Fulminata Century (3.5e NPC)

From D&D Wiki
Jump to navigation Jump to search
Legion Infantry

CR 3

Male Human Mechanus Knight 3
LN Medium humanoid (Human)
Init/Senses +2/Listen +0, Spot +0
Languages Common
AC 26, touch 10, flat-footed 26
(+10 armor, +4 shield)
hp 31 (1 HD)
Fort/Ref/Will +5/+1/+1
Speed 20 ft. (4 squares)
Melee +2 Kusarigama +2 (1d8+4/19–20)
Base Atk/Grp +3/+5
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Feats Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)
Possessions Tower Shield, Mechanus Gear, Kusarigama

Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.

Legion Archer

CR 3

Male Human Mechanus Knight 1
LN Medium humanoid (Human)
Init/Senses +2/Listen +0, Spot +0
Languages Common
AC 20, touch 10, flat-footed 17
(+10 armor)
hp 28 (3 HD)
Fort/Ref/Will +4/+3/+1
Speed 20 ft. (4 squares)
Ranged +2 Composite Longbow (100 ft) +4 (1d8+4/19–20) or
Ranged Boomstick (40 ft) +4 (4d6/19–20)
Base Atk/Grp +3/+5
Abilities Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 10
Feats Point Blank Shot, Rapid Shot, Far Shot
Possessions Mechanus Gear, Composite Longbow

Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.

Minor Incarnator

CR 3

Male Human Incarnator 1
LN Medium humanoid (Human)
Init/Senses +0/Listen +0, Spot +0
Languages Common
AC 10, touch 10, flat-footed 10
hp 20 (3 HD)
Fort/Ref/Will +4/+0/+0
Speed 30 ft. (6 squares)
Base Atk/Grp +1/+1
Special Actions Turning 6/day
Abilities Str 10, Dex 10, Con 12, Int 16, Wis 10, Cha 10
SQ Deathless Metamorphosis
Feats Reach Spell, Divine Metamagic (Reach Spell), Empower Spell

Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw Acid Arrows or Glittedust at enemies, up to three times per day. They also have items of Dispel Magic to mass-counter attacks from mages (CL 7, up to 10 times per caster).

Major Incarnator

CR 7

Male Human Incarnator 7
LN Medium humanoid (Human)
Init/Senses +2/Listen +0, Spot +0
Languages Common
AC 10, touch 10, flat-footed 10
hp 69 (7 HD)
Fort/Ref/Will +7/+2/+5
Speed 30 ft. (6 squares)
Base Atk/Grp +3/+3
Special Actions Turning 7/day
Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
SQ Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification
Feats Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)

These higher-level incarnators provide strong ranged support and buffing. One distributes items of Dispel Magic, another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.

Mechanus Sniper

CR 7

Male Human Mechanus Knight 7
LN Medium humanoid (Human)
Init/Senses +3/Listen +0, Spot +0
Languages Common
AC 20, touch 10, flat-footed 20
hp 72 (7 HD)
Fort/Ref/Will +8/+5/+2
Speed 30 ft. (6 squares)
Ranged +3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)
Base Atk/Grp +7/+8
Special Actions Artificer's Weapon, Rocket Lance, Fuel Lines
Abilities Str 12, Dex 16, Con 16, Int 16, Wis 10, Cha 10
Feats Rapid Reload, Point Blank Shot, Far Shot

Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.

Signifer

CR 16

Male Human Incarnator 11, Mechanus Signifer 5
LN Medium humanoid (Human)
Init/Senses +4/Listen +0, Spot +0
Languages Common
AC 24, touch 10, flat-footed 23
hp 69 (16 HD)
Fort/Ref/Will +16/+11/+14
Speed 30 ft. (6 squares)
Base Atk/Grp +3/+3
Special Actions Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day
Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
SQ Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag
Feats Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power,
Possessions Scorching Gaze, Hands of Flame, Bone Plating

The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.

Elemental Surge: The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:

  • +10 to Reflex and Initiative
  • DR 4/-
  • +25 base land speed
  • 60 foot swim speed.

He may activate this once for each ability each day.

Fulminata: The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.

Rallying Spell: The Signifer can modify a spell to affect all allies within 100 feet five times per day.

Rallying Flag: Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.

The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:

  • Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt
  • Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.
  • Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.
  • Faith Healing on all allies, healing them for 13.

The century consists of 34 infantry, 16 lantern archons, 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.

Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.

Sample Maneuvers/Formations[edit]

Lightning Leap: Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.

Ascension: If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.

Focus: Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.

Rotate: Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.

Lock: Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. "Spread Lock" includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).

Strike: Ranged units assault a particular priority area, casters using area spells.


Back to Main Page3.5e HomebrewNPCsCR 18