Humanoids were effected the least by the Downfall, some are even believed to have retained their original uncorrupted form, but instead suffer from shortened life spans compared to when they resided in Eden. Most others saw minor changes to their physical bodies such as size and musculature. Some even gained unique features such as pointed ears.
All Humanoid races gained different affinities after the powers that molded them into what they became, leaving an indelible imprint on how their societies and culture would develop.
The Codex of Creation separates Humanoids into several Metaraces, each with common characteristics:
Contents
Humankind
Humankind is named for the dominant species in that metarace. However other species are included that share the same form, while differing in size.
Human
Of all the races that came to exist in the Realm of Strife after the downfall of the Third Creation, it is widely accepted that physically, Humans are truest to the the original form. However, their lifespan was cut drastically short compared to most of the other races. Read more…
Humans are a versatile race, possessing the strength and mental capacity to take on a wide variety of roles and vocations. They are also by far the most numerous, with a tendency towards large family units and a heightened drive to reproduce. This is attributed by some to a natural instinct to compensate for their relatively short lifespans. Because of their large population and the belief that they are the closest approximation to the original physical form of the Third Creation, they are often used as a measure to compare other races.
Despite being considered the base humanoid species, humans do possess some of the most variety internal to their species; with height, weight, skin tones, hair color and other such features capable of varying drastically by region, climate, and blood lines. This variety is further encouraged by the fact that Humans can be found living almost anywhere, though they do tend to congregate together. Their societies can be incredibly primitive, organized by tribes or clans that tend to live in wilder regions, but they re also capable of building culturally sophisticated societies, with cities, kingdoms, and even empires stretching over vast territories.
It is said that all humans have a natural born fear of darkness and are never truly comfortable in the absence of light. As well, something within most humans seem to call out to the divine and Holy powers of Creation. There are many who believe that this is evidence that humans are descended from those in closest relationship with the Angels of the First Creation, thus explaining their affinity for Light and Holy powers. However, this certainly should not be confused with a propensity for good versus evil, as Humans are quite capable of both.
Humans are renowned for their ambition; they are capable of great acts of heroism, but also prone to deep character flaws. They are known throughout the lands as smooth talkers and quick thinkers, making them excellent merchants and traders, at ease plying their wares across vast distances on land and sea.
Halfling
Halflings are similar in many ways to humans, but stand only half as tall, while somehow maintaining the same appetite for food. While they tend to be heavier set than the average humanoid, it is still largely unexplained how they can consume so much food, leading to the assumption that their overly large feet must be were the rest of the food ends up.
Elvenkind
Elvenkind is divided into two species or breeds. True born Elves, which in turn have several variant species, are those who blood is pure elven ancestry. Half breed Elves, typically referred to as Half-Elves, are elves who have some manner of mixed parentage in their background.
Elf (True Born)
Elves also retained most of the original humanoid form from before the Downfall, though they are typically taller and longer of limb than humans. Along with their lighter builds this gives their race an almost delicate appearance. Read more…
Most telling of their features is their ears, larger than humans and coming to distinctive point, garnering elves the derogatory nickname of ‘Knife Ears”. While generally weaker than humans, they are superior in almost every other way, possessing a keen mind, quick reflexes, and a remarkable otherworldly beauty that seems to often catch the eye of humans in particular.
Elves have lifespans much long than any other race, thought to be proof that before the downfall, all of the Third creation possessed longevity of life. It is not unheard of for Elves to live for a thousand years before finally succumbing to the ravages of old age, though most elves will die of other causes long before reaching the natural end of their life cycle. As such, elderly Elves are rare and much revered. Elven children are also rare, for it is said that with so much time available to them relative to the other races, Elves seem to almost forget about the necessity of breeding in order to propagate their race.
Several variants of True-born Elven bloodlines exist:
High Elf
The High Elves are those Elves who have used their long years to pursue art, literature, music, academics, law, and all the things that epitomize a highly civilized culture. They are expert craftsman and warriors, often spending the equivalent of an entire human lifespan simply training and honing their craft. Their historical records are some of the most complete archives, reaching back into ancient times, though always marked by a hint of racial superiority. Though they do not necessary look down on the other races as flawed and inferior, it must be considered that as a race they were exploring the higher mysteries of the cosmos and complexities of the mind and soul while humans were still discovering fire and developing spoken languages.
As some of the first peoples of the Third Creation to develop advanced societies most High Elven cultures are seen to be in their twilight, having grown to establish vast empires only to have slowly declined as other races, namely Humans, rose to dominance. What humans often seem to forget is that their own rise to dominance was likely only possible due to the sacrifices of the early Elven Kingdoms and Empires. For of all the Third Creation, Demons despise Elves most of all, perhaps because they are the most resistant to their corrupting influence, or even simply that they are said to still possess a measure of the angelic beauty of the Eternal Realm. Regardless, Elves and Demons have fought many long and destructive wars stretching far beyond the recorded histories of human kind. In many ways, High Elves have always been the sword that has kept the Demons at bay, sacrificing much to prevent them overrunning the Realm of Strife. Countless Elven Kingdoms have risen and fallen, with once great Empires now reduced to ashes, each owing its demise in some form to the demonic Abomination of Creation.
Wild Elf
Wild Elves share much in common with their High Elf cousins; size, stature, features, and long life spans. The commonalty ends there, however, for they possess a deep and almost spiritual connection with the natural world that is unique to their race and they are never willing to exploit it for the sake of advancing their civilizations. In many ways this has held them back as race, making them appear almost primitive to outside observers. This is not necessarily true—some Wild Elf civilizations are quite advanced in philosophy, art, and self governance, even building large empires and sprawling cities. There is always a marked difference between a Wild Elf settlement and any other, regardless of how primitive or advanced, for Wild Elves spend their long years shaping the environment around them to allow all living and growing things to live together in harmony. This doesn’t mean they reject activities essential to the survival of any race, such as hunting or harvesting timber, but in doing so they recognize that they are just one part of the grand cycle of the natural world.
This philosophy tends to place Wild Elves at odds with the rest of the world, for most of the other races view themselves as the dominate form of life with an inherit right to exploit the natural world for their own benefit. Throughout the long history of the Realm of Strife, this has led to conflicts beyond counting, from small skirmishes to all out warfare.Though most Wild Elves tend to be reclusive by natural, they are quick to rise to the defense of their beloved forests and wild places of the world.
Wild Elves are most often found in tribal units, living as nomads within the deepest forests and most remote hills. When they feel their presence in a particular area has placed too much strain on the natural cycle of life they move on so that it may recover. When they do build permanent cities, they shape the very trees themselves into grand halls and sprawling terraces, so harmoniously designed that it can be difficult to distinguish them from the natural forest around them—a most clever form of defense.
Being of Elven heritage, Wild Elves too have drawn the ire of Demons from the very beginnings of the Realm of Strife. By their nature they tend away from direct conflict, preferring to strike hard and fast and then melt away into the forest.
Half-Elf
The term half elf refers to one parent being of of true-born Elven descent, while the other parent was not. Most commonly this is an intermingling of Elven and human bloodlines, though other half elf bloodlines may exist Read more…
The Elven bloodline is found to be very dominant, when mixed with other races, and as such Half-Elves strongly resemble true-born Elves. However they tend to be more muscular, and for males at least, their mixed heritage is most evident by the presence of facial hair, which is rather uncommon among true-born elves.
Dwarvenkind
Dwarvenkind is named for the primary species in their metarace, however there can be no denying some ancient shared ancestry between Dwarves and Gnomes.
Dwarf
Dwarves are sometimes referred to as Children of the Stone, an apt description for this hardy race, tough and immovable as the rugged hills and mountain ranges that they live either upon or under. While they are renowned for being gruff and short tempered, they are also fiercely loyal. It is said that a Dwarf never forgets a kindness shown to them, nor a grievance. This makes them a valuable friend and ally, but also an implacable foe. Read more…
Physically they appear almost half the height of the average human, but typically possessing the same mass. This makes them well muscled and broad of shoulder, renowned their strength and stamina, with a tendency toward slow movement and clumsiness at times. They often have a propensity for rotund bellies, though this could simply be due to their unquenchable thirst for ale and mead (or any kind of strong drink).
Thick beards are prevalent among males, and usually have a strong cultural significance as well, being a sign of manhood, courage, wisdom, and experience. You can learn much about a Dwarf from the braids in his beard, as each one represents a significant moment in their such as a victorious battle or grand discovery. Even among Dwarven females, facial hair is common, though it is often trimmed or swept up into extravagant braided hair styles.
Dwarven lifespans are still considerably shorter than the long-lived Elves, but generally they live two to three times longer than humans. This gives them ample time to perfect their trades, and as such Dwarven craftsmanship is highly prized, particularly when it comes to metal and stone works. Ever a pragmatic race, their designs are predictable, following sturdy geometric patterns and valuing function over form.
Mountain Dwarves are by far the most common species of Dwarf and typically this is to whom the term Dwarf refers. However other variant species exist, such as Hill Dwarves, who become even grumpier than normal when mistaken for a Mountain Dwarf.
Mountain Dwarf
With a natural affinity for the earth, Mountain Dwarves often make their homes underground, carving vast pillared halls and grand underground highways as they delve deeper into the earth in search of highly coveted precious metals and gemstones. Tales abound of hidden mines and long forgotten caches of untold riches beneath the mountains, drawing greedy adventurers below ground in search of the fabled wealth of the Dwarves. Of course none are as greedy as the Dwarves themselves, for as a race they are often born with an uncanny lust for all that glitters and sparkles. In some cases this has proven disastrous; as they delve deep they sometimes uncover the dens of vile subterranean creatures, or release unspeakable horrors from long forgotten prisons, or even unearth the leftover anomalies from the formation of the Realm of Strife, known as the Shards of Creation.
With vast kingdoms and empires beneath the surface, Dwarves are mistakenly assumed to be isolationists. This is not necessarily the case for their cultures’ thrive on trade with outside world. Merchants are the most likely to be found above ground, though entire Dwarven communities exist on the surface, for it is certainly much simpler to grow food and hunt game there. Having spent so much time underground, Dwarves have also developed a limited form of infravision that allows them some capability to see in the dark, a highly valuable skill for underground expeditions when a failing torch could mean certain death for other races. However, living with the constant presence of a rocky ceiling overhead does cause some Dwarves to be fearful of the sky when traveling above ground. While this is viewed humorously by surface dwelling races, a profound fear of falling endlessly upwards into the great blue void of the sky is considered to be very reasonable for a respectable Dwarf.
While some would mock the Dwarves for their stature and strange ways, few can deny their wealth, influence, and power.
Hill Dwarf
Hill Dwarves are slightly larger in stature than their Mountain Dwarf cousins. While they are still quite comfortable working underground, they do not fear the sky the way their counterparts do, and instead make their homes above ground, or burrowed into the side of a hill.
Much rarer than Mountain Dwarves, Hill Dwarf clans live in isolated communities, tending away from grand settlements in favor of modest towns and villages. These isolated clans are said to be exiles from the mountains; whether this was a self-imposed exile or the outcome of losing some ancient war of the clans is highly subjective. As Dwarves are prone to holding grudges, it is best to avoid the topic altogether when visiting a Hill Dwarf community.
Gnome
Even smaller than Dwarves, though sharing many of the same physical features, Gnomes are an eccentric race whose creativity and imagination know no limits. Unfortunately this more often than not results in catastrophe, keeping their numbers low and making it difficult to truly thrive as a race on their own. Typically they are found living among Dwarven communities, where they are tolerated in an almost endearing manner.
Codex of Humanoids
The Codex of Humanoids is the master list of all Humanoids available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Humanoids exists, not all entries are currently complete. The Codex of Humanoids continues to expand as designers create new entries.
If you are looking for a Humanoid that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Multi-Racial Variant
Many entries for the Codex of Humanoids are generic and could exist in a variety of races. Any entry that is listed as a “Multi-Racial” variant, can appear in an encounter as almost any humanoid race that fits the situation.
The listed race for a Multi-Racial variant is intended to give an indication of the most common race for that particular entry. (i.e. a Slaver is most likely going to be human, however an Elven slaver could certainly exist). The simplest way for a GM to adjust to a different race is to add or remove racial passives as appropriate (i.e. a High Elven slaver would use the same entry but would also have Willpower and be Resistant to Natural and Demonic powers).
Creation | Order | Creature Name | Metarace | Race | Variant/Subgroup | Class/Role | Rank/Title | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Third | Humanoid | Assassin, Shade, Generic | Humankind | Human | Multi-racial | Assassin | Shade | yes | Realm (Eden), Alignment (Neutral), Polarity (Variable) | Cosmopolitan | Urban, Rural | 7 | 68 (36+7d8) | 37 | 5 | Medium (Upright) | 0 | +6 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +6 Hit; 7% Crit. (94+) | AC 33; Armor 19; Dodge 14 Armor is sometimes Crafted/Enchanted |
Arcane 24; Elemental 16; Natural 18; Holy 20; Demonic 20; Mental 22 | Move 4; Str 10; Agil 10; Stam 8; Int 12; Wis 10; Avd 14; Per 11; Res 10; Init 11; Cha 9 | Common & Silent Tongue | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x5 plus Leather, Boiled x3 | Sword & Knife (w/ Complex Poison); Typ. Xiphos (1d8 dam) & Stilleto (1d6 dam) w/ Complex Deadly poison; Weapons are sometimes Crafted/Enchanted | Throwing Knives or Bow (Complex Poison) Typ. Reflex Bow w/ Razor Arrows (1d12+1d6+2, Ranged 50", Complex Deadly Poison) |
Stealth Skills (Base Stealth = 11): Silence II, Stealth Shot III, Incapacitate III, Surprise Attack III, Backstab II, Snipe I, Exploit Weakness I Spirit Caster (School as per Guild): T1 x2, T2 x1, T3 x1 |
Poison II: Uses Complex poisons Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Typically begins battle hidden and undetected Can rehide during battle if breaking LoS Carries various climbing (+5 climbing) & subterfuge gear |
2d10 GP, 0-1 Complex Poison Bottle | ||
Third | Humanoid | Assassin, Shade, Wild | Elvenkind | Elf | Wild | Assassin | Shade | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Rural | 7 | 59 (27+7d8) | 41 | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +9 Hit; 13% Crit. (88+) | +8 Hit; 8% Crit. (93+) | AC 34; Armor 19; Dodge 15 Armor is sometimes Crafted/Enchanted |
Arcane 26; Elemental 12; Natural 23; Holy 26; Demonic 30; Mental 25 | Move 5; Str 8; Agil 12; Stam 6; Int 13; Wis 12; Avd 15; Per 13; Res 13; Init 12; Cha 10 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x5 plus Leather, Boiled x3 | Sword & Knife (w/ Complex Poison); Typ. Xiphos (1d8 dam) & Stilleto (1d6 dam) w/ Complex Deadly poison; Weapons are sometimes Crafted/Enchanted | Throwing Knives or Bow (Complex Poison) Typ. Reflex Bow w/ Razor Arrows (1d12+1d6+2, Ranged 50", Complex Deadly Poison) |
Base Stealth: 19 Stealth Skills x7: Silence II, Stealth Shot III, Incapacitate III, Surprise Attack III, Backstab II, Snipe I, Exploit Weakness I Spirit Caster (Wild) x4, Typ.: Animal Scout T1 x1, Rope Vine T1 x1 Strangle Vines T2 x1, Illusionary Beast T3 x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Poison II: Uses Complex poisons Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Light-of-Foot: Can sneak (move while hidden) at 3/4 speed instead of the regular 1/2 speed and always ignore naturally occuring Difficult Terrain movement penalties Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Typically begins battle hidden and undetected Can rehide during battle if breaking LoS Carries various climbing (+5 climbing) & subterfuge gear |
2d10 GP, 0-1 Complex Poison Bottle | ||
Third | Humanoid | Bandit, Brigand | Humankind | Human | Multi-racial | Bandit | Brigand | Roadman | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 9 | 2 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 27; Armor 14; Dodge 13 |
Arcane 18; Elemental 20; Natural 20; Holy 18; Demonic 19; Mental 19 | Move 4; Str 11; Agil 14; Stam 10; Int 9; Wis 10; Avd 13; Per 10; Res 9; Init 13; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x7 | 2 small OR 1 medium weapon, Typ. Dagger x2 (1d4 dam each) | Sometimes also carry a small or medium bow/crossbow, typical: Hatchet x2 (1d8 damage, Thrown range Str+1) |
Can roll vs agility to steal if in base contact, instant (take 1rnd, once/battle) |
3d4 SP, often have random junk items | |||
Third | Humanoid | Bandit, Thug | Humankind | Human | Multi-racial | Bandit | Thug | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Urban, Rural | 2 | 33 (22+2d10) | 11 | 2 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+); +1 Damage | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 27; Armor 18; Dodge 9; Noisy 6 |
Arcane 16; Elemental 22; Natural 19; Holy 20; Demonic 18; Mental 16 | Move 4; Str 15; Agil 9; Stam 11; Int 8; Wis 8; Avd 9; Per 10; Res 10; Init 10; Cha 7 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Any wpn (max dam 8), Typ. Banded Club (2d4 dam, simple) AND off-hand makes special attack each round (see Alternate) | Off-hand can be used for a random Rank1 Focus Fist attack (1d2 dam), assuming Focus = 1. Roll 1d4 where 1 = Nose Smash, 2 = Bone Breaker, 3 = Eye Gouge, 4 = Hay Maker |
Can roll vs agility to steal if in base contact, instant (take 1rnd, once/battle) |
1d4 SP | ||||
Third | Humanoid | Bandit, Vagabond | Humankind | Human | Multi-racial | Bandit | Vagabond | Begger | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Urban, Rural | 1 | 19 (14+1d10) | 4 | 1 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 15; Armor 6; Dodge 9 |
Arcane 18; Elemental 18; Natural 18; Holy 18; Demonic 18; Mental 18 | Move 4; Str 10; Agil 10; Stam 9; Int 9; Wis 9; Avd 9; Per 10; Res 9; Init 10; Cha 7 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x6 | Dagger, club, or any simple weapon (typ. Dagger 1d4 dam) | Can roll vs agility to steal if in base contact, instant (take 1rnd, once/battle) |
1d4+1 SP, 0-1 Flask of Spirits | ||||
Third | Humanoid | Cult of the Wyrm, Initiate | Humankind | Human | Multi-racial | Druid | Initiate | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 27 (20+2d6) | 8 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +4 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | AC 18; Armor 8; Dodge 10 |
Arcane 26; Elemental 20; Natural 23; Holy 20; Demonic 23; Mental 26 | Move 4; Str 10; Agil 10; Stam 10; Int 13; Wis 13; Avd 10; Per 10; Res 10; Init 8; Cha 11 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Draconic Ritual Blade (Off-hand Dagger, 1d4 damage, if self-inflicting or dealing damage with blade gain +1 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath I: Inflicts 1d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 1 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T1 x3, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 4, failure does not consume the slot T1: Suggestion x1, Corrupt Power x1, Beast Calling x1 (up to Threat 1 Reptiles & Dragons only) |
Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) |
Wear draconic masks to obscure their identity |
0-1 Minor Spirit Potion; 1d6 GP | |
Third | Humanoid | Cult of the Wyrm, Witness | Humankind | Human | Multi-racial | Druid | Witness | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 4 | 44 (30+4d6) | 21 | 4 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +6 Hit; 6% Crit. (95+) | +7 Hit; 7% Crit. (94+) | AC 26; Armor 16; Dodge 10 |
Arcane 26; Elemental 20; Natural 24; Holy 20; Demonic 24; Mental 27 | Move 4; Str 10; Agil 10; Stam 10; Int 13; Wis 14; Avd 10; Per 10; Res 10; Init 8; Cha 12 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Draconic Ritual Blade (Off-hand Kris, 1d4+1 damage, if self-inflicting or dealing damage with blade gain +2 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath II: Inflicts 2d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 2 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T2 x3, T1 x4, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 7, failure does not consume the slot T2: Blink x1, Defilement x1, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x1, Beast Calling x1 (up to Threat 3 Reptiles & Dragons only) |
Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
1 armor piece with Minor Warding (typ. of Minor Elemental Warding, +4 Resist) Wear draconic masks to obscure their identity |
1 Minor Spirit Potion; 2d6 GP | |
Third | Humanoid | Cult of the Wyrm, Ritualist | Humankind | Human | Multi-racial | Druid | Ritualist | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 7 | 70 (45+7d6) | 44 | 6 | Medium (Upright) | 0 | +6 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | +10 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | AC 26; Armor 16; Dodge 10 |
Arcane 32; Elemental 24; Natural 28; Holy 20; Demonic 24; Mental 28 | Move 4; Str 10; Agil 10; Stam 10; Int 14; Wis 14; Avd 10; Per 10; Res 10; Init 9; Cha 13 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Draconic Ritual Blade (Off-hand Stiletto, 1d6 damage, if self-inflicting or dealing damage with blade gain +3 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath III: Inflicts 3d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 3 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 10, failure does not consume the slot T3: Mind Control x1, Draconic Frenzy x1 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x1, Defilement x2, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x2, Beast Calling x1 (up to Threat 6 Reptiles & Dragons only) |
Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Minor Warding (Arcane +4, Elemental +4, Natural +4, already added) Wear draconic masks to obscure their identity |
1 Minor Spirit Potion (Bottle); 3d6 GP | |
Third | Humanoid | Cult of the Wyrm, Wyrm Caller | Humankind | Human | Multi-racial | Druid | Wyrm Caller | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 10 | 95 (60+10d6) | 75 | 8 | Medium (Upright) | 0 | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +13 Hit; 10% Crit. (91+) | +14 Hit; 10% Crit. (91+) | AC 26; Armor 16; Dodge 10 |
Arcane 34; Elemental 26; Natural 31; Holy 20; Demonic 25; Mental 29 | Move 4; Str 10; Agil 10; Stam 10; Int 14; Wis 15; Avd 10; Per 10; Res 10; Init 10; Cha 14 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Draconic Ritual Blade (Off-hand Rondel, 1d6+1 damage, if self-inflicting or dealing damage with blade gain +4 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath IV: Inflicts 4d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 4 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6 T0 unlimited) Faith Powers: must roll Difficulty at Faith = 13, failure does not consume the slot T4: Mental Spear x1, Decay x1, Braying Herd/Bellowing Roar x1 T3: Mind Control x2, Draconic Frenzy x1 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x2, Defilement x2, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x2, Beast Calling x2 (up to Threat 9 Reptiles & Dragons only) |
Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Improved Warding (Arcane +8, Elemental +8, Natural +8, already added) Wear draconic masks to obscure their identity |
1 Major Spirit Potion; 4d6 GP | |
Third | Humanoid | Cult of the Wyrm, Drake Caller | Humankind | Human | Multi-racial | Druid | Drake Caller | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 14 | 129 (80+14d6) | 119 | 10 | Medium (Upright) | 0 | +13 Hit; 10% Crit. (91+) | +13 Hit; 10% Crit. (91+) | +18 Hit; 12% Crit. (89+) | +18 Hit; 12% Crit. (89+) | AC 34; Armor 24; Dodge 10 |
Arcane 42; Elemental 32; Natural 37; Holy 20; Demonic 25; Mental 30 | Move 4; Str 10; Agil 10; Stam 10; Int 15; Wis 15; Avd 10; Per 10; Res 10; Init 11; Cha 15 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Draconic Ritual Blade (Off-hand Dirk, 1d8 damage, if self-inflicting or dealing damage with blade gain +5 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath V: Inflicts 5d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 5 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 16, failure does not consume the slot T5: Psionic Storm x1, Dread Strength x1, Eldritch Hiss x1 T4: Mental Spear x2, Decay x1, Braying Herd/Bellowing Roar x1 T3: Mind Control x3, Draconic Frenzy x1 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x2, Defilement x3, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x2, Beast Calling x3 (up to Threat 14 Reptiles & Dragons only) |
Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Greater Warding (Arcane +12, Elemental +12, Natural +12, already added) Wear draconic masks to obscure their identity |
1 Major Spirit Potion (Bottle); 5d6 GP | |
Third | Humanoid | Cult of the Wyrm, Drakonist | Humankind | Human | Multi-racial | Druid | Drakonist | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 17 | 155 (95+17d6) | 168 | 12 | Medium (Upright) | 0 | +16 Hit; 12% Crit. (89+) | +16 Hit; 12% Crit. (89+) | +21 Hit; 14% Crit. (87+) | +22 Hit; 14% Crit. (87+) | AC 34; Armor 24; Dodge 10 |
Arcane 46; Elemental 36; Natural 42; Holy 20; Demonic 26; Mental 31 | Move 4; Str 10; Agil 10; Stam 10; Int 15; Wis 16; Avd 10; Per 10; Res 10; Init 12; Cha 16 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Draconic Ritual Blade (Off-hand Kukri, 1d8+1 damage, if self-inflicting or dealing damage with blade gain +6 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath VI: Inflicts 6d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 6 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 17, failure does not consume the slot T6: Mass Hysteria x1, Affliction x1, Pocket Habitat x1 T5: Psionic Storm x1, Dread Strength x2, Eldritch Hiss x1 T4: Mental Spear x2, Decay x2, Braying Herd/Bellowing Roar x1 T3: Mind Control x3, Draconic Frenzy x2 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x3, Defilement x3, Silent Snarl/Deep Call x1 T1: Suggestion x3, Corrupt Power x2, Beast Calling x3 (up to Threat 20 Reptiles & Dragons only) |
Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Superior Warding (Arcane +16, Elemental +16, Natural +16, already added) Wear draconic masks to obscure their identity |
1d2 Major Spirit Potion (Bottle); 6d6 GP | |
Third | Humanoid | Cult of the Wyrm, Grand Drakonist | Humankind | Human | Multi-racial | Druid | Grand Drakonist | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 20 | 180 (110+20d6) | 229 | 14 | Medium (Upright) | 0 | +19 Hit; 13% Crit. (88+) | +19 Hit; 13% Crit. (88+) | +25 Hit; 15% Crit. (86+) | +25 Hit; 15% Crit. (86+) | AC 34; Armor 24; Dodge 10 |
Arcane 52; Elemental 40; Natural 46; Holy 20; Demonic 26; Mental 32 | Move 4; Str 10; Agil 10; Stam 10; Int 16; Wis 16; Avd 10; Per 10; Res 10; Init 13; Cha 17 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Draconic Ritual Blade (Off-hand Gut Ripper 1d8+2 damage, if self-inflicting or dealing damage with blade gain +7 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath VII: Inflicts 7d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 7 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 20, failure does not consume the slot T7: Erase Memory x1, Primal Command x1, Siphon Life x1 T6: Mass Hysteria x1, Affliction x2, Pocket Habitat x1 T5: Psionic Storm x2, Dread Strength x2, Eldritch Hiss x1 T4: Mental Spear x3, Decay x2, Braying Herd/Bellowing Roar x1 T3: Mind Control x3, Draconic Frenzy x3 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x3, Defilement x4, Silent Snarl/Deep Call x1 T1: Suggestion x3, Corrupt Power x2, Beast Calling x4 (up to Threat 22 Reptiles & Dragons only) |
Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Superior Warding (Arcane +20, Elemental +20, Natural +20, already added) Wear draconic masks to obscure their identity |
1d4 Major Spirit Potion (Bottle); 7d6 GP | |
Third | Humanoid | Cultist, Follower | Humankind | Human | Multi-racial | Cultist | Follower | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 3 | 33 (23+3d6) | 15 | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +10 Hit; 7% Crit. (94+) | AC 18; Armor 8; Dodge 10 |
Arcane 22; Elemental 18; Natural 24; Holy 22; Demonic 26; Mental 26 | Move 4; Str 9; Agil 10; Stam 9; Int 11; Wis 15; Avd 10; Per 10; Res 11; Init 11; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Knife, Staff or Rod (typ. Rondel, 1d6+1 damage) | Fanatical Beliefs: +1 to Difficulty rolls & may re-roll 1 failed Difficulty test per day Non-Holy Faith Powers (up to T2) x7 Typical: Drain Life x3 (action), Curse of Torment x1 (instant), Curse of Unbelief x1 (instant), Ruinous Bolt x2 (action) |
Obedience I: +2 Advantage on Resolve tests when fighting in formation with or within LoS of a superior/officer (see Extra) Loyal I: +1 dam vs targets that attack its master |
Has up to 2 XP worth of Craftings/Enchants (typ. "weapon" of Improved Recklessness, use an instant to add up to +4 damage on the next sucessful hit at a cost fo 2HP per extra dam) |
1d4 GP | |||
Third | Humanoid | Cultist, Supplicant | Humankind | Human | Multi-racial | Cultist | Supplicant | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 1 | 17 (14+1d6) | 7 | 2 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +5 Hit; 5% Crit. (96+) | AC 18; Armor 8; Dodge 10 |
Arcane 22; Elemental 18; Natural 23; Holy 22; Demonic 25; Mental 25 | Move 4; Str 9; Agil 10; Stam 9; Int 11; Wis 14; Avd 10; Per 10; Res 11; Init 10; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Knife, Staff or Rod (typ. Kris, 1d4+1 damage) | Non-Holy Faith Powers (up to T2) x4 Typical: Drain Life x2 (action), Withering Touch x2 (instant/action) |
Obedience I: +2 Advantage on Resolve tests when fighting in formation with or within LoS of a superior/officer (see Extra) Loyal I: +1 dam vs targets that attack its master Expendable: These creatures are considered expendable by thier superiors and as such their pain, suffering, and/or death has no impact on the morale or Resolve of comrades of equal or higher rank |
Has up to 1 XP worth of Craftings/Enchants (typ. "weapon" of Minor Recklessness, use an instant to add up to +2 damage on the next sucessful hit at a cost fo 2HP per extra dam) |
1d6 SP | |||
Third | Humanoid | Dwarf Fire Worshiper | Dwarfkind | Dwarf | Fire Worshipers | Cultist | Worshiper | Conclave of the Deep | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Volcanic | 3 | 47 (30+3d10) | 11 | 2 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | +3 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | AC 13; Armor 8; Dodge 5 |
Arcane 18; Elemental 24; Natural 23; Holy 18; Demonic 20; Mental 20 | Move 3; Str 11; Agil 8; Stam 12; Int 9; Wis 11; Avd 5; Per 11; Res 9; Init 8; Cha 6 | Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth x8 | 1H Bludgeon: Typ. Mace (2d4+1) | Vial of Kerosene |
Often light themselves on fire just before death, causing 1d10 dam to anyone in base contact |
Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Tunnel Fighting I: +5 hit/cast while fighting underground or in tunnels |
1GP + 1d10 SP, vial of Kerosene (if not used) | ||
Third | Humanoid | Dwarf Fire Worshiper, Marked | Dwarfkind | Dwarf | Fire Worshipers | Cultist | Marked Worshiper | Conclave of the Deep | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Volcanic | 5 | 77 (49+5d10) | 24 | 4 | Medium (Upright) | 0 | +3 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 1% Crit. (100+) | AC 32; Armor 25; Dodge 7; Noisy 5 |
Arcane 18; Elemental 28; Natural 25; Holy 22; Demonic 22; Mental 20 | Move 3; Str 15; Agil 9; Stam 14; Int 9; Wis 11; Avd 7; Per 11; Res 11; Init 9; Cha 9 | Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 | 1H Axe: Typ. Battle Axe (1d10+2) | Fire Rune carved into forehead, grants 1 of 3 abilities: 1) simmering skin +20 AC 2) red hot grip -20 enemy armor 3) burning eyes +20 fire resist Blazing Strike x2: Max damage melee attack, if armor saved, deals half damage to intended target plus one other within 10" |
Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Tunnel Fighting I: +5 hit/cast while fighting underground or in tunnels Hardened (Fire/Heat): Incoming damage of this type is reduced by half |
1d6 GP, 0-1 Brimstone | |||
Third | Humanoid | Dwarf Molten Champion | Dwarfkind | Dwarf | Fire Worshipers | Cultist | Molten Champion | Conclave of the Deep | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Volcanic | 9 | 132 (83+9d10) | 62 | 7 | Medium (Upright) | 0 | 0 Hit; 5% Crit. (96+); +1 Damage | +9 Hit; 8% Crit. (93+) | +3 Hit; 4% Crit. (97+) | +5 Hit; 4% Crit. (97+) | AC 46; Armor 46; Dodge 0; Stiff 5; Noisy 4 3x Armor Pieces Crafted with "Heated": +15 Water/Frost Resistance |
Arcane 18; Elemental 30; Natural 26; Holy 24; Demonic 23; Mental 20 | Move 3; Str 16; Agil 2; Stam 15; Int 9; Wis 11; Avd 5; Per 11; Res 12; Init 10; Cha 9 | Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x5 w/ Mail, Chain x4 | Great Axe of Greater Flame (1d10+2d4+3, Clumsy -5, +1d6 fire damage) | Burning Rush x3: action, move 3" & attack w/ +10 hit & fire damage doubled Molten Wave x2: instant, inflicts 1d6+4 fire damage in a 2" radius and reduces effected targets AC by half for the remainder of the round |
Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Tunnel Fighting I: +5 hit/cast while fighting underground or in tunnels Hardened (Fire/Heat): Incoming damage of this type is reduced by half |
2d6 GP, 1-2 Brimstone | |||
Third | Humanoid | High Elf Elite, Silent Watch | Elvenkind | Elf | High | Infantry | Elite | yes | Realm (Eden), Alignment (Good), Polarity (Order) | Temperate | Urban, Rural | 4 | 49 (27+4d10) | 26 | 4 | Medium (Upright) | 0 | -2 Hit; 1% Crit. (100+) | -1 Hit; 1% Crit. (100+) | +6 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | AC 68; Armor 58; Dodge 10; Double Layer 6 Purity (passive, self only +1/lvl to all resistances, already added) |
Arcane 30; Elemental 22; Natural 30; Holy 28; Demonic 33; Mental 29 | Move 4; Str 12; Agil 11; Stam 9; Int 13; Wis 12; Avd 10; Per 12; Res 12; Init 12; Cha 12 | Common & Elven | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 over Leather x8 plus All plate armor is 'Elven' crafted, granting +1 Armor (already included) and negating Stiff and Noisy penalties | 2 handed swords or axes; typ. Greatsword (1d12+1d6+2 dam) | Hawk Strike x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
2d8+4 GP | ||||
Third | Humanoid | High Elf Infantry, Heavy | Elvenkind | Elf | High | Infantry | Heavy | yes | Realm (Eden), Alignment (Good), Polarity (Order) | Temperate | Urban, Rural | 3 | 37 (20+3d10) | 17 | 3 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | +1 Hit; 3% Crit. (98+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 47; Armor 37; Dodge 10; Double Layer 3 |
Arcane 24; Elemental 16; Natural 25; Holy 22; Demonic 28; Mental 24 | Move 4; Str 10; Agil 11; Stam 8; Int 12; Wis 12; Avd 10; Per 12; Res 11; Init 11; Cha 12 | Common & Elven | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x3 over Cloth, Quilted x8 plus All plate armor is 'Elven' crafted, granting +1 Armor (already included) and negating Stiff and Noisy penalties | most conventional 1 handed swords and/or polearms and XL shield; typ. Great Spear: 2d8 dam, Reach 1. & Kite Shield: Block (+6) | Often also carry Crossbows typ. War Crossbow w/ Metal Bolts (1d12+3 dam, reload-rng: 35", armor piercing -10) |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d6+2 GP | ||||
Third | Humanoid | High Elf Infantry, Light | Elvenkind | Elf | High | Infantry | Light | yes | Realm (Eden), Alignment (Good), Polarity (Order) | Temperate | Urban, Rural | 3 | 37 (20+3d10) | 14 | 3 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+) | +2 Hit; 4% Crit. (97+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 40; Armor 30; Dodge 10; Double Layer 2 |
Arcane 24; Elemental 16; Natural 25; Holy 22; Demonic 28; Mental 24 | Move 4; Str 10; Agil 11; Stam 8; Int 12; Wis 12; Avd 10; Per 12; Res 11; Init 11; Cha 12 | Common & Elven | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x2 over Cloth, Quilted x8 plus All plate armor is 'Elven' crafted, granting +1 Armor (already included) and negating Stiff and Noisy penalties | most conventional 1 handed swords and/or polearms (max 14 dam) and L shield; typ. Side Sword: 1d12 damage & Heater Shield: block (+5) | Often also carry Bows typ. Warbow w/ Fletched arrows (1d12 dam, rng: 45") |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d4+1 GP | ||||
Third | Humanoid | Human Bowmen, Archer | Humankind | Human | Bowmen | Archer | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 8 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 18; Armor 8; Dodge 10 |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 10; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Various bow and arrow combinations, typ. Warbow w/ Fletched Arrows (1d12, range 40) | Knife or medium sword as back up melee weapon typ. Pugio (1d6) |
Large or Campaign Quiver, full of arrows |
2+1d4 SP | |||||
Third | Humanoid | Human Guard, City | Humankind | Human | Guard | City | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 2 | 31 (20+2d10) | 12 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -5 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 38; Armor 28; Dodge 10; Noisy 7 |
Arcane 22; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 11; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x7 | 1H Large Weapon & Shield, Typ. Side Sword: 1d12 damage & Heater shield: Block (+5) | Crossbow w/ Quarrel Bolts (1d10+1, Reload-Ranged 30", Armor Piercing -5), Small shackles, signal whistle, jitte OR baton |
|||||||
Third | Humanoid | Human Guard, Gate | Humankind | Human | Guard | Gate | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 31 (20+2d10) | 13 | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -6 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 42; Armor 32; Dodge 10; Noisy 8 |
Arcane 22; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 11; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 | 2H Polearm, Typ. Partisan: 1d12+2, Reach 2, Ward-off. OR Sword & Shield, Typ. Side Sword: 1d12 damage & Kite Shield: Block (+6) | Signal whistle |
1d4+3 SP | ||||||
Third | Humanoid | Human Guard, Jailor | Humankind | Human | Guard | Jailor | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 33 (22+2d10) | 12 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -6 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 28; Armor 18; Dodge 10; Noisy 6 |
Arcane 18; Elemental 22; Natural 20; Holy 18; Demonic 18; Mental 18 | Move 4; Str 13; Agil 10; Stam 11; Int 9; Wis 9; Avd 10; Per 10; Res 9; Init 9; Cha 9 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Typ. Banded Club (2d4 dam) & Barbed Whip (1d6+1d4, Reach4) , Alt. Maul OR Great Club OR Hooked/Spiked Club & Barbed Whip OR Scourge | Key ring, small shackles, signal whistle |
1d4 SP | ||||||
Third | Humanoid | Human Guard, Lieutenant | Humankind | Human | Guard | Lieutenant | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 7 | 88 (50+7d10) | 33 | 5 | Medium (Upright) | 0 | +3 Hit; 4% Crit. (97+) | +3 Hit; 4% Crit. (97+) | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | AC 58; Armor 48; Dodge 10; Double Layer 3 |
Arcane 24; Elemental 22; Natural 23; Holy 22; Demonic 23; Mental 24 | Move 4; Str 14; Agil 10; Stam 11; Int 12; Wis 12; Avd 10; Per 10; Res 11; Init 11; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Brigandine x7 over Cloth, Quilted x3 | 1H Weapon & Knife, Typ. Broad Sword: 1d8+1d4, parry(+2) & Rondel: 1d6+1, Stealthy, Thrown | Metal Crossbow w/ Quarrel Bolts (1d10+1d8+1, Reload-Ranged 40", Armor Piercing -15), Signal whistle, Badge of office |
Oath of Perseverance (Honor 6), effects only units they are directly leading Hawk Strike x2, Counter Attack x1, Imp Tactical Stance x1, Tactical Mastery (Soldier) x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
1d6GP, Signal Whistle, Badge of Office | ||||
Third | Humanoid | Human Guard, Palace | Humankind | Human | Guard | Palace | Huscarl | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 3 | 44 (28+3d10) | 23 | 4 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | -1 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 56; Armor 46; Dodge 10; Noisy 8; Double Layer 3 |
Arcane 22; Elemental 22; Natural 22; Holy 22; Demonic 22; Mental 22 | Move 4; Str 14; Agil 11; Stam 11; Int 11; Wis 11; Avd 10; Per 10; Res 11; Init 11; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Cloth, Quilted x3 | High Damage 2H Weapons, Typ. Claymore: 1d12+1d4+2, parry (+2), overpowering (-4), +5/+1 charge. OR Halberd: (1d10+2d4+2, Reach 1, Cleaving +5%, Dismount 12%, Impale); also use other 2H weapons such as greatsword, great flamberge, longaxe OR any 1 handed weapon & Tower/Scutum Shield | Also carry a dirk or pugio as back-up weapon |
Can use Imp. Offensive and Defensive Stances (unlimited), Hawk Strike x1 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Huscarl officers use the equivalent infantry officers not guard officers and usually have their own Captain of the Guard |
1d4 GP | ||
Third | Humanoid | Human Guard, Sergeant | Humankind | Human | Guard | Sergeant | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 5 | 63 (35+5d10) | 26 | 4 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+) | +1 Hit; 3% Crit. (98+) | -3 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 56; Armor 46; Dodge 10; Noisy 8; Double Layer 3 |
Arcane 22; Elemental 20; Natural 22; Holy 22; Demonic 23; Mental 23 | Move 4; Str 13; Agil 10; Stam 10; Int 11; Wis 12; Avd 10; Per 10; Res 11; Init 11; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Cloth, Quilted x3 | 1H Large Weapon & Shield, Typ. Broad Sword: 1d8+1d4, parry (+2) & Heater shield: 1d4, 5% shield blow, block (+5). | War Crossbow w/ Quarrel Bolts (1d12+2, Reload-Ranged 35", Armor Piercing -10), Small shackles, signal whistle, jitte OR baton |
Oath of Purpose (Honor 5), effects only units they are directly leading Hawk Strike x1, Shield Wall x1, Imp. Tactical Stance x1 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
1d6+3 SP | ||||
Third | Humanoid | Human Guard, Town | Humankind | Human | Guard | Town | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 10 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -5 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 31; Armor 21; Dodge 10; Noisy 7 |
Arcane 22; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 11; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x7 | 1H Medium Weapon & Shield, Typ. Gladius: 1d10 damage OR Spear: 1d8+1 & Round Shield Block (+2) | Hand Crossbow w/ Quarrel Bolts (1d8+1, Reload-Ranged 30", Armor Piercing -5), Small shackles, signal whistle, jitte OR baton |
1d4+3 SP | ||||||
Third | Humanoid | Human Infantry, Heavy | Humankind | Human | Infantry | Heavy | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 16 | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 50; Armor 40; Dodge 10; Noisy 8 |
Arcane 20; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 10; Wis 11; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 | Most conventional 1 handed weapons with a shield OR pole arm weapons (except halberd), typ. Poleaxe: 1d8+2d4+1 damage, ward-off, Reach 2. OR Side Sword: 1d12 damaghe & Kite Shield: Block (+6); armaments vary greaty by culture & unit function | 3+1d4 SP | |||||||
Third | Humanoid | Human Infantry, Light | Humankind | Human | Infantry | Light | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 11 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 34; Armor 24; Dodge 10; Noisy 8 |
Arcane 20; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 10; Wis 11; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x8 | Most conventional 1 handed or pole arm weapons <= 12 dam, typ. Spear: 1d8+1 & Targe Shield: block (+4) or Tortoise Shield; armaments vary greaty by culture & unit function | 3+1d4 SP | |||||||
Third | Humanoid | Human Infantry, Militia | Humankind | Human | Infantry | Militia | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Rural, N/A | 2 | 31 (20+2d10) | 8 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -4 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 25; Armor 15; Dodge 10; Noisy 5 |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 11; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x5 | Most 1 handed wpns <= 10 dam (non-graceful), typ. Falchion: 1d6+2 & Buckler: Block (+1) | Often also carry a few small thrown weapons typ. Throwing Knife x2 (1d6 dam, Thrown only range str+5) |
In remote areas militia squads may include several men armed with ranged weapons |
1d4+1 SP | |||||
Third | Humanoid | Human Knight Captain | Humankind | Human | Knight | Knight Captain | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 12 | 157 (91+12d10) | 81 | 8 | Medium (Upright) | 0 | -2 Hit; 1% Crit. (100+) | -3 Hit; 1% Crit. (100+) | +9 Hit; 6% Crit. (95+) | +12 Hit; 7% Crit. (94+) | AC 79; Armor 70; Dodge 9; Noisy 4; Double Layer 6; Triple Layer 4 |
Arcane 24; Elemental 26; Natural 28; Holy 30; Demonic 30; Mental 27 | Move 2; Str 12; Agil 11; Stam 13; Int 12; Wis 15; Avd 9; Per 10; Res 15; Init 17; Cha 15 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Brigandine x7 w/ Mail, Chain x4 over Cloth, Quilted x6 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 6, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x8 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 8 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry), Sturdy Shield (+5% block), Field Armor x2 (1 less movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
6d6 GP | May command an Echelon (20 Knights, equivalent to 200 infantry) and 4 Cavaliers | ||
Third | Humanoid | Human Knight Marshal | Humankind | Human | Knight | Knight Marshal | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 16 | 205 (117+16d10) | 117 | 10 | Medium (Upright) | 0 | -5 Hit; 1% Crit. (100+) | +1 Hit; 1% Crit. (100+) | +14 Hit; 8% Crit. (93+) | +19 Hit; 10% Crit. (91+) | AC 79; Armor 77; Dodge 2; Stiff 7; Noisy 4; Double Layer 6; Triple Layer 4 |
Arcane 26; Elemental 26; Natural 31; Holy 34; Demonic 35; Mental 31 | Move 2; Str 12; Agil 4; Stam 13; Int 13; Wis 18; Avd 9; Per 10; Res 17; Init 19; Cha 17 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x7 w/ Mail, Chain x4 over Cloth, Quilted x6 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 8, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x12min/x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 15 XP worth of Craftings/Enchants typ. Superior sword of Greater Slaying (+5 % parry, choose type of "slaying"), Sturdy Shield (+5% block), Field Armor x4 (no movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
8d6 GP | May command a Division (500 Knights, equivalent to 5000 infantry), 5 Knight Templars, 25 Knight Captains, and 100 Cavaliers. May sometimes act in place of a field Commander (Officer) | ||
Third | Humanoid | Human Knight Templar | Humankind | Human | Knight | Knight Templar | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 14 | 181 (104+14d10) | 100 | 9 | Medium (Upright) | 0 | -1 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | +12 Hit; 7% Crit. (94+) | +15 Hit; 8% Crit. (93+) | AC 83; Armor 74; Dodge 9; Noisy 4; Double Layer 7; Triple Layer 4 |
Arcane 26; Elemental 26; Natural 29; Holy 32; Demonic 32; Mental 29 | Move 2; Str 12; Agil 11; Stam 13; Int 13; Wis 16; Avd 9; Per 10; Res 16; Init 18; Cha 16 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Brigandine x7 w/ Mail, Chain x4 over Cloth, Quilted x8 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 7, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x11 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 12 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry), Sturdy Shield (+5% block), Field Armor x4 (no movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
7d6 GP | May command a Regiment (100 Knights, equivalent to 1000 infantry), 5 Knight Captains, 20 Cavaliers. May also sometimes act in place of a Colonel (Officer) | ||
Third | Humanoid | Human Knight, Armsman | Humankind | Human | Knight | Armsman | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 4 | 58 (36+4d10) | 23 | 4 | Medium (Upright) | 0 | -1 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | -1 Hit; 1% Crit. (100+) | AC 50; Armor 41; Dodge 9; Noisy 5; Double Layer 5 |
Arcane 20; Elemental 24; Natural 23; Holy 22; Demonic 22; Mental 21 | Move 4; Str 12; Agil 11; Stam 12; Int 10; Wis 11; Avd 9; Per 10; Res 11; Init 13; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 over Cloth, Quilted x8 | Polearm, typ. Bill-Hook (1d12+1, ward-off, Reach 2, Dismount 15%) | 1H sword/bludgeon & Shield, typ. Side Sword (1d12, 15% Parry) & Heater Shield typ. (1d4 shield blow 5%, 25% block) |
Default Honor = 2, May use Honor Oaths/Virtues, Chivalry Code x6 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
2d6 GP | must attend a higher ranking Knight | |||
Third | Humanoid | Human Knight, Cavalier | Humankind | Human | Knight | Cavalier | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 10 | 133 (78+10d10) | 64 | 7 | Medium (Upright) | 0 | -12 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | +7 Hit; 5% Crit. (96+) | +9 Hit; 6% Crit. (95+) | AC 69; Armor 67; Dodge 2; Stiff 7; Noisy 4; Double Layer 7; Triple Layer 4 |
Arcane 24; Elemental 26; Natural 27; Holy 28; Demonic 28; Mental 26 | Move 2; Str 12; Agil 4; Stam 13; Int 12; Wis 14; Avd 9; Per 10; Res 14; Init 16; Cha 14 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x7 w/ Mail, Chain x4 over Cloth, Quilted x8 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 5, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x5 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 4 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry) & Sturdy Shield (+5% block) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
5d6 GP | May command a Cadre of Knights (5 Knights, equivalent to 50 infantry) | ||
Third | Humanoid | Human Knight, Foot Knight | Humankind | Human | Knight | Foot Knight | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 6 | 81 (48+6d10) | 33 | 5 | Medium (Upright) | 0 | -11 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | +4 Hit; 5% Crit. (96+) | +5 Hit; 5% Crit. (96+) | AC 57; Armor 55; Dodge 2; Stiff 7; Noisy 2; Double Layer 6; Triple Layer 2 |
Arcane 22; Elemental 24; Natural 24; Holy 24; Demonic 24; Mental 23 | Move 3; Str 12; Agil 4; Stam 12; Int 11; Wis 12; Avd 9; Per 10; Res 12; Init 14; Cha 12 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x7 w/ Mail, Chain x2 over Cloth, Quilted x6 | 2H bludgeon, typ. Flanged Mace (2H, 1d6+2d4+1, stun4%, Crushign Blow 2, Armor Piercing -10) | 1H sword/bludgeon & Shield, typ. Arming sword (1d12+1, Parry 18%) & Heater Shield (1d4 shield blow 5%, 25% block) |
Default Honor = 3, May use Honor Oaths/Virtues, Chivalry Code x9 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
3d6 GP | Will have Sir or Dame in front of their name. Foot Knights will ride horses for travel and tournments, but in true combat theya re forbiddent o fight from horseback | |||
Third | Humanoid | Human Knight, Regular | Humankind | Human | Knight | Regular | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 8 | 104 (60+8d10) | 48 | 6 | Medium (Upright) | 0 | -13 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | +4 Hit; 4% Crit. (97+) | +6 Hit; 4% Crit. (97+) | AC 65; Armor 63; Dodge 2; Stiff 7; Noisy 4; Double Layer 6; Triple Layer 4 |
Arcane 22; Elemental 24; Natural 25; Holy 26; Demonic 26; Mental 24 | Move 2; Str 12; Agil 4; Stam 12; Int 11; Wis 13; Avd 9; Per 10; Res 13; Init 15; Cha 13 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x7 w/ Mail, Chain x4 over Cloth, Quilted x6 | Riding Lance: 1d12+1d10, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, 25% block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 4, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 2 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry), "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
4d6 GP | Wear “Spurs of the Order” which signifies the right to fight from horseback in true combat (without losing honor) | ||
Third | Humanoid | Human Knight, Squire | Humankind | Human | Knight | Squire | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 1 | 22 (17+1d10) | 10 | 2 | Medium (Upright) | 0 | -1 Hit; 2% Crit. (99+) | -2 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 31; Armor 22; Dodge 9; Double Layer 2 |
Arcane 20; Elemental 22; Natural 21; Holy 20; Demonic 20; Mental 20 | Move 4; Str 12; Agil 11; Stam 11; Int 10; Wis 10; Avd 9; Per 10; Res 10; Init 12; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x2 over Cloth, Quilted x8 | 1H Knife/Sword/Bludgeon/Axe <= 10dam, typ. Katzbalger: 1d8, parry (+1). | Default Honor = 1, May use Honor Oaths/Virtues, Chivalry Code x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
1d6 SP | must attend a higher ranking Knight | ||||
Third | Humanoid | Human Knightlord | Humankind | Human | Knight | Knightlord | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 18 | 229 (130+18d10) | 141 | 11 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+) | +2 Hit; 1% Crit. (100+) | +17 Hit; 10% Crit. (91+) | +22 Hit; 11% Crit. (90+) | AC 83; Armor 81; Dodge 2; Stiff 7; Noisy 4; Double Layer 7; Triple Layer 4 |
Arcane 28; Elemental 26; Natural 32; Holy 36; Demonic 37; Mental 33 | Move 2; Str 12; Agil 4; Stam 13; Int 14; Wis 19; Avd 9; Per 10; Res 18; Init 20; Cha 18 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x7 w/ Mail, Chain x4 over Cloth, Quilted x8 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 9, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x12min/x5 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 20 XP worth of Craftings/Enchants typ. Superior sword of Matchless Slaying (+5 % parry, choose type of "slaying"), Sturdy Shield of Greater Relfection (+5% block & reflects 15% of blocked damage as Light damage), Field Armor x4 (no movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
9d6 GP | May command an entire Knightly Army or act in place of a General (Officer) | ||
Third | Humanoid | Mage, Apprentice Adept, Generic | Humankind | Human | Multi-racial | Mage | Apprentice Adept | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 6 | 57 (36+6d6) | 55 | 6 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +6 Hit; 7% Crit. (94+) | +10 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | AC 26; Armor 16; Dodge 10 |
Arcane 30; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 27 | Move 4; Str 8; Agil 10; Stam 9; Int 15; Wis 12; Avd 10; Per 11; Res 10; Init 12; Cha 12 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Staff or Knife (typ. Quarter Staff, 1d6+1d4 damage, ward-off) | Greater Wand (1d6 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 21x up to T3 Spirit Powers (Spirit Max: 12d6+5) |
Has up to 5 XP worth of Craftings/Enchants (typ. X Charged + X Focused + Greater X Power, where X matches most common spell damage and grants +2% spell crit, +2 Cast & +3 spell damage) |
1 Minor Spirit Potion (Bottle); 3d6 GP | ||
Third | Humanoid | Mage, Apprentice, Generic | Humankind | Human | Multi-racial | Mage | Apprentice | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 25 (18+2d6) | 12 | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | AC 18; Armor 8; Dodge 10 |
Arcane 28; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 26 | Move 4; Str 8; Agil 10; Stam 9; Int 14; Wis 12; Avd 10; Per 11; Res 10; Init 11; Cha 10 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Staff or Knife (typ. Polished Staff, 1d6 damage, ward-off) | Minor Wand (1d4 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 7x up to T1 Spirit Powers (Spirit Max: 4d6+1) |
Has up to 1 XP worth of Craftings/Enchants (typ. Minor X Power, where X matches most common spell damage and grants +1 spell damage) |
0-1 Minor Spirit Potion; 1d6 GP | ||
Third | Humanoid | Mage, Entered Apprentice, Generic | Humankind | Human | Multi-racial | Mage | Entered Apprentice | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 4 | 41 (27+4d6) | 30 | 4 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | AC 26; Armor 16; Dodge 10 |
Arcane 30; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 27 | Move 4; Str 8; Agil 10; Stam 9; Int 15; Wis 12; Avd 10; Per 11; Res 10; Init 11; Cha 11 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Staff or Knife (typ. Short Staff, 2d4 damage, ward-off) | Improved Wand (1d4+1 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 14x up to T2 Spirit Powers (Spirit Max: 8d6+3) |
Has up to 2 XP worth of Craftings/Enchants (typ. Improved X Power, where X matches most common spell damage and grants +2 spell damage) |
1 Minor Spirit Potion; 2d6 GP | ||
Third | Humanoid | Mage, Master Mage, Generic | Humankind | Human | Multi-racial | Mage | Master Mage | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 12 | 105 (63+12d6) | 143 | 11 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+) | +12 Hit; 10% Crit. (91+) | +18 Hit; 12% Crit. (89+) | +14 Hit; 10% Crit. (91+) | AC 34; Armor 24; Dodge 10 |
Arcane 34; Elemental 18; Natural 22; Holy 20; Demonic 23; Mental 30 | Move 4; Str 8; Agil 10; Stam 9; Int 17; Wis 13; Avd 10; Per 11; Res 10; Init 13; Cha 14 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Staff or Knife (typ. Grand Staff, 2d6 damage, ward-off, can have a double enchant) | Matchless Wand (1d8 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 39x up to T5 Spirit Powers (Spirit Max: 26d6+24) |
Has up to 16 XP worth of Craftings/Enchants (typ. 3x X Charged + 3x X Focused + Matchless X Power, where X matches most common spell damage and grants +6% spell crit, +3 cast, & +5 spell damage +Matchless Y Warding, where Y matches most common domain and grants +20 Y Resistance) |
1 Major Spirit Potion (Bottle); 5d6 GP | ||
Third | Humanoid | Mage, Undermage, Generic | Humankind | Human | Multi-racial | Mage | Undermage | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 8 | 73 (45+8d6) | 87 | 8 | Medium (Upright) | 0 | +7 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +13 Hit; 9% Crit. (92+) | +9 Hit; 8% Crit. (93+) | AC 26; Armor 16; Dodge 10 |
Arcane 32; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 28 | Move 4; Str 8; Agil 10; Stam 9; Int 16; Wis 12; Avd 10; Per 11; Res 10; Init 12; Cha 13 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Staff or Knife (typ. Long Staff, 2d6 damage, ward-off) | Superior Wand (1d6+1 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 28x up to T4 Spirit Powers (Spirit Max: 18d6+16) |
Has up to 8 XP worth of Craftings/Enchants (typ. 2x X Charged + 2x X Focused + Superior X Power, where X matches most common spell damage and grants +4% spell crit, +4 cast & +4 spell damage) |
1 Major Spirit Potion; 4d6 GP | ||
Third | Humanoid | Navy Corpsman | Humankind | Human | Multi-racial | Navy | Corpsman | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Coastal/Shore, | 3 | 42 (25+3d10) | 12 | 3 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | -1 Hit; 2% Crit. (99+) | -1 Hit; 2% Crit. (99+) | +1 Hit; 3% Crit. (98+) | AC 29; Armor 19; Dodge 10; Noisy 3; Double Layer 3 |
Arcane 20; Elemental 20; Natural 22; Holy 22; Demonic 23; Mental 22 | Move 4; Str 12; Agil 11; Stam 10; Int 10; Wis 12; Avd 10; Per 10; Res 11; Init 11; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x3 over Leather x5 | Cutlass (2d4 damage) | Sailor I: +5 melee/ranged hit when fighting on water First Aid II: Instant, can apply basic combat bandage, unlimited use, restore 1d10 HP to an ally, must touch |
Usually assigned to a group of Navymen or Marines |
1d3 GP+1d4 Basic Combat Bandages | ||||
Third | Humanoid | Navy Marine | Humankind | Human | Multi-racial | Navy | Marine | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Coastal/Shore, N/A | 2 | 31 (20+2d10) | 11 | 2 | Medium (Upright) | 0 | 0 Hit; 3% Crit. (98+) | -1 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 32; Armor 22; Dodge 10; Noisy 6; Double Layer 2 |
Arcane 20; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 21 | Move 4; Str 12; Agil 11; Stam 10; Int 10; Wis 11; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 over Leather x2 | Hand Axe (1d10, 5% cleaving) and Cestus (2 dam fist attack) | Grappling Hook: Range 12", 70% success (modified by GM discretion), if successfully seated can swing on or climb rope |
Sailor I: +5 melee/ranged hit when fighting on water |
May skirmish, even if in formations larger than 10 |
3+1d4 SP, 50% grappling hook & rope (12meters) | |||
Third | Humanoid | Navy Seaman | Humankind | Human | Multi-racial | Navy | Seaman | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Coastal/Shore, | 2 | 31 (20+2d10) | 10 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 24; Armor 14; Dodge 10 |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 11; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x7 | Cutlass: 2d4 damage & Buckler: Block (+1) | Often carry throwing weapons or Hand Crossbows |
Sailor I: +5 melee/ranged hit when fighting on water |
May skirmish, even if in formations larger than 10 |
1d4+2 SP | |||
Third | Humanoid | Slaver Bondslave | Humankind | Human | Multi-racial | Slaver | Bondslave | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 1 | 19 (14+1d10) | 4 | 1 | Medium (Upright) | 0 | -1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 10; Armor 2; Dodge 8 |
Arcane 18; Elemental 18; Natural 18; Holy 14; Demonic 16; Mental 18 | Move 3; Str 8; Agil 9; Stam 9; Int 9; Wis 9; Avd 8; Per 10; Res 7; Init 7; Cha 6 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x2 | Unarmed unless with Hirelings or higher, in which case they typically carry a Rondel (1d6+1 dam) | Will always flee combat unless Slaver hirelings or higher are present, in which case they will NEVER flee under ANY circumstance and automatically pass any Resolve test out of fear of their masters |
Will have tatoos/brands to mark ownership |
0-1 maggot ridden bread | A slaver bondslave is typically a pitiable, malnurished,and barely clothed wretch who has been pressed into slavery by a slaver gang. The gang that claims ownership of them will be clearly marked on the bondslaves flesh by tattoos or brands, and often times a bondslave will have many such marks if they have been passed around to several owners. Though most often an unwilling bondslave beaten into obiedience to a particular slaver gang by a task master, some bondslaves will willing serve their masters in hopes of rising through the ranks and joining the gang as a Hireling. If freed from the grip of their masters, most bondslaves will immediately flee though some may cling to their liberators in an attempt to repay their kindness. | |||
Third | Humanoid | Slaver Hireling | Humankind | Human | Multi-racial | Slaver | Hireling | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 7 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 14; Armor 6; Dodge 8 |
Arcane 18; Elemental 20; Natural 19; Holy 18; Demonic 18; Mental 18 | Move 4; Str 10; Agil 10; Stam 10; Int 9; Wis 9; Avd 8; Per 10; Res 9; Init 9; Cha 6 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x6 | Handaxe: 1d10 daamge & Buckler: parry (+1) OR Pugio: 1d6 damage & Dagger: 1d4 damage | Will never flee combat under any circumstance if Slaver Underling or higher is present and automatically pass any Resolve test (because they wish to prove their mettle) |
Will have tatoos/brands from days as Bondslaves, and will have added some piercings usually won't kill but incapacitate and bring to masters as slaves |
1d10 CP | A slaver hireling is the lowest non-slave rank within a slaver gang. They are paid a very meager amount to assist in capturing new slaves to either serve the gang as bondslaves or be sold for profits (or sometimes both). They earn no profit from this, but instead survive on the gangs leftover scraps. Most will have begun their career as a bondslave themselves, having proved useful or loyal enough to be granted freedom. As such they still bear the scars, brands, and tattoos of thier former slavery, often proudly. They also tend to augment thier existing marks with additonal tattoos, brands, and piercings, in an effort to make themselves look more intimidating or fierce. Hirelings are merciless and cruel, always seeking to prove themselves to their masters through their own depravity and combat prowess. Eager to make a name for themselves and increase thier profitability, they are always on the lookout for easy prey whom they can capture and bring to their masters to be enslaved. Though paid member sof the gang, they are still treated as inferior and are regualrily beaten or tortured for even the mildest infraction. While reviled by all, even thier own kind, provided they practice their trade outside the legal limits of most settlements, thier presence is tolerated. | |||
Third | Humanoid | Slaver Overlord | Humankind | Human | Multi-racial | Slaver | Overlord | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 10 | 151 (96+10d10) | 76 | 8 | Medium (Upright) | 0 | +6 Hit; 3% Crit. (98+); +1 Damage | +3 Hit; 2% Crit. (99+) | +5 Hit; 3% Crit. (98+) | +5 Hit; 3% Crit. (98+) | AC 62; Armor 49; Dodge 13; Noisy 6; Double Layer 6 Has so many body piercings that it acts as a crude form of ring mail, granting +3 armor (already added); at least one piercing is defensively Enchanted, typ. Nose Ring of Improved Subjugation (if passing a Resolve test, become immune to the repeated non-damage effects of any skill or spell used against them) |
Arcane 24; Elemental 32; Natural 28; Holy 32; Demonic 28; Mental 24 | Move 4; Str 15; Agil 13; Stam 16; Int 12; Wis 12; Avd 13; Per 10; Res 16; Init 14; Cha 3 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x8 | High Damage 2H Weapons such as Labrys, Heavy Flail, Glaive (max 22 damage), almost always Advanced/Rune Crafted and/or Enchanted; Typ. Glaive of Superior Pain (1d12+2d4+2+4 damage, reach 1, ward-off) | Bottle of superior crippling poison (3 uses) |
Warmonger skill (Rank3, +2 movement when charging, +2 damage and +30% Overpowering for first round after a charge) Fear Me! (once per 3 turns action, fear effect on all in base contact if failing resolve test, will immediately move full move away and then stunned until end of their next turn) Iron Command (once per 3 turns instant, removes all CC effects form any lower ranked Slaver within 10") Devastation (Fury instant) x2, Matchless Berserker Strike (Fury action x2) Will never flee combat under any circumstance if lower rank Slavers are present and automatically pass any Resolve test (refuse to show weakeness or fear in the presence of their lessers) |
Poison III: Uses Superior poisons Toughness II: Negates all incoming damage by 2 Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
Barely recognizable as human due to tatoos/brands/piercings/body modifications usually won't kill but incapacitate and have a Taskmaster put a slave collar on them (and tatoo/brand) |
small locked chest containing 2d10+5 GP, 2d6 GP worth of gold piercings, matching key is usually disguised as a peircing, bottle of superior crippling poison (remaining unused doses) | A slaver overlord is the undisputed leader of a slaver gang. His will is iron, his word obeyed without question, and his sadistic cruelty matchless among mortal kind. Their bodies are so pierced and modified that they are difficult to even recognize as human. To face them in battle is to know fear and to be owned by one is to live in constant torment. If they feel pain or pity at all, they hide it impossibly well. To a slaver overlord, flesh is a commodity mesaured in gold, something they accumualte with an unwavering obsession. They mastermind the efforts of thier gang, accumulating wealth and exerting their will through their taskmasters. However being at the top is dangerous, for if they show even the slightess weakness or fear, they will lose the confidence of thier gang. The saving grace of the organizational structure of a slaver gang is that if the Overlord dies, the task masters will murder each other until only one remains alive to claim the title of overlord and take ove ownership of the gang and all its assets. | |
Third | Humanoid | Slaver Taskmaster | Humankind | Human | Multi-racial | Slaver | Taskmaster | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 6 | 89 (56+6d10) | 30 | 5 | Medium (Upright) | 0 | +7 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | -2 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 35; Armor 24; Dodge 11; Noisy 8 |
Arcane 22; Elemental 28; Natural 25; Holy 24; Demonic 23; Mental 22 | Move 4; Str 14; Agil 12; Stam 14; Int 11; Wis 11; Avd 11; Per 10; Res 12; Init 12; Cha 4 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x8 | Sabre (2d6) & Scourge (1d6+1d4+2, Reach 2, Clumsy -5) OR Balanced Axe (1d12+1) & Flail-glove (1d10+1, Reach 1) OR Heavy Flail with Enchant (typ. of Improved Pain, 1d8+2d6+2+2, Clumsy -10) | Slave collars with chains, branding iron, Bottle of complex crippling poison (3 uses) |
Brandish-the-Iron (instant, threatens all underlings, hirelings, and bond slaves w/in 12" with the Branding iron, giving them +10 hit +2 dam on thier next turn) Will never flee combat under any circumstance if Overlord is present and automatically pass any Resolve test, however if more than one taskmaster is present they will attack each other immediately if Overlord dies until only 1 remains |
Poison II: Uses Complex poisons Toughness I: Negates all incoming damage by 1 |
Extreme amounts of tatoos/brands/piercings and some body modifications usually won't kill but incapacitate and put slave collar on them (and tatoo/brand) |
1d12 GP + 1d8 GP worth of gold piercings, spare slave collars & chains, branding iron, bottle of complex crippling poison (remaining unused doses) | A slaver taskmaster is almost always found surrounded by underlings and hirelings, as well as leading a train of slaves in chains of to market. Their skin is almost completely covered in tattoos, brands, and pericings, marking thier elevated status witin the gang. In an effort to prove how fearsome they are they begin to practice ritualistic body modifications, cutting and sewing their own flesh to render them hideous to look upon and training themselves to be almost immune to pain. Taskmasters are ruthless, regularily beating and tormenting those beneath them, and enforcing the will of the overlord they serve. Depending on the size of the slaver gang, they may be more than one task amster, however in these cases they are extremely competitive, driving them to further heights of depravity. They use their cruelty, and the branding iron they carry at their side at all times, to threaten and intimidate the gang to work and fight harder. While they earn a significant share of the profit from the sale of any slave, they are also rewarded at times with their own personal slaves, a fate worse than death for the unfortunate soul they claim as their own. So reviled are slaver taskmasters and thier cruel trade, that most settlements where slavery is either outlawed or discouraged will not allow thier presence, provided they have might to enforce such a sentiment. | |
Third | Humanoid | Slaver Underling | Humankind | Human | Multi-racial | Slaver | Underling | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 3 | 47 (30+3d10) | 15 | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -4 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 28; Armor 18; Dodge 10; Noisy 6 |
Arcane 20; Elemental 24; Natural 22; Holy 20; Demonic 20; Mental 20 | Move 4; Str 12; Agil 10; Stam 12; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 5 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Handaxe (1d10) & Braided Whip (1d6+1, Reach 4) OR Falchion (1d6+2) & Javelin (1d8, thrown rng 22") | Vial of simple crippling (1 use), 1 extra Javelin if armed with javelins |
Will never flee combat under any circumstance if Slaver Taskmaster or higher is present and automatically pass any Resolve test (because they wish to prove their mettle) |
Poison I: Uses Simple poisons |
Heavily tatooed/branded/pierced usually won't kill but incapacitate and bring to masters as slaves |
3d6 SP + 1d4 GP worth of gold piercings, vial of simple crippling poison (if not used) | A slaver underling is paid a small percentage from the sale of any slave, making them very driven to capture new slaves on behalf of their gang. Having gained some notoriety and history within the gang, they are heavily tattooed, branded, and pierced and are unmistakable agents of the slave trade. When in the presence of their overlords and taskmasters they are utterly loyal, and will stop at nothing to prove themselves. Every slaver underling seesk to become task master, that they may partake in financial and carnal rewards of the title. With more resources at their disposal they have no qualls about spending the gold to use crippling poisons to assist in capturing prey, for the return on investiment is high. When a Slaver Hireling comes to town, the common folk generally make themselves scarce, bolting their doors and closing their shutters until the Hirelings have concluded their business. | |
Third | Humanoid | Wild Elf, Brave | Elvenkind | Elf | Wild | Tribesman | Brave | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 31 (20+2d10) | 10 | 2 | Medium (Upright) | 0 | +4 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 24; Armor 11; Dodge 13 Enchanted Tribal Chest Tattoos of Minor Defense (+1 already added) |
Arcane 24; Elemental 20; Natural 29; Holy 22; Demonic 30; Mental 26 | Move 5; Str 11; Agil 13; Stam 10; Int 12; Wis 14; Avd 13; Per 14; Res 11; Init 11; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Tomahawk: 1d8+1 damage | Carries 2 extra Tomahawks for throwing, Range 11 |
Berserker Strike x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
1d6 dried meat | |||
Third | Humanoid | Wild Elf, Hunter | Elvenkind | Elf | Wild | Tribesman | Hunter | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 29 (18+2d10) | 8 | 2 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 17; Armor 6; Dodge 11 |
Arcane 22; Elemental 18; Natural 28; Holy 22; Demonic 30; Mental 25 | Move 5; Str 10; Agil 12; Stam 9; Int 11; Wis 14; Avd 11; Per 14; Res 11; Init 11; Cha 11 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x3 | Flat Bow w/ hunting arrows: 1d6+1 damage, range 35 | Hunting Knife: 1d5 damage |
Stealth Shot I x3 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d4 animal skins/pelts, 1d4 raw meat | |||
Third | Humanoid | Wild Elf, Shaman | Elvenkind | Elf | Wild | Shaman | Shaman | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 7 | 88 (50+7d10) | 32 | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 35; Armor 24; Dodge 11 |
Arcane 28; Elemental 22; Natural 29; Holy 28; Demonic 32; Mental 27 | Move 5; Str 9; Agil 12; Stam 11; Int 14; Wis 13; Avd 11; Per 12; Res 14; Init 14; Cha 14 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 | Dual Medium Handweapons; typ. Reaper x2 (1d6+1d4) | Spirit: Can use up to Tier 3 Powers, typ. Wild (per day use: T3 x1, T2 x2, T1 x3, T0 unlimited) Typ. Worm Rot x1, Imbue Simple Poison x2, Wild Growth x3, Wild Cantrip (unlimited); Fury: Greater Bladestorm x2, Ferocity x2, Imp. Frenzy x1, Pain Suppression x1 (negate 10dam) |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
1d4 Primordial Sap | ||||
Third | Humanoid | Wild Elf, Tribal Champion | Elvenkind | Elf | Wild | Tribesman | Champion | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 10 | 127 (72+10d10) | 31 | 5 | Medium (Upright) | 0 | +13 Hit; 10% Crit. (91+) | +13 Hit; 10% Crit. (91+) | +11 Hit; 9% Crit. (92+) | +13 Hit; 10% Crit. (91+) | AC 37; Armor 24; Dodge 13 Enchanted Tribal Chest Tattoos of Greater Defense (+3 already added) |
Arcane 24; Elemental 24; Natural 31; Holy 26; Demonic 32; Mental 26 | Move 5; Str 14; Agil 14; Stam 12; Int 12; Wis 14; Avd 13; Per 14; Res 13; Init 13; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x7 | Great Axe (1d10+2d4+3 dam) | Matchless Berserker Strike x2, Flurry x2, Doom Strike x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
1d6 dried Raw Meat, 0-1 Major Fury Potion | ||||
Third | Humanoid | Wild Elf, Warbringer | Elvenkind | Elf | Wild | Tribesman | Warbringer | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 6 | 77 (44+6d10) | 23 | 4 | Medium (Upright) | 0 | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | AC 33; Armor 20; Dodge 13 Enchanted Tribal Chest Tattoos of Improved Defense (+2 already added) |
Arcane 24; Elemental 22; Natural 30; Holy 24; Demonic 31; Mental 26 | Move 5; Str 13; Agil 14; Stam 11; Int 12; Wis 14; Avd 13; Per 14; Res 12; Init 12; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x6 | Tomahawk x2: 1d8+1 damage | Carries 4 extra Tomahawks for throwing, Range 11 |
Furious Throw x2, Greater Berserker Strike x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Pack Hunting III: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
1d6 dried meat, 0-1 Minor Fury potion | |||
Third | Humanoid | Wild Witch, Coven Sister | Elvenkind | Elf | Wild | Wild Witch | Coven Sister | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 5 | 52 (25+5d10) | 23 | 4 | Medium (Upright) | 0 | +6 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | +9 Hit; 8% Crit. (93+) | AC 23; Armor 12; Dodge 11 |
Arcane 22; Elemental 14; Natural 27; Holy 28; Demonic 34; Mental 26 | Move 5; Str 8; Agil 12; Stam 7; Int 11; Wis 15; Avd 11; Per 12; Res 14; Init 14; Cha 14 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 | Small Seax: 1d8 damage | Can possess small animals with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x6, up to T3, typ.: Lv3 Drain Life x4, Lv5 Curse of Lethargy, Curse of Weakness, Lv4 Blood Fever x5, Lv5 Life Force, Regrowth x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 4 XP worth of Craftings/Enchants (typ. Superior Subjugation: if hit by a power/skill/ability become immune to non-damage effects the next 3x hit by same power/skill/ability) |
0-1 Lesser Healing Potion | ||
Third | Humanoid | Wild Witch, Crone | Elvenkind | Elf | Wild | Wild Witch | Crone | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 10 | 81 (36+10d8) | 48 | 6 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+) | +11 Hit; 9% Crit. (92+) | +10 Hit; 9% Crit. (92+) | +15 Hit; 10% Crit. (91+) | AC 27; Armor 16; Dodge 11 Gruesome Charm Necklace: with 5 trapped souls stored |
Arcane 22; Elemental 12; Natural 27; Holy 30; Demonic 36; Mental 27 | Move 5; Str 8; Agil 12; Stam 6; Int 11; Wis 16; Avd 11; Per 12; Res 15; Init 15; Cha 8 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Gnarled Staff: 1d8+1 damage, ward-off | Can possess large animals with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x8, up to T5, typ.: Devour Soul (see Charm Necklace), Seed of Corruption x3, Death's Door x3, Curse of Doom x3, Lv10 Life Force, Regrowth x4, Mending x2, Reincarnate x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 16 XP worth of Craftings/Enchants (typ. Unholy x3: +6% demonic crit. Demonic x3: +6 damage & +15 cast with demonic powers. Superior Subjugation: if hit by a power/skill/ability become immune to non-damage effects the next 3x hit by same power/skill/ability) |
0-1 Major Healing Potion | ||
Third | Humanoid | Wild Witch, Fair-one | Elvenkind | Elf | Wild | Wild Witch | Fair-one | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 7 | 63 (32+7d8) | 34 | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | +11 Hit; 9% Crit. (92+) | AC 25; Armor 14; Dodge 11 Gruesome Charm Necklace: with 3 trapped souls stored |
Arcane 22; Elemental 14; Natural 27; Holy 28; Demonic 34; Mental 26 | Move 5; Str 8; Agil 12; Stam 7; Int 11; Wis 15; Avd 11; Per 12; Res 14; Init 14; Cha 17 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x7 | Braided Whip: 1d6+1 damage, reach 4 | Can possess medium animals with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x7, up to T4, typ.: Devour Soul (see Charm Necklace), Curse of Pride x3, Curse of Unbelief, Vampiric Strike x3, Lv7 Life Force, Regrowth x3, Mending |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 10 XP worth of Craftings/Enchants (typ. Demonic x2: +4 damage & +10 cast with demonic powers. Superior Subjugation: if hit by a power/skill/ability become immune to non-damage effects the next 3x hit by same power/skill/ability) |
0-1 Improved Healing Potion | ||
Third | Humanoid | Wild Witch, Initiate | Elvenkind | Elf | Wild | Wild Witch | Initiate | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 2 | 23 (14+2d8) | 6 | 1 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 14; Armor 3; Dodge 11 |
Arcane 22; Elemental 14; Natural 26; Holy 24; Demonic 31; Mental 25 | Move 4; Str 8; Agil 12; Stam 7; Int 11; Wis 14; Avd 11; Per 12; Res 12; Init 12; Cha 11 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Bone Knife: 1d4 damage | Faith Powers (Demonic/Primal) x3, up to T1, typ.: Lv1 Drain Life x2, Curse of Torment, Lv2 Life Force |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
0-1 Minor Healing Potion | ||||
Third | Humanoid | Wild Witch, Warlock | Elvenkind | Elf | Wild | Wild Witch | Warlock | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 3 | 31 (18+3d8) | 14 | 3 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | +6 Hit; 6% Crit. (95+) | AC 18; Armor 7; Dodge 11 |
Arcane 22; Elemental 14; Natural 26; Holy 26; Demonic 32; Mental 25 | Move 5; Str 8; Agil 12; Stam 7; Int 11; Wis 14; Avd 11; Per 12; Res 13; Init 13; Cha 11 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x7 | Kukri: 1d8+1 damage | Can possess animal critters with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x4, up to T2, typ.: Lv2 Drain Life x3, Curse of Torment, Curse of Lethargy x3, Lv3 Life Force |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 2 XP worth of Craftings/Enchants (typ. Improved Subjugation, if hit by a power/skill/ability become immune to non-damage effects the next 1x hit by same power/skill/ability) |
0-1 Light Healing Potion | ||
Third | Humanoid | Wildguard, Elite | Elvenkind | Elf | Wild | Ranger | Elite | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 8 | 99 (55+8d10) | 40 | 5 | Medium (Upright) | 0 | +13 Hit; 9% Crit. (92+) | +13 Hit; 12% Crit. (89+) | +10 Hit; 8% Crit. (93+) | +11 Hit; 9% Crit. (92+) | AC 55; Armor 40; Dodge 15 |
Arcane 26; Elemental 22; Natural 30; Holy 30; Demonic 34; Mental 27 | Move 5; Str 13; Agil 16; Stam 11; Int 13; Wis 14; Avd 15; Per 16; Res 15; Init 15; Cha 14 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x8 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Reflex Bow w/ War Arrows: 1d12+1d6+2, range 50, quiver 20 | Longsword: 1d10+1d4+1 |
Base Stealth: 19 Stealth Skills x5, typ.: Demoralize II, Stealth Shot IV, Take Aim III, Snipe Rank II, Shifting Strike I Vigor Skills x4, typ.: Concentrationx2, Pinning Shot x2, Hail or Arrows, Hawk Shot x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 war arrows | |||
Third | Humanoid | Wildguard, Headguard | Elvenkind | Elf | Wild | Ranger | Headguard | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 11 | 139 (78+11d10) | 63 | 7 | Medium (Upright) | 0 | +12 Hit; 6% Crit. (95+) | +12 Hit; 12% Crit. (89+) | +14 Hit; 10% Crit. (91+) | +14 Hit; 10% Crit. (91+) | AC 66; Armor 50; Dodge 16; Double Layer 5 |
Arcane 28; Elemental 24; Natural 31; Holy 32; Demonic 35; Mental 28 | Move 5; Str 14; Agil 17; Stam 12; Int 14; Wis 14; Avd 16; Per 17; Res 16; Init 16; Cha 15 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x8 over Cloth, Quilted x5 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Heartseeker Recurve Bow of Greater Nightfall w/ Broadhead Arrows: 1d12+1d8+3 damage +3 shadow damage, range 50, quiver 20, if critically hitting also silences the target for 1 rnd | Xiphos x2: 1d8+1 damage |
Base Stealth: 22 Stealth Skills x6, typ.: Demoralize II, Stealth Shot V, Take Aim IV, Snipe II, Shifting Strike I, Festering Strike/Shot I Vigor Skills x5, typ.: Concentrationx2, Pinning Shot x2, Hail or Arrows, Kodiak Shot x2, Kill Shot x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 war arrows | |||
Third | Humanoid | Wildguard, Scout | Elvenkind | Elf | Wild | Ranger | Scout | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 3 | 42 (25+3d10) | 17 | 3 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +6 Hit; 9% Crit. (92+) | +4 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | AC 33; Armor 20; Dodge 13 |
Arcane 24; Elemental 20; Natural 29; Holy 26; Demonic 32; Mental 26 | Move 5; Str 11; Agil 13; Stam 10; Int 12; Wis 14; Avd 13; Per 14; Res 13; Init 13; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x4 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Longbow: 1d10+1d4 damage, range 45, quiver 20 | Xiphos: 1d8+1 damage |
Base Stealth: 15 Stealth Skills x3, typ.: Demoralize I, Stealth Shot II, Take Aim I Vigor Skills x2, typ.: Concentration x2, Pinning Shot x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 arrows | |||
Third | Humanoid | Wildguard, Stalker | Elvenkind | Elf | Wild | Ranger | Stalker | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 5 | 63 (35+5d10) | 27 | 4 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +9 Hit; 11% Crit. (90+) | +6 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | AC 44; Armor 30; Dodge 14 |
Arcane 24; Elemental 20; Natural 29; Holy 28; Demonic 33; Mental 26 | Move 5; Str 12; Agil 14; Stam 10; Int 12; Wis 14; Avd 14; Per 15; Res 14; Init 14; Cha 13 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x6 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Composite Bow w/ Hunting Arrow: 1d12+1d4+1 damage, range 45, quiver 20 | Stiletto x2: 1d6 damage |
Base Stealth: 17 Stealth Skills x4, typ.: Demoralize I, Stealth Shot III, Take Aim II, Snipe I Vigor Skills x3, typ.: Concentration x2, Pinning Shot x2, Hail or Arrows |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 arrows | |||
Third | Humanoid | Worker, Commoner | Humankind | Human | Multi-racial | Worker | Commoner | Townsfolk | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Rural, Urban | 1 | 21 (15+1d10) | 3 | 1 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | 0 Hit; 4% Crit. (97+) | AC 12; Armor 4; Dodge 8 |
Arcane 16; Elemental 20; Natural 20; Holy 16; Demonic 18; Mental 18 | Move 4; Str 10; Agil 10; Stam 10; Int 8; Wis 10; Avd 8; Per 10; Res 8; Init 8; Cha 8 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Either unarned or wielding a Simple weapons, always break on crit miss (typ. Blunt Object, 1d2 damage) | Docile: Will typically not attack unless provoked/threatened |
0-1 Stale bread, 1d3 SP | ||||
Third | Humanoid | Worker, Swabbie | Humankind | Human | Multi-racial | Worker | Swabbie | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Salt Water, Urban | 2 | 31 (20+2d10) | 6 | 1 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 11; Armor 3; Dodge 8 |
Arcane 18; Elemental 20; Natural 19; Holy 16; Demonic 17; Mental 18 | Move 4; Str 10; Agil 10; Stam 10; Int 9; Wis 9; Avd 8; Per 10; Res 8; Init 8; Cha 7 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Typ. Cutlass (2d4) or Dagger x2 | 0-1 small flask of grog, 1d4 SP |