Wednesday, November 4, 2015

The Mighty MageCorps: The Wizards and Soldiers

Not quite the Mighty Mage-Crops, like I tried to write, but the Mighty MageCorps!
The noble protectors of fair Twainriver, servants eternal of Queen Ellissa, those masters of both spell and steel, the soldiers trained to be a match for ten normal men.
Once led by the noble elven prince Castien Aimrynn, they are now under the direct command of their captains; Queen Ellissa revoked Castien's authority over them when he drunkenly insulted and threatened guests at her court (even though they turned out to be assassins).
While the Corps as a whole suffers from the lack of leadership, the individual squads are no less dangerous for the loss of their Knight-Commander.
Twainriver does use regular soldiers alongside the Magecorps; the Magecorps are not yet extensive enough to completely replace the soldiers in the army. Then, the Magecorps usually functions like a special company, either as elite soldiers during battle, deployed to critical areas, held in reserve to reinforce the weak points, or used to guard key areas around the country.

The pure wizards of the Magecorps are more like bureaucrats than soldiers. They're the ones who wander the halls of the palace, discussing strategy, tactics, and logistics of feeding an army; they're the crafters and the support staff.
There may also be pure wizards who are focused on battlefield control; they'll be more about buffing and protecting their allies and controlling the field of battle (whether through summons, or area damage), than about necromancy and divination type things.

Magecorps Wizard Human Aristocrat 1/Conjurer 3 CR 3


Init +2    Senses S/L +1/+1 Languages: Common, Elven, Dwarven, Gnome
Defenses AC 13 (+2 dex, +1 armour) Will +6   Ref +3   Fort +3
HP 23 (1d8+3d4+8)  
Speed 30 ft
Melee:
+1 Longspear +3 (1d8+1/*3)


Ranged:
Magic Missile (1d4+1)


Base attack +1     grp +1
Abilities   STR 10  DEX 15  CON 14  INT 16  WIS 12  CHA 13
Feats: Arcane Disciple (Healing), Weapon Focus (Longspear), Circle Magic Initiate
Skills: Spellcraft +10, Knowledge (Arcana) +10, Knowledge (Religion) +10, Sense Motive +8, Concentration +9, Diplomacy +5, Bluff +5
Equipment: Scroll of Cure Light Wounds, Bracer of Magic Missile, +1 Longspear, +1 Bracers of armour


Spells: (Illusion, Necro banned)

  • 0 - Resistance, Acid Splash, Daze (2), Cure Minor Wounds
  • 1 - Cure Light Wounds, Sleep, Shield, Grease
  • 2 - Cure Moderate Wounds, Daze Monster, Web


The basic Magecorps soldier is better trained than the average pure wizard; they are soldiers who have been trained since day one in how to cast all spells without moving, so as to not allow your armour to interfere with the spell itself; while a costly and difficult training, a far more effective one than simply learning how to cast in some kinds of armours and not all.
These soldiers are the average Magecorps foot-soldier; able to take down goblins, orcs, and even ogres by themselves (in theory) they are truly a threat; the nation that can field a full army of these will surely win any war.

Magecorps Soldier Human Fighter 2/Transmuter 3 CR 5


Init +2    Senses S/L +0/+0   Languages: Common, Elven, Dwarven, Gnome
Defenses AC 17 (+2 dex, +5 armour) Will +3   Ref +3   Fort +6
HP 38 (2d10+3d4+15)
Speed 30 ft
Melee:
+1 Halberd +7 (1d10+4/*3)


Ranged:
Magic Missile (1d4+1)


Base attack +3     grp +4
Abilities   STR 15 [13]  DEX 15  CON 14  INT 16  WIS 10  CHA 12
Feats: Circle Magic, Weapon Focus (Halberd), Still Spell, Easy Metamagic (Still Spell), Improved Toughness
Skills: Spellcraft +11, Knowledge (Arcana) +11, Concentration +10, Diplomacy +9, Sense Motive +8
Equipment: Gauntlets of Ogre Power, +1 Halberd, +1 Chain Shirt, Magic Missile Bracer, Potion of cure light wounds


Spells: (Banned: Ench, Necro)

  • 0 - Resistance, Acid Splash, Shine Blade, Mage Hand, Light
  • 1 - Enlarge Person, True Strike (2), Shield
  • 2 - Bull’s Strength, Blur, Levitate

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