and mine with special assets.
[] Commit his flying assets pinning down the enemy so that the cavalry can deal with them
-[] x6 Heralds will work together, simultaneously targeting any visible command units within range with six Fireball SLAs.
-[] x6 Veteran Erinyes (each with x30 Gravemarker Arrows) - They will target the leading edges of the enemy forces with Gravemarker Arrows in an attempt to break up their lines by forcing those within range of the effect, especially the mindless Undead (such as the mounts pulling the chariots) to attack their allies.
-[] From Long-range, x2 AdvancedPlant-ImbuedSea Drake and x4 paired Plant-Imbued Shadow Creature Cats & Verdant Ravens [AdvancedPlant-ImbuedGiant Ravens] will use their Sunburst SLAs to damage and blind wide swaths of the enemy forces, then each will expend their 3/Day Entangle SLAs to bind and hinder them. Once their SLAs are expended, they withdraw from combat to wait for further instructions.
@Crake, you think my write-up below could work with yours? Looks like yours deals more with Legion forces and mine with special assets.
[] Commit his flying assets pinning down the enemy so that the cavalry can deal with them
-[] x6 Heralds will work together, simultaneously targeting any visible command units within range with six Fireball SLAs.
-[] x6 Veteran Erinyes (each with x30 Gravemarker Arrows) - They will target the leading edges of the enemy forces with Gravemarker Arrows in an attempt to break up their lines by forcing those within range of the effect, especially the mindless Undead (such as the mounts pulling the chariots) to attack their allies.
-[] From Long-range, x2 AdvancedPlant-ImbuedSea Drake and x4 paired Plant-Imbued Shadow Creature Cats & Verdant Ravens [AdvancedPlant-ImbuedGiant Ravens] will use their Sunburst SLAs to damage and blind wide swaths of the enemy forces, then each will expend their 3/Day Entangle SLAs to bind and hinder them. Once their SLAs are expended, they withdraw from combat to wait for further instructions.
I am surprised there is no Arty Booming in the background. I mean our Steem cannons have one hell of a range, and we can get more Ammo, so they should be firing those things as fast as possible. We are fighting an undead army so breaking it up will save us some casualties.
Just had a thought; Imagine it, you're an Advanced Greater Skeleton Fighter 6 Chariot Rider, you're at the top of your Undead game and in nominal command of 500 of your lesser brethren. You're leading your troops against the mewling flesh bags when suddenly you look up and notice six tiny glowing red beads only a few dozen feet away. Worse, they're converging on your position.
Just had a thought; Imagine it, you're an Advanced Greater Skeleton Fighter 6 Chariot Rider, you're at the top of your Undead game and in nominal command of 500 of your lesser brethren. You're leading your troops against the mewling flesh bags when suddenly you look up and notice six tiny glowing red beads only a few dozen feet away. Worse, they're converging on your position.
@Goldfish You forgot to mention where the Harbinger was in the last vote, though we've already voted to place him in the center previously, so it's not a big deal.
@Goldfish You forgot to mention where the Harbinger was in the last vote, though we've already voted to place him in the center previously, so it's not a big deal.
It'll be interesting to see the legion's first proper conflict with non-muggle enemies on a large scale. It's not particularly close to facing a major planar power, but it's a step up from anything we've asked of them before.
It must be pretty tense in the ranks too; so far they've only fought once in this conflict, and struggled with it. Since then they've seen a shit ton of air raids and magical nukes go off, and now they're about to engage the people who survived all of that and just kept moving forward.
Of course for the Erinyes this is incredibly nostalgic, and probably what they consider a pleasant way to relax after a rotation through the library.
Special: The sword acts as a Ghost Touch weapon and can make Critical Hits Undead as if they were living creatures.
Special: +4 bonus to Combat Maneuvers (Bull Rush, Disarm, Feint, Overrun, Sunder, Trip), +4 bonus vs Combat Manuevers (Bull Rush, Feint, Overrun, Sunder, Trip), +9 vs Disarm attempts, +4 bonus to confirm Criticals, +4 damage against Flanked or Flat-footed Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use] DR: 5/- (up to 50 HP)
Battle Ardor (Ex): You gain an Insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.
Uncanny Dodge (Ex): You retain your Dexterity bonus to AC (if any) even if you are caught Flat-Footed or struck by an Invisible attacker.
Battle Cunning (Ex): You gain an Insight bonus equal to your Intelligence bonus on melee damage rolls against Flat-Footed or Flanked opponents.
Battle Clarity (Ex): As long as you are not Flat-Footed, you gain an Insight bonus equal to your Intelligence bonus (maximum equals your Warblade level) on your Reflex saves.
Battle Skill (Ex): You gain an Insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's Bull Rush, Disarm, Feint, Overrun, Sunder, or Trip attempt.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +2 Competence bonus to Initiative checks
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Healing/Harming (3 charges/Day): 1 Charge (Heal/Harm 2d8 points of damage), 2 Charges (Heal/Harm 3d8), or 3 Charges(Heal/Harm 4d8)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
Breastplate of the Battle Lord (+5 Reinforced Segmented Mithral Breastplate): Armor Bonus: +11, Max Dexterity Bonus: +6, Armor Check Penalty: -1, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 16.5 pounds
Combat Prowess: +5 Resistance bonus to all saving throws and +4 bonus on all Combat Maneuvers (Bull Rush, Disarm, Feint, Overrun, Sunder, Trip)
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Circlet of the Mind and Body: +4 Intelligence, +4 Strength
Duelist's Gloves: +5 Dexterity, +5 vs Disarm attempts
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Scabbard of the KeenEdges: A weapon drawn from the Scabbard can be affected by the Keen Edge spell 3/Day.
Ring of the Wind: 1/Day cast a Haste spell at 10th level as a Swift Action.
Soulfire Greatreach Bracers of Quickstrike (+1):
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Valyrian Steel Greatsword (+3): 2d6+3; 19-20/x2
Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Equipment: Anklets of Translocation (Slotless), Animated Extreme Shield (+1), Belt of the Battle Master, Bead of Newt Prevention, Boots of the Battle Charger, Breastplate of the Battle Lord (+5), Circlet of the Mind and Body (+4 INT, +4 STR), Duelist's Gloves (+5 DEX, +5 Disarm), Earring of Arcane Acuity, Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Handy Haversack, Mind Blank Ring, Muleback Cords(Slotless), Psionic Tattoos, Scabbard of Keen Edges, Ring of Sustenance (Slotless), Ring of the Wind, SoulfireGreatreach Bracers of Quickstrike (+1), Valyrian Steel Greatsword (+3)
Natural: Bite +19 (1d8+6 plus Onyx Bite), Gore +19 (1d8+6), 2 Slams +14 (1d6+3)
w/Knowledge Devotion: Bite +23 (1d8+10 plus Onyx Bite), Gore +23 (1d8+10), 2 Slams +18 (1d6+7)
Space/Reach: 10 ft./10 ft. Special Attacks: Bellow, Onyx Bite Special Qualities: DR 10/Cold Iron, Spell Resistance 26, Darkvision 60 ft., Low-Light Vision, Scent, Immunity to Petrification, Resist Cold & Electricity 10, Immune to Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph[Single use] Saves: Fort +16, Ref +13, Will +14; +4 vs Mind-Affecting Effects; +2 Resistance vs Good/Evil Abilities: Str 20(22), Dex 24, Con 19(22), Int 21, Wis 22(24), Cha 15(17) Skills: Concentration +22, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +21, Knowledge (Local) +21, Knowledge (Nature) +21, Knowledge (Religion) +21, Knowledge (The Planes) +21, Listen +11, Ride +10, Sense Motive +23, Spot +11, Survival +10 Feats:Arcane Strike, Blind-Fight(B), Combat Casting(B), Fey Power, Fey Presence, Knowledge Devotion, Power Attack, Practiced Spellcaster, Versatile Spellcaster Flaws:Love of Nature, Wild Languages: Aquan, Auran, Draconic, Sylvan, Terran, Westerosi Common Alignment: Chaotic Neutral
Onyx Deer:
Bellow (Su): Twice per day, Ser Dregaire can unleash a rumbling bellow that instills fear in any creature within 100 feet that hears it. All creatures in the area must succeed on a DC 16 Will save or be Shaken as long as they remain within the area and for 2d4 rounds afterward. A creature that succeeds on its saving throw is immune to the bellow for 24 hours. The save DC is Charisma-based. Ser Dregaire is immune to his own bellow and that of other Onyx Deer.
Onyx Bite (Su): Ser Dregaire's bite deals 1d4 points of Constitution damage against a living creature if it fails a DC 19 Fortitude save. A living creature reduced to Constitution 3 or less transforms into onyx, resembling nothing more than a statue. A Stone to Flesh spell returns a transformed creature to its original form, though if it was reduced to Constitution 0 by Ser Dregaire's bite it immediately dies upon returning to its natural form. The save DC is Constitution-based.
Savant Creature:
Uncanny Dodge (Ex): Ser Dregaire cannot be caught Flat-Footed and does not lose his Dexterity bonus to AC against and Invisible attacked.
Combat Insight (Ex): Against any creature it has watched in combat for at least 3 rounds, Ser Dregaire gains a +2 Insight bonus to AC and on attack and damage rolls.
Home Advantage (Ex): Ser Dregaire gains a +4 Insight bonus on initiative rolls, and Hide, Listen, Move Silently, and Spot checks in any area with which he is very familiar (that is, a place that he feels at home in).
Deductive Leap (Ex): Once per round, Ser Dregaire can choose to substitute his Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if Ser Dregaire does not know what the saving throw is for.
Skill Mastery (Ex): Ser Dregaire may Take 10 on checks made with any of these skills, even if stress or distraction would normally prevent him from doing so. He gains a +6 Insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures he has observed or interacted with for 1 minute. Furthermore, Ser Dregaire treats all Knowledge skills, Disable Device, and Use Magic Device as class skills and can use them untrained.
Long Step (Su): Ser Dregaire can Teleport up to 130 feet (10 feet per Hit Die) as a Move Action. He may use this ability once every 1d4 rounds.
Vanish (Su): As a Swift Action, Ser Dregaire can vanish for 1 round as if affected by Invisibility. He can use this ability for 13 rounds per day (1 round per Hit Die).
Spell Power (Ex): If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome Spell Resistance for the remainder of the encounter.
Arcane Channeling (Su): You can use a Standard Action to cast any Touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke Attacks of Opportunity. The spell must have a casting time of 1 Standard Action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Belt of the Battle: +2 Competence bonus to Initiative checks
Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
Greater Amulet of Protection from Evil: +2 Wisdom
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Soulfire Mithral Bracers(+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipment: Bead of Newt Prevention, Belt of Battle, Boots of the Battle Charger, Cloak of Charisma (+2 CHA), Gloves of Hero's Strength (+2 STR), Greater Amulet of Protection from Evil (+2 WIS), GreaterRibbonofDisguise, Handy Haversack, Light Mithral Shield (+1), Mind Blank Ring (Shadowforged), Reinforce Segmented Mithral Fullplate (+1), Ring of Protection from Good (+3 CON), Scabbed of Keen Edges, Soulfire Mithral Bracers (+1), Sword of the Ruin Lord (+2 Obedient Valyrian Steel Longsword)
Hedgethorn Hippogriff DireGreenboundHippogriff [advanced to 6 Racial HD] - CR 8
N Huge Plant Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Listen +4, Spot +9 DEFENSE
AC 29, touch 14, flat-footed 24 (+4 Dex, +1 dodge, +16 natural, -2 size) HP 198 (12d8+144) Fort +16, Ref +12, Will +7 Immune: Plant Traits, Resist Cold & Electricity 10, DR 10/Magic & Slashing, Fast Healing 3 OFFENSE
Speed 50 ft., fly 110 ft. (average) Melee bite +19 (2d6+9), 2 claws +19 (1d8+9) Space 10 ft. Reach 10 ft. STATISTICS
Str 29, Dex 19, Con 26, Int 2, Wis 16, Cha 17 Base Attack/Grapple: +12/+24 Feats Ability Focus (Entangle), Dodge, Hover, Wingover Skills Listen +7, Spot +19; Racial Modifiers +4 Listen & Spot
Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Much obliged @Goldfish! This would help immensely.
I can't help you plan your strategic actions; I can't pick up a selection of carefully designated spells; I can't help you by advising which bureaucratical actions should you take; I can't talk our way from having enemies; and I'm not experienced enough that the rules would make sense.