T O P I C R E V I E W |
Arravis |
Posted - 08 Jul 2004 : 19:56:37 I did a 3.5 version of some of the soldiers that might be found in the Red Plumes of Hillsfar. Anyway, take a look, suggestions, comments and ideas are all welcome. Thanks guys!
P.S.: AEG=Arms and Equipment Guide
Red Plume Warrior; LE, Warrior 1; hp 8 Init +0; Speed 20; AC 16 (touch 10, flat 16) Base Attack +1; Grapple +2 Standard Attack: Bastard Sword +3 1d10+1 19-20x2; Sap +2 1d6+1 19-20x2; or Shortbow +1 1d6 Full Attack: Bastard Sword +3 1d10+1 19-20x2; Sap +2 1d6+1 19-20x2; or Shortbow +1 1d6 Saves: Fort +2, Ref +0, Will +0 Str 13, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Balance –6, Climb –5, Craft: Armorsmithing +2, Escape Artist –6, Gather Information +2, Handle Animal +3, Hide –6, Intimidate +4, Jump –5, Knowledge: Local +1, Move Silently –6, Ride +3, Sense Motive +2, Sleight of Hand –6, Swim –11, Tumble –6. Languages: Damaran, Chondathan
Feats: Street Smart, Weapon Focus: Bastard Sword
Combat Items: 2 Potions of Cure Light Wounds (100 gp), Bastard Sword (35 gp, 6 lb), Sap (1 gp, 2 lb), Banded Mail (250 gp, 35 lb)
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), tent (10 gp, 20 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs), winter blanket (5 sp, 3 lb) Backpack (2 gp, 2 lb): Armor maintenance kit (1 gp, 1 lb, AEGp21), flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), 2 traveler’s outfits (2 gp, 10 lb), whetstone (2cp, 1lb)
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Experienced Red Plume Fighter; LE, Warrior 1, Fighter 1; hp 13 Init +0; Speed 20; AC 16 (touch 10, flat 16) Base Attack +2; Grapple +3 Standard Attack: Bastard Sword +4 1d10+1 19-20x2; Sap +3 1d6+1 19-20x2; or Shortbow +2 1d6 Full Attack: Bastard Sword +4 1d10+1 19-20x2; Sap +3 1d6+1 19-20x2; or Shortbow +2 1d6 Saves: Fort +4, Ref +0, Will +0 Str 13, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Balance –6, Climb –5, Craft: Armorsmithing +2, Escape Artist –6, Gather Information +2, Handle Animal +4, Hide –6, Intimidate +4, Jump –5, Knowledge: Local +1, Move Silently –6, Ride +5, Sense Motive +2, Sleight of Hand –6, Swim –11, Tumble –6. Languages: Damaran, Chondathan
Feats: Power Attack, Street Smart, Weapon Focus: Bastard Sword Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Combat Items: 2 Potions of Cure Light Wounds (100 gp), Bastard Sword (35 gp, 6 lb), Sap (1 gp, 2 lb), Banded Mail (250 gp, 35 lb)
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), tent (10 gp, 20 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs), winter blanket (5 sp, 3 lb) Backpack (2 gp, 2 lb): Armor maintenance kit (1 gp, 1 lb, AEGp21), flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), 2 traveler’s outfits (2 gp, 10 lb), whetstone (2cp, 1lb)
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Red Plume Sergeant; LE, Warrior 1, Fighter 2; hp 18 Init +0; Speed 20; AC 17 (touch 10, flat 17) Base Attack +3; Grapple +4 Standard Attack: MW Bastard Sword +6 1d10+1 19-20x2; Sap +4 1d6+1 19-20x2; or Shortbow +3 1d6 Full Attack: MW Bastard Sword +6 1d10+1 19-20x2; Sap +4 1d6+1 19-20x2; or Shortbow +3 1d6 Saves: Fort +5, Ref +0, Will +0 Str 13, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Balance –7, Climb –6, Craft: Armorsmithing +2, Escape Artist –7, Gather Information +2, Handle Animal +4, Hide –7, Intimidate +4, Jump –5, Knowledge: Local +1, Move Silently –7, Ride +6, Sense Motive +2, Sleight of Hand –7, Spot +1, Swim –13, Tumble –7. Languages: Damaran, Chondathan
Feats: Improved Sunder, Mounted Combat, Power Attack, Street Smart, Weapon Focus: Bastard Sword Improved Sunder: A Red Plume can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that the opponent is holding. If he is attempting to sunder a weapon or shield, follow the steps outlined here: Step 1: Opposed Rolls. The Red Plume and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 2: Consequences. If the Red Plume beats the defender, roll damage and deal it to the weapon or shield. If he fails the sunder attempt, he doesn’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll with a +4 bonus against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. You can’t sunder armor worn by another character. Mounted Combat: Once per round when the Red Plume’s mount is hit in combat, he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Combat Items: 2 sets of Caltrops (2 gp, 4 lbs), 2 Potions of Cure Moderate Wounds (heals 2d8+10, 600 gp), 2 Smokesticks (40 gp, _ lb), 2 Tanglefoot Bags (100 gp, 8 lbs), 5 Tindertwigs (5 gp), MW Bastard Sword (335 gp, 6 lb), Sap (1 gp, 2 lb), Shortbow (30 gp, 2 lb), 20 Arrows (1 gp, 3 lb), Half-Plate (600 gp, 50 lb). Caltrops: One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Smokestick: When ignited it instantly creates thick, opaque smoke which fills a 10- foot cube. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally. Tanglefoot Bag: When a tanglefoot bag is thrown at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs) Backpack (2 gp, 2 lb): Flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), whetstone (2cp, 1lb) Light Warhorse (150 gp): Bit and bridle (2gp, 1lb), military saddle (20 gp, 30lb),saddlebags (4gp, 8lb), Armor maintenance kit (1 gp, 1 lb, AEGp21), bedroll (1sp, 5 lb), hemp rope (1 gp, 10 lb), hooded lantern (7 gp, 2 lb), tent (10 gp, 20 lb), 2 traveler’s outfits (2 gp, 10 lb), winter blanket (5 sp, 3 lb)
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Red Plume Commander; LE, Warrior 1, Fighter 3; hp 27 Init +0; Speed 20; AC 19 (touch 10, flat 19) Base Attack +4; Grapple +5 Standard Attack: MW Bastard Sword +7 1d10+3 19-20x2; Sap +5 1d6+2 19-20x2; or MW Comp Shortbow +5 1d6+2 Full Attack: MW Bastard Sword +7 1d10+3 19-20x2; Sap +5 1d6+2 19-20x2; or MW Comp Shortbow +5 1d6+2 Saves: Fort +6, Ref +1, Will +1 Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Skills: Balance –5, Climb –3, Craft: Armorsmithing +2, Escape Artist –5, Gather Information +2, Handle Animal +4, Hide –5, Intimidate +4, Jump –4, Knowledge: Local +1, Move Silently –5, Ride +7, Sense Motive +2, Sleight of Hand –5, Spot +2, Swim –8, Tumble –5. Languages: Damaran, Chondathan
Feats: Improved Sunder, Mounted Combat, Power Attack, Street Smart, Weapon Focus: Bastard Sword Improved Sunder: A Red Plume can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that the opponent is holding. If he is attempting to sunder a weapon or shield, follow the steps outlined here: Step 1: Opposed Rolls. The Red Plume and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 2: Consequences. If the Red Plume beats the defender, roll damage and deal it to the weapon or shield. If he fails the sunder attempt, he doesn’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll with a +4 bonus against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. You can’t sunder armor worn by another character. Mounted Combat: Once per round when the Red Plume’s mount is hit in combat, he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Combat Items: 2 Potions of Cure Moderate Wounds (heals 2d8+10, 600 gp), 2 Smokesticks (40 gp, _ lb), 2 Tanglefoot Bags (100 gp, 8 lbs), 5 Tindertwigs (5 gp), Commander’s Armor (+1 Full Plate, 2,650 gp) MW Bastard Sword (335 gp, 6 lb), Sap (1 gp, 2 lb), MW Composite Shortbow (+2 Str, 525 gp, 2 lb), 20 Arrows (1 gp, 3 lb), Half-Plate (600 gp, 50 lb). Smokestick: When ignited it instantly creates thick, opaque smoke which fills a 10- foot cube. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally. Tanglefoot Bag: When a tanglefoot bag is thrown at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs) Backpack (2 gp, 2 lb): Flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), whetstone (2cp, 1lb) Heavy Warhorse (400 gp): Bit and bridle (2gp, 1lb), military saddle (20 gp, 30lb),saddlebags (4gp, 8lb), Armor maintenance kit (1 gp, 1 lb, AEGp21), bedroll (1sp, 5 lb), hemp rope (1 gp, 10 lb), hooded lantern (7 gp, 2 lb), tent (10 gp, 20 lb), 2 traveler’s outfits (2 gp, 10 lb), winter blanket (5 sp, 3 lb)
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Experienced Red Plume Commander; LE, Warrior 1, Fighter 4; hp 33 Init +0; Speed 20; AC 19 (touch 10, flat 19) Base Attack +5; Grapple +6 Standard Attack: MW Bastard Sword +8 1d10+3 19-20x2; Sap +6 1d6+2 19-20x2; or MW Comp Shortbow +6 1d6+2 Full Attack: MW Bastard Sword +8 1d10+3 19-20x2; Sap +6 1d6+2 19-20x2; or MW Comp Shortbow +6 1d6+2 Saves: Fort +7, Ref +1, Will +1 Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Skills: Balance –5, Climb –3, Craft: Armorsmithing +2, Diplomacy +1, Escape Artist –5, Gather Information +2, Handle Animal +4, Hide –5, Intimidate +4, Jump –4, Knowledge: Local +1, Move Silently –5, Ride +8, Sense Motive +2, Sleight of Hand –5, Spot +2, Swim –8, Tumble –5. Languages: Damaran, Chondathan
Feats: Improved Sunder, Mounted Combat, Power Attack, Ride-By Attack, Street Smart, Weapon Focus: Bastard Sword Improved Sunder: A Red Plume can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that the opponent is holding. If he is attempting to sunder a weapon or shield, follow the steps outlined here: Step 1: Opposed Rolls. The Red Plume and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 2: Consequences. If the Red Plume beats the defender, roll damage and deal it to the weapon or shield. If he fails the sunder attempt, he doesn’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll with a +4 bonus against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. You can’t sunder armor worn by another character. Mounted Combat: Once per round when the Red Plume’s mount is hit in combat, he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) Ride-By Attack: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Combat Items: Antitoxin (+5 vs poison for 1 hour, 50 gp, 1 lb), 2 Potions of Cure Moderate Wounds (heals 2d8+10, 600 gp), 2 Smokesticks (40 gp, _ lb), 1 Tanglefoot Bag (50 gp, 4 lbs), 5 Tindertwigs (5 gp), Commander’s Armor (+1 Full Plate, 2,650 gp) MW Bastard Sword (335 gp, 6 lb), Sap (1 gp, 2 lb), MW Composite Shortbow (+2 Str, 525 gp, 2 lb), 20 Arrows (1 gp, 3 lb), Half-Plate (600 gp, 50 lb). Smokestick: When ignited it instantly creates thick, opaque smoke which fills a 10- foot cube. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally. Tanglefoot Bag: When a tanglefoot bag is thrown at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs) Backpack (2 gp, 2 lb): Flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), whetstone (2cp, 1lb) Heavy Warhorse (400 gp): Bit and bridle (2gp, 1lb), military saddle (20 gp, 30lb),saddlebags (4gp, 8lb), Armor maintenance kit (1 gp, 1 lb, AEGp21), bedroll (1sp, 5 lb), hemp rope (1 gp, 10 lb), hooded lantern (7 gp, 2 lb), tent (10 gp, 20 lb), 2 traveler’s outfits (2 gp, 10 lb), winter blanket (5 sp, 3 lb)
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Red Plume Captain; LE, Warrior 1, Fighter 5; hp 39 Init +0; Speed 20; AC 19 (touch 10, flat 19) Base Attack +6/+1; Grapple +7 Standard Attack: Captain’s Blade +9 1d10+6 19-20x2; Sap +7 1d6+2 19-20x2; or MW Comp Shortbow +6 1d6+2 Full Attack: Captain’s Blade +9/+4 1d10+6 19-20x2; Sap +7/+2 1d6+2 19-20x2; or MW Comp Shortbow +7/+2 1d6+2 Saves: Fort +7, Ref +1, Will +1 Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Skills: Balance –5, Climb –3, Craft: Armorsmithing +2, Diplomacy +1, Escape Artist –5, Gather Information +2, Handle Animal +4, Hide –5, Intimidate +4, Jump –4, Knowledge: Local +1, Move Silently –5, Ride +9, Sense Motive +3, Sleight of Hand –5, Spot +2, Swim –8, Tumble –5. Languages: Damaran, Chondathan
Feats: Improved Sunder, Mounted Combat, Power Attack, Ride-By Attack, Street Smart, Weapon Focus: Bastard Sword, Weapon Specialization: Bastard Sword Improved Sunder: A Red Plume can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that the opponent is holding. If he is attempting to sunder a weapon or shield, follow the steps outlined here: Step 1: Opposed Rolls. The Red Plume and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 2: Consequences. If the Red Plume beats the defender, roll damage and deal it to the weapon or shield. If he fails the sunder attempt, he doesn’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll with a +4 bonus against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. You can’t sunder armor worn by another character. Mounted Combat: Once per round when the Red Plume’s mount is hit in combat, he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) Ride-By Attack: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Combat Items: Antitoxin (+5 vs poison for 1 hour, 50 gp, 1 lb), 3 Potions of Cure Moderate Wounds (heals 2d8+10, 600 gp), 2 Smokesticks (40 gp, _ lb), 2 Tanglefoot Bags (100 gp, 8 lbs), 1 Thunderstone (30 gp, 1 lbs), 5 Tindertwigs (5 gp), Commander’s Armor (+1 Full Plate, 2,650 gp) Captain’s Blade (Bastard Sword +1, 2335 gp, 6 lb), Sap (1 gp, 2 lb), MW Composite Shortbow (+2 Str, 525 gp, 2 lb), 20 Arrows (1 gp, 3 lb), Half-Plate (600 gp, 50 lb). Smokestick: When ignited it instantly creates thick, opaque smoke which fills a 10- foot cube. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally. Tanglefoot Bag: When a tanglefoot bag is thrown at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs) Backpack (2 gp, 2 lb): Flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), whetstone (2cp, 1lb) Heavy Warhorse (400 gp): Bit and bridle (2gp, 1lb), military saddle (20 gp, 30lb),saddlebags (4gp, 8lb), Armor maintenance kit (1 gp, 1 lb, AEGp21), bedroll (1sp, 5 lb), hemp rope (1 gp, 10 lb), hooded lantern (7 gp, 2 lb), tent (10 gp, 20 lb), 2 traveler’s outfits (2 gp, 10 lb), winter blanket (5 sp, 3 lb)
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Experienced Red Plume Captain; LE, Warrior 1, Fighter 6; hp 45 Init +0; Speed 20; AC 19 (touch 10, flat 19) Base Attack +7/+2; Grapple +7 Standard Attack: Captain’s Blade +9 1d10+6 19-20x2; Sap +7 1d6+2 19-20x2; or MW Comp Shortbow +6 1d6+2 Full Attack: Captain’s Blade +9/+4 1d10+6 19-20x2; Sap +7/+2 1d6+2 19-20x2; or MW Comp Shortbow +7/+2 1d6+2 Saves: Fort +7, Ref +1, Will +1 Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Skills: Balance –5, Climb –3, Craft: Armorsmithing +2, Diplomacy +1, Escape Artist –5, Gather Information +2, Handle Animal +5, Hide –5, Intimidate +5, Jump –4, Knowledge: Local +2, Move Silently –5, Ride +12, Sense Motive +3, Sleight of Hand –5, Spot +2, Swim –8, Tumble –5. Languages: Damaran, Chondathan
Feats: Improved Sunder, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Street Smart, Weapon Focus: Bastard Sword, Weapon Specialization: Bastard Sword Improved Sunder: A Red Plume can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that the opponent is holding. If he is attempting to sunder a weapon or shield, follow the steps outlined here: Step 1: Opposed Rolls. The Red Plume and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 2: Consequences. If the Red Plume beats the defender, roll damage and deal it to the weapon or shield. If he fails the sunder attempt, he doesn’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll with a +4 bonus against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. You can’t sunder armor worn by another character. Mounted Combat: Once per round when the Red Plume’s mount is hit in combat, he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) Ride-By Attack: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. Spirited Charge: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Combat Items: Antitoxin (+5 vs poison for 1 hour, 50 gp, 1 lb), 3 Potions of Cure Moderate Wounds (heals 2d8+10, 600 gp), 2 Smokesticks (40 gp, _ lb), 2 Tanglefoot Bags (100 gp, 8 lbs), 1 Thunderstone (30 gp, 1 lbs), 5 Tindertwigs (5 gp), Brooch of Shielding (1500 gp), Commander’s Armor (+1 Full Plate, 2,650 gp) Captain’s Blade (Bastard Sword +1, 2335 gp, 6 lb), Sap (1 gp, 2 lb), MW Composite Shortbow (+2 Str, 525 gp, 2 lb), 20 Arrows (1 gp, 3 lb), Half-Plate (600 gp, 50 lb). Brooch of Shielding: This brooch absorbs magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless. Smokestick: When ignited it instantly creates thick, opaque smoke which fills a 10- foot cube. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally. Tanglefoot Bag: When a tanglefoot bag is thrown at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Mundane items: Readied: Bedroll (1sp, 5 lb), leather gloves, manacles (15 gp, 2 lb), torch (1 cp, 1 lb), waterskin (1 gp, 4lbs) Backpack (2 gp, 2 lb): Flint & steel (1 gp), mess kit (6 sp, 1 lb, AEGp24), 6 days of trail rations (30sp, 6 lb), whetstone (2cp, 1lb) Heavy Warhorse (400 gp): Bit and bridle (2gp, 1lb), military saddle (20 gp, 30lb),saddlebags (4gp, 8lb), Armor maintenance kit (1 gp, 1 lb, AEGp21), bedroll (1sp, 5 lb), hemp rope (1 gp, 10 lb), hooded lantern (7 gp, 2 lb), tent (10 gp, 20 lb), 2 traveler’s outfits (2 gp, 10 lb), winter blanket (5 sp, 3 lb) |
7 L A T E S T R E P L I E S (Newest First) |
msatran |
Posted - 18 Nov 2005 : 07:15:38 Because all the source material says "Lawful Evil."
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warlockco |
Posted - 18 Nov 2005 : 06:20:41 Just one question. Why Lawful Evil? I thought Hillsfar was more LNish, especially since Maalthiir is Neutral, not evil at all. He just hates Elves.
A suggestion is to add more Boldface in the descriptions. Everything looks so run on, without either a blank line or Boldface to break things up. |
msatran |
Posted - 18 Nov 2005 : 05:55:44 There is only ONE thing that I would change.
I would make the actual commanders straight fighters, and their leaders straight fighters also. The big bad guys should all be PC equivalents with no NPC classes. |
Thureen Buroch |
Posted - 18 Nov 2005 : 02:33:53 Once again, quite interesting. I think this deserves on the front pages of the forum. |
Arravis |
Posted - 12 Jul 2004 : 14:25:29 I'll see if I can work on that :). I originally created these to use in the same way you would use the "generic" statted out bad-guys in Lords of Darkness. |
The Sage |
Posted - 09 Jul 2004 : 11:17:17 This is impressive work, Arravis.
Although, I have one minor nitpick, or rather, a suggestion. Some background details, and support material for these generic characters would be nice. And yes, I realise that these are 'generic' but still, a little flavor can go a long way towards creating more appeal.
Of course, you can't use official material, so homebrew it...
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Lashan |
Posted - 08 Jul 2004 : 20:15:07 looks good! |
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