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Author Topic: the crimson host  (Read 3492 times)
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smeagol
Bane of Legates
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Hiding from Shadow


« on: August 10, 2006, 11:49:16 AM »

I believe this was written by Dirigible. Am I right?

Once, they were the vanguard of the holy legions of the Wael, angelic veterans of ten million battles between the stars. Now, the Crimson Host is a band of a scant two score grizzled survivors, the walking wounded, cut off from their homes in the heavens and all hope of release or rest for the past eight millenia. A regiment of the Host was on Aryth at the time of the Sundering, and were caught up in the planar storm of Izradror's exile. The Sundering took a great toll on them; they had few allies in the chaotic years after the Shadow's arrival, and worse, they discovered that cut off from the Gods, their wounds could not heal. All the Crimson Host still alive bear countless, still bleeding scars of their battles.

But they were angels. They were he finest warriors on Aryth. For thousands upon thousands of years, they have walked subtly through the world, choosing battles where they could swing the balance to the Light without too much risk to themselves. Countless fiends, dark covens and traitor armies have fallen to their prowess, skirmishes chosen by their leader and strategist Ullor to set back the Shadow's plans. During golden ages of peace and enlightenment, they have sometimes come out of the borderlands to ally themselves with good-hearted kings, but always these ages have come to an end, darkness has fallen, and they have slunk away to resume the fight.

All they did was not enough, however. Ullor and his lieutenants knew that the Shadow would win the Last Battle; and the Marhsal made a hard choice. They would not fight for the Light in the battle, for it would be certain death. Better that they survive to aid the shreds of good that remained after the defeat. Ultimately, Ullor could not take his own orders; a demon called Vhorath, Izrador's Malak'sher, whispered in his ear, and told him he would be an eternal coward unless he took the field. Ullor gave in, and died under the feet of a demon-spawned war giant defending the last scions of a heroic family near Baden's Bluff.

Today, the Crimson Host is seldom seen, and scarcely exists as a rumour. With the Shadow now in control of Erednae, the warriors must be all the more cautious with their raids. Nevertheless, there are a few villages they have saved from genocide, a few resistane bands they have released from capture, and a few potential heroes they have protected from their enemies. Always, there is a slim chance they may show up just in the nick of time to rescue heroes of the Light from overwhelming odds... but as the Host is slowly withering away, the angels will no doubt pay a terrible price.

Warrior of the Host
Medium-sized Outsider (Archon, good, lawful)


Hit Dice: 8d8+24
Hit Points: ((8d8+24) / 100) x 1d100
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares), fly 30ft (6 squares, poor)
Armor Class: 21 (+1 Dex, +6 banded mail, +4 natural), touch 11, flat-footed 20
Base Attack/Grapple: +8/+12
Attack: Longspear +13 (1d8+6, reach 10ft, 19-20/x3); or Falchion +13 (2d4+6, 15-20/x2);or Greataxe +13 (1d12+6, 19-20/x3)
Full Attack: Longspear +13/+8 (1d8+6, reach 10ft, 19-20/x3); or Falchion +13/+8 (2d4+6, 15-20/x2);or Greataxe +13/+8 (1d12+6, 19-20/x3)
Space/Reach: 5ft./5ft.
Special Attacks: Razor foes, spell-like abilities
Special Qualities: Archon traits, damage reduction 10/evil, death of the abandoned, sacred blood
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 18, Dex 16, Con 16, Int 14, Wis 15, Cha 15
Skills: Balance +3, Diplomacy +13, Heal +13, Jump +4, Knowledge: Arcana +13, Knowledge: Tactics +13, Listen +13, Spot +13, Spellcraft +13, Survival +13, Swim +9, Tumble +2 (includes ACP -6)
Feats: Blindfight, Combat Expertise {B}, Endurance, Improved Critical (chosen weapon), Power Attack {B}, Weapon Focus (chosen weapon) {B}

Environment: Any land
Organization: Squad (4-6 plus 1 1st-2nd level fighter), (Host (12-24, plus 1-10 1st-3rd level fighters, plus 1 6th level fighter)
Challenge Rating: 10
Advancement: By class (favoured; fighter)

The creatures before you superficially resemble stong, noble humans, and veritably glow with righteousness. However, the most powerful sensation one gets from them is weariness. Their scarlet wings hang tattered and weak at their sides, awful rents are torn in their baroque armour, bloody gashes mar pearly flesh and they hold their weapons slack, even dragging them across the ground, as if the weight of such tools of war is too great to bear.

Angels of the Crimson Host are about 7' tall and leanly muscled, with blood-red eyes and wings and hair of black, gold, indigo, silver or white.

Combat

Warriors or the Host are proficient with all simple, martial and exotic weapons, due to their long experience on all fields of battle. Each warrior has only 1d100 % of it's hit points remaining.

Spell-Like Abilities: At will-aid, detect evil, message, remove fear. Caster level 8th.

Death of the Abandoned: No force on Aryth can heal the wounds of the Host. No cure or heal magic, even from the Shadow or Aradil herself will restore lost hit points to them. Neither do they benefit from Path abilities, regenerative magic items or god-touchd sites. Even resting doesnot staunch their blood or ease their pain. The Crimson Host is doomed to a slow death by attrition over millenia of battle.

Razor Foes (Ex): The Crimon Host is the implacable, eternal foe of the demon soldiers of the Shadow called Razors. Warriors of the Host will fight fearlessly against Razors, even though those demons are vastly superior fighters. They gete +2 to attacks, damage, AC and saves against all spells and attacks made by Razors, and are immune to all forms of fear in the presence of such demons.

Sacred Blood (Su): The blood of a warrior of the Host shimmers with the residue of divine power. If a warrior willingly gives of its blood to a mortal (non-spirit, non-outsider), it has powerful restorative power. Every hp the warrior sacrifices heals 1d10hp of damage to a mortal (including Vile damage), and cures one condition (such as a disease, a case of poisoning etc).

Archon Traits:
Darkvision out to 60 feet and low-light vision.

Immunity to electricity and petrification.

+4 racial bonus on saves against poison.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will 18 save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Magic Circle against Shadow (Su): A magic circle against Shadow effect always surrounds an archon. This has the same effect as a magic circle against Evil, but affects creatures of any alignment that are currently, activly and knowingly acting on behalf of or in the name of the Shadow in the North.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Keren Yrith, Marshal of the Host

Marshal of the Host; Medium-sized Outsider / Tempest 10; Hit Dice: 8d8+10d10+90 (78 / 181 hp); Initiative: +5 (+5 dex); Speed: 30ft., Fly 30ft (poor); Armour Class: 30 (+5 Dex, +4 natural, +7 armour, +4 shield); Base Attack / Grapple: +18/+26; Attack: Starreaper +31 (1d8+12, +2d6 vs evil and +d6 lightning or +2d6 vs chaotic and +d6 cold); Full Attack: Starreaper +31/+31/+26/+26/+21/+21/+16/+16 (1d8+12, +2d6 vs evil and +d6 lightning or +2d6 vs chaotic and +d6 cold); Space / Reach: 5' / 5'; Special Attacks: Razor foes, spell-like abilities; Special Qualities: Archon traits, damage reduction 10/evil and 5/adamantine, death of the abandoned, sacred blood; Saves: Fort +17, Ref +17, Will +12; Abilities: Str 26, Dex 21, Con 20, Int 18, Wis 19, Cha 20.
Skills: Climb + 18, Balance +11, Diplomacy +16, Heal +15, Intimidate +15, Jump +18, Knowledge: Arcana +15, Knowledge: History +15, Knowledge: Tactics +18, Listen +25, Sense Motive +15, Spot +25, Spellcraft +15, Survival +15, Swim +18, Tumble +10
Feats: Combat Expertise {B}, Dodge, Endurance, Greater Two Weapon Fighting, Improved Critical (twin-bladed sword), Improved Two Weapon Fighting, Mobility, Power Attack {B}, Skill Focus: Tactics, Two Weapon Defence, Two Weapon Fighting, Weapon Focus (twin-bladed sword) {B}
Challenge Rating: 21
Equipment: Starreaper (+4 holy shock / +4 axiomatic frost twin-bladed sword), Marshal's Mantle (+4 studded leather armour of greater invulnerability).

At the head of the column of ragged angels one stands erect, his ruby eyes glinting with insight and dedication. He appears to be a coal-haired youth, buffeted by the tides of war. A shallow gash marks his forehead, and his armour appears torn in places. Nevertheless, he holds his two-bladed sword firmly, as snowflakes trickle from one edge and sparks of lightning from the other.

In battle, Keren is fury incarnate. Each end of his gleaming, aurora-violet double blade cuts with incredible speed, a never-pausing hurricane of meteoric steel that freezes or electrocutes as it cuts, and sears the forces of disorder and darkness with holy wrath. He strikes two blows in the time it takes the greatest of mortal fighters to swing once, and at the same time he parries all but the best blows with contemptuous ease.

Off the battlefield, his exhaustion with eight thousand years of ceaseless war occassionally shows trough a chink in his devotion, but for the most he plays the part of the cool, unyielding leader who shows his followers the way to fight by heading the charge. Keren is intelligent and meditative, and seeks to learn all he can of prospective allies amongst the Resistance and the elves, but is very slow to trust anyone. Partially, he fears betrayal; but he also hesitates to place anyone else on the courses of endless death that his warriors follow.

Keren gained his position when the previous marshal, Ullor perished in the Final Battle. This makes him uncertain as a leader, with only a century's experience, and he still tends prefer to champion the battle than direct it.

Spell-Like Abilities: At will-aid, detect evil, message, remove fear. Caster level 18th.

Death of the Abandoned: No force on Aryth can heal the wounds of the Host. No cure or heal magic, even from the Shadow or Aradil herself will restore lost hit points to them. Neither do they benefit from Path abilities, regenerative magic items or god-touched sites. Even resting does not staunch their blood or ease their pain. Only a God of the Light can restore them to health, and that will only occur if the Veil falls. The Crimson Host is doomed to a slow death by attrition over millenia of battle.

Razor Foes (Ex): The Crimon Host is the implacable, eternal foe of the demon soldiers of the Shadow called Razors. Warriors of the Host will fight fearlessly against Razors, even though those demons are vastly superior fighters. They gete +2 to attacks, damage, AC and saves against all spells and attacks made by Razors, and are immune to all forms of fear in the presence of such demons.

Sacred Blood (Su): The blood of a warrior of the Host shimmers with the residue of divine power. If a warrior willingly gives of its blood to a mortal (non-spirit, non-outsider), it has powerful restorative power. Every hp the warrior sacrifices heals 1d10hp of damage to a mortal (including Vile damage), and cures one condition (such as a disease, a case of poisoning etc).

Archon Traits:
Darkvision out to 60 feet and low-light vision.

Immunity to electricity and petrification.

+4 racial bonus on saves against poison.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will 26 save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Magic Circle against Shadow (Su): A magic circle against Shadow effect always surrounds an archon. This has the same effect as a magic circle against Evil, but affects creatures of any alignment that are currently, activly and knowingly acting on behalf of or in the name of the Shadow in the North.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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"Il n'est pas besoin d'espérer pour entreprendre ni de réussir pour persévérer" - Devise de la famille d'Orange
Harrowed
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« Reply #1 on: August 10, 2006, 01:34:30 PM »

Yeah, I think that was Dir. It read like his writing style.
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arnon
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« Reply #2 on: August 10, 2006, 07:35:35 PM »

yhea it was Dirigible, writen on March 4, 2005
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smeagol
Bane of Legates
****

Spell Energy / Taint +9/-2
Gender: Male
Posts: 635


Hiding from Shadow


« Reply #3 on: August 11, 2006, 10:37:15 AM »

sent as an article submission.
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