Heroes of Battle - 3.5e

Page 103

EL 15: Welentan is a retired combat medic who served for many years but now looks for a potential protege to pass on his knowledge to. The PCs might seek him out to learn the traditions of the combat medic, or perhaps they need his advice or assistance in defeating a vampire lord or other powerful undead. Though Welentan is more fragile than in the days of his youth, his years have brought him great wisdom, and he is still a formidable foe once he employs his magic. Hospitaler Welentan: Human cleric of Pelor 7/paladin 3/combat medic 5 (retired); CR 15; Medium humanoid; HD 7d8 plus 3d10 plus 5d6; hp 57; Init +1; Spd 20 ft.; AC 24, touch 12, flat-footed 23; Base Atk +10; Grp +12; Atk +14 melee (1d8+3/19–20, +2d6 to evil creatures, +1 holy longsword); Full Atk +14/+9 melee (1d8+3/19–20, +2d6 to evil creatures, +1 holy longsword); SA smite evil 1/day, spells, turn undead 6/day (+5, 2d6+10, 7th); SQ aura of good, detect evil, defensive casting, divine grace, divine health, evasion, field healer, healing kicker 11/day (sanctuary, Reflex saves, aid), lay on hands 9 points/day, spontaneous heal; AL LG; SV Fort +11, Ref +11, Will +16; Str 14, Dex 13, Con 8, Int 12, Wis 22, Cha 17. Skills and Feats: Concentration +3, Diplomacy +5, Heal +14, Knowledge (religion) +6, Ride +6, Spellcraft +6, Spot +13; Combat Casting, Dodge, Greater Spell Penetration, MobilityB, Mounted Combat, Ride-By Attack, Spell Penetration, Spirited Charge, Weapon Focus (longsword) B. Defensive Casting (Ex): See prestige class feature description.

CHAPTER 5

Ettin Skeletons (4): hp 65 each; see Monster Manual page 227.

Detect Evil (Sp): As the spell, at will. Divine Health (Ex): Immunity to disease. Evasion (Ex): No damage on successful Reflex save. Field Healer (Ex): See prestige class feature description. Healing Kicker (Su): See prestige class feature description. Spontaneous Heal: See prestige class feature description. Cleric Spells Prepared (caster level 12th): 0–detect magic, detectpoison,mending(DC16),purifyfoodanddrink(DC16), readmagic,resistance(DC16);1st–bless,comprehendlanguages, deathwatch, detect undead, divine favor, magic weaponD (DC 17), remove fear (DC 17), shield of faith (DC 17); 2nd–bear’s endurance (DC 18), hold person (DC 18), lesser restoration (DC 18), resist energy (DC 18), sound burst (DC 18), spiritual weaponD, status (DC 18); 3rd–dispel magic, invisibility purge, magic vestmentD (DC 19), prayer, remove curse (DC 19), searing light (+11 ranged touch); 4th–death ward (2) (DC 20), divine powerD, neutralize poison (DC 20), restoration (DC 20); 5th–break enchantment (DC 21), dispel evil (DC 21, +12 melee touch), disrupting weapon (DC 21), flame strikeD (DC 21), true seeing (DC 21); 6th–find the path (DC 22), healD (DC 22), undeath to death (DC 22), wind walk (DC 22). D: Domain spell. Domains: War (Weapon Focus as a bonus feat), Healing (cast healing spells at +1 caster level). Possessions:+1fullplate,+1heavysteelshield,+1holylongsword, ring of protection +1, belt of giant strength +4, cloak of Charisma +2,gauntletsofDexterity+2,headbandofintellect+2,periaptof Wisdom +4.

THE MILITARY CHARACTER

Skills and Feats: Concentration +8, Heal +12 Knowledge (history) +4, Knowledge (religion) +6, Spellcraft +9, Spot +8; Block Arrow*, Combat Casting, Dodge, Spell Focus (conjuration). * New feat described on page 96. Defensive Casting (Ex): See prestige class feature description. Field Healer (Ex): See prestige class feature description. Healing Kicker (Su): See prestige class feature description. Cleric Spells Prepared (caster level 7th): 0–create water, detectmagic,detectpoison,guidance(DC14),mending(DC14), resistance(DC14);1st–bless,comprehendlanguages,deathwatch, protection from evilD (DC 15), remove fear (DC 15), shield of faith (DC 15); 2nd–aidD, bear’s endurance (DC 16), hold person (DC 16), lesser restoration (DC 17), spiritual weapon; 3rd–dispel magic, magic circle against evilD (DC 17), remove disease (DC 18), searing light (+5 ranged touch); 4th–death ward, holy smiteD, restoration. D: Domain spell. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level). Possessions: +1 breastplate, periapt of Wisdom +2, wand of cure light wounds (42 charges), 2 potions of cure moderate wounds, heavy wooden shield, masterwork morningstar, healer’s kit.

DREAD COMMANDO

“Get in, do the job, get out. If they’re lucky, they won’t know I’m there. If not, they’ll wish I wasn’t.” —Gregor Antus, of the 1st Scouting Regiment

Dread commandos are the elite scouts and strike force of a well-trained mercenary band. They combine stealth with protection, quickly moving through the battlefield even while heavily armored, and they are deadly when they catch an opponent unawares. Dread commandos are called upon when a mission requires an excursion deep into enemy territory and conflict is inevitable.

BECOMING A DREAD COMMANDO

Most dread commandos begin their adventuring careers as rangers or rogues, since those classes have the requisite class skills. Barbarians and fighters make good dread commandos, though they typically multiclass as rangers or rogues to gain the requisite stealth. Monks also function well in this class, so long as they are willing to give up improvement in many of their key class features. The scout and ninja classes (from Complete Adventurer) also find the path of the dread commando to their liking. Dexterity is a key ability score, since the dread commando relies on agility for many of his class skills (as well as his Armor Class). A dread commando who finds himself frequently in melee combat wants high Strength and Constitution scores, while one who prefers skilled and subtle incursion favors a high Intelligence and/or Wisdom score.

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War Mastiff

4min
pages 157-158

Rainbow Crow

4min
page 155

Luna Moth

4min
page 154

Magic Siege Engines

3min
page 133

Standards

4min
page 132

Terrain Alteration

2min
page 122

Teamwork Benefit Descriptions

18min
pages 117-120

Legendary Leader

22min
pages 107-111

War Weaver

13min
pages 112-114

Dread Commando

17min
pages 103-106

The Team Roster

5min
page 116

Teamwork Benefits

4min
page 115

Battlefield Award Summary

3min
page 92

Promotions

2min
page 91

Victory Points

4min
page 78

The Rally Check

7min
pages 73-74

XP in Supported Encounters

4min
page 62

Volley of Arrows

3min
page 68

Tanar’ric Horde

2min
page 57

Pelarch’s Unliving Legion

6min
pages 55-56

Baatezu Brigade

2min
page 58

Get ’em Out Alive! (10th

7min
pages 51-52

Take Out the Trebuchet (8th

3min
page 50

Left Behind (8th

3min
page 49

Chapter 3: Battlefield Encounters

2min
page 45

Destroy Artillery (6th

3min
page 47

Random Encounters

10min
pages 43-44

Prisoner Exchange (6th

3min
page 48

When Things Go Off the Chart

4min
page 42

Earthworks

5min
page 35

Other Hazards

4min
pages 36-37

Adventuring off the Battlefield

8min
pages 13-14

Think Big/Play Small

5min
page 6

The Course of Events

5min
page 20

Chapter 2: Building Adventures

2min
page 17

Strategic Downtime

5min
page 12

Treasure in a War Campaign

8min
pages 10-11

Encounter Pacing

10min
pages 22-23

Barriers and Obstacles

10min
pages 32-34
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