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Post by streamofthesky on Jun 17, 2008 21:57:50 GMT -5
This thread will be a reference for accessing a quick retinue of guards to use in game or for RP. This first post will decribe the details, general rank, and general types of soldiers/guards that would fill each position, and possibly duties they are called in for. Ammunition for projectile weapons is assumed to be equipped.
Conscript: These units are the most common members of a militia and are civilians of sufficient physical quality to be given some martial training. These troops are weak and low in morale, but tend to come in large numbers. Even the smallest of hamlets has some conscripts to protect the area if the need arises.
Guard, Basic: These are the most common soldiers on a battlefield and the bulk of any town guard service. They are trained to work well in either a mixed unit or in one with all the same, such as a longspear corps.
Talented Private: These soldiers represent prospective future generals and commanders. Their potential is great, but experience is low. A Knight who has seen little battle would fall under this rank. These troops are more specialized than any of their lower ranked kin, often focusing on a single combat style or battlefield role.
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Post by streamofthesky on Jun 17, 2008 22:01:47 GMT -5
Conscript (melee and ranged builds) Human Commoner 1 HP: 4 (1d4 +1) AC: 12 (Leather Armor) Fortitude +1, Reflex +0, Will +0 Str 13, Dex 10, Con 12, Int 8, Wis 10, Cha 8 (melee) Ranged: Switch Str and Dex. Modify AC, Reflex, and Initiative accordingly.
Weapon and Feat Packages: Longspear (d8 +1, P, 20/x3, reach, set): Short Haft and Weapon Focus / Stand Still Light Crossbow (d8, P, 19-20/x2, 80 ft): Point Blank Shot and Rapid Reload / Weapon Focus Javelin-thrower* (1d6 +1, P, 20/x2, 30 ft): Brutal Throw and Point Blank Shot *ranged, but retains high Str
[Weapon] Attack +1
Short Haft: Attack adjacent squares at -2 penalty with reach weapon. Stand Still: AoO does no damage, 10 +damage roll becomes ref save. Failure = foe cannot move for rest of turn. Brutal Throw: Use Str mod for attacks with thrown weapons.
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Post by streamofthesky on Jun 18, 2008 1:42:19 GMT -5
Guard, Basic (melee and ranged builds) Human Warrior 1 HP: 7 (1d8 +1) AC: 16 (Scale Mail) / 17 (w/ Light Shield) / 18 (w/ Heavy Shield) Fortitude +3, Reflex +1, Will +0 Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 8 (melee) Ranged: Switch Str and Dex. Modify AC, Reflex, and Initiative accordingly.
Weapon and Feat Packages: Longsword (d8 +2, S, 19-20/x2) + Spiked Heavy Shield (d6 +1, P, 20/x2): Agile Shield Fighter and Improved Shield Bash; or Shield Specialization and Shield Ward Greatsword (2d6, S, 19-20/x2): Power Attack and Cleave / Weapon Focus Composite Longbow (1d8, P, 20/x3, 100 ft): Point Blank Shot and Precise Shot / Rapid Shot Glaive (d10 +3, S, 20/x3): Combat Reflexes and Brace for Charge / Stand Still Glaive (d10 +2, S, 20/x3) + Spiked Light Shield (d4 +1, P, 20/x2): Shield and Pike Style and Short Haft / Improved Shield Bash
[Weapon] Attack +3 All guards carry 2 daggers, 5 clubs, and a truncheon (sap if using shield) in addition to the above.
Agile Shield Fighter: TWF with Heavy Shield as a light weapon. Shield Specialization: +1 Shield AC Shield Ward: Shield AC adds to touch AC Stand Still: AoO does no damage, 10 +damage roll becomes ref save. Failure = foe cannot move for rest of turn. Brace for Charge: Set vs. charge with any polearm. Short Haft: Attack adjacent squares at -2 penalty with reach weapon.
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Post by streamofthesky on Jun 18, 2008 2:16:50 GMT -5
Talented Private (melee and ranged builds) Human Fighter 1 HP: 9 (1d10 +1) AC: 17 (Banded Mail) / 19 (w/ Heavy Shield) Fortitude +3, Reflex +2, Will +1 Str 16, Dex 14, Con 12, Int 10, Wis 13, Cha 10 (melee) Ranged: Switch Str and Dex. Modify AC, Reflex, and Initiative accordingly. Combat Expertise: Switch Int and Wis. Modify Will and skills accordingly.
Weapon and Feat Packages: Nodachi (2d6 +4, S, 19-20/x3, wide): Exotic Weapon Proficiency, Power Attack, Cleave Spiked Chain (2d4 +4, P, 20/x2, trip, +disarm): Exotic Weapon Proficiency, Combat Expertise, Improved Trip / Improved Disarm Composite Longbow +2 (d8 +2, P, 20/x3, 110 ft): Point Blank Shot, Precise Shot, Rapid Shot Longsword (d8 +3, S, 19-20/x2) + Spiked Heavy Shield (d6 +1, P, 20/x2): Shield Specialization, Agile Shield Fighter, Shield Ward / Improved Shield Bash
[Primary Weapon] Attack +5 [Dagger or Club] Attack +4 melee / +3 ranged (swap if bow user) All possess the following as well: Masterwork primary weapons, armor, and shield (if applicable); 2 daggers, 5 clubs, and a CLW potion.
Agile Shield Fighter: TWF with Heavy Shield as a light weapon. Shield Specialization: +1 Shield AC Shield Ward: Shield AC adds to touch AC Nodachi: Exotic Weapon. Two-handed, 2d6, Slashing, 19-20/x3, Wide-sweeping (+2 on attacks generated by Cleave or Whirlwind Attack type abilities, including Mithral Tornado, Adamantine Hurricane, and Scything Blade).
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