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Menoth Holy Zealot


Holy Zealot 1 Human, 1st Level Cleric
Holy Zealots Priest 2 Medium Humanoid
Monolith Bearer 2
Hit Dice: 1d8 +2 (10)
Temple Flameguard (covered in nq)2 Init: -1
Speed: 20
Knight Exemplar (Needs Redone) 3 Armor Class: 17 (-1 Dex + 6 Armor +2 Shield)
Exemplar Seneschal 3 Touch 9, Flat Footed 18
Base Attack/Grapple: +0/+2
Deliverer 4 Attack: MW Light Mace +2 Melee (1d6+1)
Sunburst Crew 4 Full Attack: MW Light Mace +2 Melee (1d6+1)
Ranged Attack: Firebomb -1 Ranged (1d6, 1pt
damage in a 10 ft. Splash)
Cygnar Space/Reach: 5 ft. /5 ft.
Trencher (covered in NQ) 5 Special Qualities: Authority of the True Law
Chain Gun Crew 5 Saves: Fort 4, Ref -1, Will 5
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15,
Long Gunner (Covered in NQ) 5 Cha 12
Skills: Spellcraft 4, Concentration 4, Heal 4,
Storm Blade 6 Knowledge (Religion) 4, Listen 2, Sense Motive 2,
Storm Blade Captain 6 Spot 2
Standard Bearer 6 Feats: Die Hard, Endurance
Location: Protectorate of Menoth
Arcane Tempest Gun Mage 7 Organization: Unit (5-9 + 1 Leader)
Challenge Rating: 1/2
Sword Knight 7 Treasure: Splint Mail, Large Steel Shield, Light
mace, 4 x Firebombs, 10gp
Khador Alignment: Always Lawful
Winterguard (covered in NQ) 8
Mortar Crew 8 Authority of the True Law All devout followers
of Menoth gain a +1 sacred bonus to Will saves as
Ironfang Pikeman 8 a result of there absolute conviction in there faith.
Kapitan 8
Standard Bearer 9 Firebomb A firebomb deals 1d6 damage to its
target on a successful hit, and 1 point of damage to
Kossite Woodsman 9 all others in a 10ft area around the blast (apply this
damage to the target it the initial attack misses.)
Manhunter 9 All flammable targets suffer 1d6 damage every
round unless they take a move action and make a
Doom Reaver 10 DC 15 reflex save to extinguish the flames. Fire
caused by Menoth’s Fury is alchemical and is
Widowmaker 10 unaffected by water.

Spells 3/3+0th-Guidance, Inflict Minor Wounds,


Light 1st- Bless, Inflict Light Wounds, Magic
Other Weapon
Paladin of the Order of the Wall
Domains: Tyranny- The clerics enchantment
Mage Hunter of Ios spells cast act as though they where cast with the
spell penetration feat (1st Lvl command). Law-
Alchemist You cast law spells at +1 caster level (1st Lvl
Protection from Chaos).
2

Holy Zealot Priest Monolith Bearer


Human, 3rd Level Cleric Monolith Bearers are the same as a Holy Zealot
Medium Humanoid Priest with the exception of one item that the bear;
The monolith, a giant menofix that grants bonuses
Hit Dice: 3d8 +2 (24) to troops in its area of effect.
Init: -1
Speed: 20 Monolith of Menoth
Armor Class: 19 (-1 Dex + 8 Armor +2 Shield) For a Monolith of Menoth to be effective it must be
Touch 9, Flat Footed 18 carried by a follower of Menoth into combat. All
Base Attack/Grapple: +0/+2 followers of Menoth within 30 ft. of the monolith
Attack: MW Light Mace +4 Melee (1d6+1) are immune to fear effects and receive a +2 sacred
Full Attack: MW Light Mace +4 Melee (1d6+1) bonus to there armor class. The wielder of the
Ranged Attack: Firebomb +1 Ranged (1d6, 1pt monolith has his movement reduced to 15 ft, and is
damage in a 10 ft. Splash) slowed as per the spell while bearing the monolith.
Space/Reach: 5 ft./5 ft. Menoth protects the bearers of this mighty artifact,
Special Qualities: Authority of the True Law however, and whenever a monolith bearer is
Saves: Fort 5, Ref 0, Will 8 reduced below 1 hit point he may make a Fortitude
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, save (DC 15) to instead be reduced to exactly one
Cha 12 hit point. This ability may be used once per round.
Skills: Spellcraft 6, Concentration 6, Heal 6,
Knowledge (Religion) 6, Listen 3, Sense Motive 3, A monolith increases the challenge rating of a Holy
Spot 3 Zealot by 1.
Feats: Die Hard, Endurance, Iron Will
Location: Protectorate of Menoth Temple Flameguard
Organization: Unit (5-9 + 1 Leader) Human, 2nd Level Fighter
Challenge Rating: 1 Medium Humanoid
Treasure: Full Plate, Large Steel Shield, Light
mace, 4 x Firebombs, 10gp Hit Dice: 2d10 +4 (19)
Alignment: Always Lawful Init: 1
Speed: 20
Authority of the True Law All devout followers Armor Class: 19 (+1 Dex + 8 Armor) Touch 11,
of Menoth gain a +1 sacred bonus to Will saves as Flat Footed 18
a result of there absolute conviction in there faith. Base Attack/Grapple: +2/+4
Attack: Flame Spear +6 Melee (1d8+1d6 Fire x3
Firebomb A firebomb deals 1d6 damage to its crit) or Purifier Blade +6 Melee (1d6 x3 crit)
target on a successful hit, and 1 point of damage to Full Attack: Flame Spear +6 Melee (1d8+1d6 Fire
all others in a 10ft area around the blast (apply this x3 crit) or Purifier Blade +6 Melee (1d6 x3 crit)
damage to the target it the initial attack misses.) Ranged Attack: Purifier (Flamethrower) Special*
All flammable targets suffer 1d6 damage every Space/Reach: 5 ft./10 ft.(5 ft. Cleansers)
round unless they take a move action and make a Special Qualities: Authority of the True Law
DC 15 reflex save to extinguish the flames. Fire Saves: Fort 5, Ref 1 (3 for Cleansers), Will 2
caused by Menoth’s Fury is alchemical and is Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12,
unaffected by water. Cha 8
Skills: Climb 4, Knowledge (Religion) 1, Listen 2,
Spells 4/4+1/3+1 0th-Guidance, Inflict Minor Sense Motive 2, Spot 2
Wounds, Light, Mending 1st- Bless, Inflict Light Feats: Temple Flameguard- Exotic Weapon
Wounds, Magic Weapon, Protection from Chaos Proficiency (Flame Spear), Weapon Focus
2nd-Align Weapon, Bulls Strength, Inflict Moderate (Flame Spear), Combat Reflexes, Hold the Line
Wounds Flameguard Cleansers- Weapon Focus (Purifier
Blade), Heat Endurance, Sand Skimmer,
Domains: Tyranny- The clerics enchantment Lightning Reflexes
spells cast act as though they where cast with the Location: Protectorate of Menoth
spell penetration feat (1st Lvl command, 2nd Zone of Organization: Unit(5-7 + 3-4 cleansers)
Truth ). Law- You cast law spells at +1 caster level Challenge Rating: 2
(1st Lvl Protection from Chaos, 2nd Hold Person ). Treasure: Full Plate, Flame Spear or Purifier
3

Alignment: Always Lawful Special Qualities: Authority of the True Law,


Knights Challenge (Fighting Challenge +1, Test of
Authority of the True Law All devout followers Mettle), Knights Code, Bulwark of Defense, Shield
of Menoth gain a +1 sacred bonus to Will saves as Block +1, Vigilant Defender, Shield Ally, Armor
a result of there absolute conviction in there faith. Mastery (Medium)
Saves: Fort 5, Ref 4, Will 6
Heat Endurance Flameguard Cleansers have an Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 10,
extreme resilience to the heat, and have a +2 bonus Cha 13
to all saves against fire. Furthermore, Flameguard Skills: Diplomacy 7, Handle Animal 6, Ride 9,
cleansers can live comfortably in temperatures up Knowledge (Religion) 4, Listen 3, Sense Motive 3,
to 120 degrees without suffering penalties. Spot 3
Feats: Mounted Combat, Weapon
Sand Skimmer Flameguard Cleansers are adept at Specialization, Exotic Weapon Proficiency
traveling over the sands and suffer no penalty in (Bastard Sword), Weapon Focus (Bastard Sword)
shallow sand, and treat deep sand as though it Location: Protectorate of Menoth
where shallow sand. Challenge Rating: 7
Treasure: +2 Mechanika Full Plate, Rune Blade
Fire Spear The preferred weapon of the Temple (+3 mechanika bastard sword), Heavy Steel Shield
Flameguard, The Fire Spear is a masterwork Alignment: Always Lawful
mechanika spear that spews fire on a successful
strike. Flammable targets struck by a Fire Spear Authority of the True Law All devout followers
are set ablaze, dealing an extra 1d6 points of of Menoth gain a +1 sacred bonus to Will saves as
damage. All flammable targets suffer 1d6 damage a result of there absolute conviction in there faith.
every round unless they take a move action and
make a DC 15 reflex save to extinguish the flames. Exemplar Seneschal
Fire caused by Menoth’s Fury is alchemical and is Human, 9th Level Knight
unaffected by water. Medium Humanoid

Purifier The Purifier is a dangerous weapon to Hit Dice: 9d12 +18 (86hp)
those in its path, spewing fire over long distances Init: +5
and igniting large strips of land with little effort. Speed: 30
This weapon doesn’t require an attack roll, instead Armor Class: 21 (+1 Dex + 10 Armor) Touch 13,
igniting a line of flame 30 ft in length. All targets Flat Footed 20
hit by a gout of flame from the purifier suffer 3d6 Base Attack/Grapple: +9/+11
fire damage, allowing a reflex save (DC 15 for Attack: Runic Blade +11 Melee (1d10+5)
half). All flammable targets suffer 1d6 damage Full Attack: Runic Blade x 2 +11/+11/+6 Melee
every round unless they take a move action and (1d10+5)
make a DC 15 reflex save to extinguish the flames. Space/Reach: 5 ft./5 ft.
Fire caused by Menoth’s Fury is alchemical and is Special Qualities: Authority of the True Law,
unaffected by water. Knights Challenge (Fighting Challenge +2, Test of
Mettle, Call to Battle ), Knights Code, Bulwark of
Knight Exemplar Defense, Shield Block +1, Vigilant Defender,
Human, 6th Level Knight Shield Ally, Armor Mastery (Heavy)
Medium Humanoid Saves: Fort 5, Ref 4, Will 6
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 10,
Hit Dice: 6d12 +12 (59) Cha 14
Init: +1 Skills: Diplomacy 9, Handle Animal 7, Ride 12,
Speed: 20 Knowledge (Religion) 5, Listen 4, Sense Motive 4,
Armor Class: 20 (+1 Dex + 10 Armor) Touch 12, Spot 4
Flat Footed 19 Feats: Mounted Combat, Two Weapon Fighting,
Base Attack/Grapple: +6/+8 Exotic Weapon Proficiency (Bastard Sword),
Attack: Runic Blade +12 Melee (1d10+5) Weapon Focus (Bastard Sword), Improved
Full Attack: Runic Blade +12/+7 Melee (1d10+7) Initiative
Space/Reach: 5 ft./5 ft. Location: Protectorate of Menoth
Challenge Rating: 7
4

Treasure: +2 Mechanika Full Plate, Rune Blade


(+3 mechanika bastard sword) x 2
Alignment: Always Lawful Sunburst Crew
In large scale combat against overwhelming odds,
Authority of the True Law All devout followers artillery can make the difference between victory
of Menoth gain a +1 sacred bonus to Will saves as and defeat. The protectorate has learned the lesson
a result of there absolute conviction in there faith. and has trained scores of its Deliverer units to man
there Sunburst Artillery units.
Deliverer
Human, 2nd Level Fighter A sunburst artillery unit has a range of 500ft and
Medium Humanoid can deliver a sunburst rocket at deadly accuracy. A
sunburst rocket deals 10d6 points of damage to a
Hit Dice: 2d10 +4 (19hp) 30 ft area, allowing a Reflex save (DC 18) for half.
Init: 1
Speed: 20 A Sunburst rocket ignores hardness on objects and
Armor Class: 15 (+1 Dex + 4 Armor) Touch 11, buildings (including damage reduction from
Flat Footed 14 warjacks).
Base Attack/Grapple: +2/+4
Attack: MW Longsword +6 Melee A sunburst rocket launcher takes 2 standard actions
Full Attack: MW Longsword +6 Melee to reload (can be split amongst its crew) and a full
Ranged Attack: Skyhammer Rocket -2 (4d6) round action to fire. A standard crew wields 10
Space/Reach: 5 ft./5 ft. sunburst rockets. A sunburst rocket launcher can
Special Qualities: Authority of the True Law, move at a rate of 5 ft per round.
Inaccurate, Critical Misfire
Saves: Fort 5, Ref 1 (3 for Cleansers), Will 2 A sunburst rocket crew (including 1 deliverer
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, gunner and 2 deliverers for reloading the artillery
Cha 8 piece) is a challenge Rating 6 encounter.
Skills: Climb 4, Knowledge (Religion) 1, Listen 2,
Sense Motive 2, Spot 2
Feats: Exotic Weapon Proficiency (Skyhammer
Rocket), Weapon Focus (Skyhammer Rocket),
Lightning Reflexes, Evasion
Location: Protectorate of Menoth
Organization: Unit(5-7)
Challenge Rating: 3
Treasure: Scale Mail, Rocket Tube, 15 x
Skyhammer Rockets
Alignment: Always Lawful

Authority of the True Law All devout followers


of Menoth gain a +1 sacred bonus to Will saves as
a result of there absolute conviction in there faith.

Skyhammer Rocket Skyhammer Rockets deal


4d6 to all targets within 15ft of impact. All in the
AoE may make a Reflex save (DC 15) for ½
damage.

Inaccurate Skyhammer Rockets are Inaccurate


and suffer a -6 to hit.

Critical Misfire On a natural 1 or 2 a skyhammer


rocket misfires inside of its tube, dealing damage to
the deliverer as though he had suffered a direct hit
from a Skyhammer Rocket.
5

Trencher Long Gunner


Human, 1st Level Fighter Human, 9th Level Fighter
Medium Humanoid Medium Humanoid

Hit Dice: 1d10 +2 (12hp) Hit Dice: 9d10 +18 (68hp)


Init: +2 Init: +3
Speed: 30 Speed: 30
Armor Class: 16 (+2 Dex + 3 Armor +1 Armor Class: 19 (+3 Dex + 4 Armor +2
Greatcoat) Touch 12, Flat Footed 14 Greatcoat) Touch 13, Flat Footed 16
Base Attack/Grapple: +1/+1 Base Attack/Grapple: +9/+9
Attack: Bayonet +1 Melee (1d6 x3 crit) Attack: Trench Knife (short sword) +9 Melee (1d6
Full Attack: Bayonet +1 Melee (1d6 x3 crit) 19-20 crit)
Ranged Attack: Military Rifle +3 Ranged (2d8 Full Attack: Trench Knife (short sword) +9/4
19-20 x3 crit) Melee (1d6 19-20 crit)
Space/Reach: 5 ft. /5 ft. Ranged Attack: Accurate Repeating Military Rifle
Special Qualities: - +16/+11 Ranged (2d6 +3 17-20 x3 crit) 300ft range
Saves: Fort 4, Ref 2, Will 0 Space/Reach: 5 ft. /5 ft.
Abilities: Str 10, Dex 15, Con 14, Int 10, Wis 10, Special Qualities: DR 3/Bludgeoning or Slashing
Cha 10 Saves: Fort 8, Ref 8, Will 3
Skills: Concentration 6, Craft (Small Arms) 4, Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 10,
Jump 4, Listen 2, Ride 6, Sense Motive 2, Swim 2 Cha 10
Feats: Point Blank Shot, Precise Shot, Far Shot Skills: Concentration 14, Craft (Small Arms) 12,
Location: Cygnar Hide 9, Jump 4, Listen 6, Move Silently 9, Ride 4,
Organization: Unit (5-9) Sense Motive 2, Spot 6, Swim 2
Challenge Rating: 1/2 Feats: Weapon Focus (Long Rifle), Greater
Treasure: Military Rifle, Bayonet, Great Coat, Weapon Focus (Long Rifle), Point Blank Shot,
Studded Leather Armor, 10gp Precise Shot, Far Shot, Rifleman, Improved
Alignment: Usually Neutral Critical, Sharpshooter, Lightning Reflexes, Prone
Attack
Trencher Chaingun Crew Location: Cygnar
Nothing in the Cygnaran infantry inspires more Organization: Unit (4 - 6)
fear than the hail of bullets deriving from a Challenge Rating: 8
chaingun crew. Shredding any who would stand in Treasure: Masterwork Accurate Repeating Long
its way, he chaingun crew is a fearful unit indeed. Rifle w/Scope (NQ#2), Trench Knife, Reinforced
Great Coat, Chain Shirt, 10gp
The chaingun artillery unit has a range of 30ft and Alignment: Usually Neutral
can deliver a strafe attack that can hit al targets in
its front arc by making a single attack roll at a Accurate Rifle Accurate Rifles gain an additional
negative 4 and applying it to all armor classes in its +1 on attacks. This stacks with the bonuses for
targeting area. A chaingun deals 3d6 points of Masterwork, Weapon Focus, and Precise Ammo.
damage to all targets hit with a x4 critical modifier.
Scope Guns equipped with a scope one suffer a -1
A chaingun takes 2 standard actions to reload (can penalty per range increment beyond the first.
be split amongst its crew) and a full round action to
fire. A standard crew carries 10 ammo canisters. A Repeating A repeating rifle need only be reloaded
chaingun can move at a rate of 20 ft per round but once every 6 shots.
must take a standard action to pack up before it can
move. A chaingun crew can, as a standard action, Rifleman A rifleman may reload his weapon as a
choose to dig in, offering the crew partial cover standard action (rather that the two standard actions
against ranged attacks targeting them. required to reload a rifle.)

A trencher crew (including 1 trencher gunner and 2 Sharpshooter A sharpshooter adds his Dex
trenchers for reloading the artillery piece) is a Modifier to his damage roll.
challenge Rating 4 encounter.
6

Storm Blade Base Attack/Grapple: +9/+12


Human, 6th Level Fighter Attack: Storm Glaive +16 Melee (1d10 +1d6 +5
Medium Humanoid 19-20 crit)
Full Attack: Storm Glaive +16/+11 Melee (1d12
Hit Dice: 6d10 +12 (47hp) +1d6 +5 19-20 crit)
Init: +5 Ranged Attack: Storm Glaive Blast +10 Ranged
Speed: 20 (1d6)
Armor Class: 20 (+1 Dex + 9 Armor) Touch 12, Space/Reach: 5 ft. /5 ft.
Flat Footed 19 Special Qualities: DR 2/-, Electricity Resistance
Base Attack/Grapple: +6/+9 20
Attack: Storm Glaive +14 Melee (1d10 +1d6 +5 Saves: Fort 8, Ref 4, Will 3
19-20 crit) Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 10,
Full Attack: Storm Glaive +14/+9 Melee (1d12 Cha 10
+1d6 +5 19-20 crit) Skills: Climb 12, Jump 10, Listen 6, Ride 10,
Ranged Attack: Storm Glaive Blast +7 Ranged Sense Motive 6, Swim 8
(1d6) Feats: Weapon Focus (Storm Glaive), Greater
Space/Reach: 5 ft. /5 ft. Weapon Focus (Storm Glaive),Weapon
Special Qualities: DR 2/-, Electricity Resistance Specialization (Storm Glaive), Power Attack,
10 Cleave, Great Cleave, Combat Reflexes,
Saves: Fort 7, Ref 3, Will 2 Improved Initiative, Armor Specialization (full
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 10, Plate), Monkey Grip
Cha 9 Location: Cygnar
Skills: Climb 7, Jump 7, Listen 3, Ride 6, Sense Organization: Unit (5-7 +1 Leader)
Motive 3, Swim 4 Challenge Rating: 7
Feats: Weapon Focus (Storm Glaive), Weapon Treasure: Storm Glaive,+2 Mechanika Full Plate
Specialization (Storm Glaive), Power Attack, Armor of Improved Electricity Resistance, 10gp
Cleave, Combat Reflexes, Improved Initiative, Alignment: Usually Neutral
Armor Specialization (full Plate), Monkey Grip
Location: Cygnar Storm Glaive A storm glaive is a masterwork
Organization: Unit (5-7 +1 Leader) mechanika greatsword specially designed to
Challenge Rating: 4 channel electricity down its blade. In combat the
Treasure: Storm Glaive,+1 Mechanika Full Plate storm glaive deals an additional 1d6 of electricity
Armor of Electricity Resistance, 10gp damage on a successful hit.
Alignment: Usually Neutral
The storm glaives wielder may also choose to
Storm Glaive A storm glaive is a masterwork make a ranged attack, arcing electricity from his
mechanika greatsword specially designed to storm glaive to nearby targets. This attack has a
channel electricity down its blade. In combat the range of 30 ft. and deals 1d6 of electricity damage.
storm glaive deals an additional 1d6 of electricity
damage on a successful hit. Standard Bearer
Standard Bearers are the same as a Storm Blade
The storm glaives wielder may also choose to with the exception of one item that the bear; The
make a ranged attack, arcing electricity from his Storm Standard, a banner that grants bonuses to
storm glaive to nearby targets. This attack has a troops in its area of effect.
range of 30 ft. and deals 1d6 of electricity damage.
The Storm Standard
Storm Blade Captain For a Storm Standard to be effective it must be
Human, 9th Level Fighter carried by a Storm Blade into combat. All
Medium Humanoid Cygarian soldiers within 30 ft. of the standard are
granted a +2 morale bonus on all saves and receive
Hit Dice: 9d10 +18 (68hp) a +1 morale bonus to there armor class. The
Init: +5 wielder of the standard may only attack with
Speed: 20 weapons in his main hand.
Armor Class: 21 (+1 Dex + 10 Armor) Touch 13,
Flat Footed 20
7

A Storm Standard increases the challenge rating of Gun Mage’s pistol allows him to cast touch spells
a Storm Blade by 1. and Ranged touch spells using his guns range and
accuracy to his advantage, Similar to the way the
Arcane Tempest Gun Mage Gun Mage channels ray spells.
Human, 5th Level Gun Mage
Medium Humanoid A Gun Mage may have a number of pistols bonded
to him equal to his charisma modifier (2).
Hit Dice: 5d6 +10 (35hp)
Init: +7 Rune Bullet A Gun Mage may choose on any
Speed: 30 round to fire a rune bullet instead of a normal
Armor Class: 19 (+3 Dex + 4 Armor +2 bullet. This bullet is charged with arcane energy
Greatcoat) Touch 13, Flat Footed 16 and deals an additional 1d6 points of damage. A
Base Attack/Grapple: +3/+3 Gun Mage keeps 10 Precision Rune bullets on him
Attack: Dagger +3 Melee (1d4 19-20 crit) at all times (+1 Ranged, +1d6 Damage)
Full Attack: Dagger +3 Melee (1d4 19-20 crit)
Ranged Attack: 2x Magelock Pistol + 7/+3 (2d6 Sword Knight
19-20 x3) Human, 3rd Level Fighter
Space/Reach: 5 ft. /5 ft. Medium Humanoid
Special Qualities: Arcane Focus, Bond with
Magelock Pistol, Rune Bullet Hit Dice: 3d10 +6 (26hp)
Saves: Fort 1, Ref 7, Will 1 Init: +1
Abilities: Str 10, Dex 16, Con 15, Int 10, Wis 10, Speed: 20
Cha 14 Armor Class: 22 (+1 Dex + 8 Armor +3 Shield)
Skills: Concentration 6, Craft (Small Arms) 8, Touch 14, Flat Footed 21
Jump 4, Listen 2, Sense Motive 2, Spot 8 Base Attack/Grapple: +3/+5
Feats: Two Pistol Fighting, Weapon Focus Attack: Battleblade +6 Melee (2d4 +2 x3 crit)
(Pistol), Point Blank Shot, Improve Initiative Full Attack: Battleblade +6 Melee (2d4 +2 x3 crit)
Location: Cygnar Ranged Attack: -
Organization: Solo, Pair, or Unit (5-7) Space/Reach: 5 ft. /5 ft.
Challenge Rating: 3 Special Qualities: -
Treasure: 2x Masterwork Accurate Magelock Saves: Fort 4, Ref 2, Will 1
Pistols (bonded), Dagger, Reinforced Great Coat, Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 10,
Chain Shirt, 60gp Cha 9
Alignment: Usually Neutral Skills: Climb 6, Jump 6, Listen 3, Ride 6, Sense
Motive 3, Spot 3
Spells per Day: 4/4/2 0th-Flare, Mage Hand, Ray Feats: Weapon Focus (Battle Blade), Power
of Frost, Touch of Fatigue 1st-Arcane Bullet, Chill Attack, Improved Grapple, Improved Bullrush,
Touch, Ray of Enfeeblement, Shocking Grasp, True Shield Specialization, Shield Ward
Strike 2nd-Mirror Image, Protection from Arrows, Location: Cygnar
Scorching Ray, Touch of Idiocy Organization: Unit (5-7)
Challenge Rating: 1
Arcane Focus A Gun Mage is capable of Treasure: Caspian Battleblade, Full Plate Armor,
channeling arcane energy through his pistol. Any Heavy Steel Shield, 10gp
ray spells cast through his pistol gain the benefits Alignment: Usually Neutral
of the gun mage’s ranged weapon feats. A gun
mage cannot channel a spell and fire his gun at the
same time.

Bond with Magelock Pistol A Gun Mage can


bond with his magelock pistol in a method similar
to the bond shared between a caster and his
familiar. A gun mage gains the benefits of the
alertness feat while his pistol is within his reach,
also a Gun Mage’s pistol benefits from any spell
cast on the Gun Mage (if applicable). Further a
8

Winterguard Ironfang Pikeman


Human, 1st Level Fighter Human, 6th Level Fighter
Medium Humanoid Medium Humanoid

Hit Dice: 1d10 +2 (12hp) Hit Dice: 6d10 +18 (53hp)


Init: +1 Init: +1
Speed: 30 Speed: 20
Armor Class: 16 (+2 Dex + 3 Armor +1 Armor Class: 21 (+1 Dex + 10 Armor) Touch 13,
Greatcoat) Touch 12, Flat Footed 14 Flat Footed 20
Base Attack/Grapple: +1/+3 Base Attack/Grapple: +9/+12
Attack: Handaxe +3 Melee (1d6 x3 crit) Attack: Blasting Pike +9 Melee (1d8 +1d6 +5 x3
Full Attack: Handaxe +3 Melee (1d6 x3 crit) crit)
Ranged Attack: Blunderbuss +3 Ranged (4d4 x3 Full Attack: Blasting Pike +9/+4 Melee (1d8 +1d6
crit) +5 x3 crit)
Space/Reach: 5 ft. /5 ft. Ranged Attack: -
Special Qualities: - Space/Reach: 5 ft. /5 ft.
Saves: Fort 4, Ref 1, Will 2 Special Qualities: 25% chance to avoid critical
Abilities: Str 14, Dex 12, Con 14, Int 9, Wis 9, Cha hits
11 Saves: Fort 9, Ref 3, Will 2
Skills: Concentration 6, Craft (Small Arms) 4, Abilities: Str 15, Dex 12, Con 16, Int 8, Wis 8, Cha
Jump 4, Listen 2, Ride 6, Survival 2, Spot 2 10
Feats: Weapon Focus (Blunderbuss), Power Skills: Climb 7, Jump 7, Listen 3, Ride 6, Spot 3,
Attack, Iron Will Survival 3
Location: Khador Feats: Weapon Focus (Blasting Pike), Weapon
Organization: Unit (5-9) Specialization (Blasting Pike), Power Attack,
Challenge Rating: 1/2 Cleave, Endurance, Diehard, Great Fortitude,
Treasure: Blunderbuss, Handaxe, Great Coat, Monkey Grip
Studded Leather Armor, 10gp Location: Khador
Alignment: Usually Neutral Organization: Unit (5-9)
Challenge Rating: 4
Winterguard Mortar Crew Treasure: Blasting Pike,+2 Mechanika Full Plate
Nothing in the Cygnaran infantry inspires more Armor of Lesser Fortification, 10gp
fear than the hail of bullets deriving from a Alignment: Usually Neutral
chaingun crew. Shredding any who would stand in
its way, he chaingun crew is a fearful unit indeed. Blasting Pike A Blasting Pike is a masterwork
mechanika spear that blasts enemies with immense
The mortar artillery unit has a range of 100ft and force. In combat, the Blasting Pike deals an
hits an area of 30 ft for 8d6 points of damage. additional 1d6 of force damage on a successful hit.
Targets in the area can make a reflex save (DC 18)
for half damage. Targeting a mortar takes 2 DC 10 Ironfang Pikeman Kaptain
spot checks. Each spot check deviates the shell 10 Human, 9th Level Fighter
ft in a random direction (diagram pg 158 PHB). Medium Humanoid

A chaingun takes a move action to reload and a Hit Dice: 9d10 +27 (77hp)
standard action to fire(can be slip amongst its Init: +1
crew). A standard crew carries 10 artillery shells. Speed: 20
A mortar can move at a rate of 20 ft per round but Armor Class: 21 (+1 Dex + 10 Armor) Touch 13,
must take a standard action to pack up before it can Flat Footed 20
move. A mortar crew can, as a standard action, Base Attack/Grapple: +9/+12
choose to dig in, offering the crew partial cover Attack: Blasting Pike +16 Melee (1d8 +1d6 +5 x3
against ranged attacks targeting them. crit)
Full Attack: Blasting Pike +16/+11 Melee (1d8
A mortar crew (including 1 winterguard gunner and +1d6 +5 x3 crit)
2 winterguard range finding for the artillery piece) Ranged Attack: -
is a challenge Rating 4 encounter. Space/Reach: 5 ft. /5 ft.
9

Special Qualities: DR 2/-, 75% chance to avoid a Ranged Attack: Shortbow +5 Ranged (1d6 x3
critical hit crit)
Saves: Fort 10, Ref 4, Will 3 Space/Reach: 5 ft. /5 ft.
Abilities: Str 16, Dex 12, Con 16, Int 8, Wis 8, Cha Special Qualities: Favored Enemy (Human), Wild
10 Empathy, Favored Terrain (Forest)
Skills: Climb 12, Jump 10, Listen 6, Ride 10, Saves: Fort 4, Ref 5, Will 1
Sense Motive 6, Swim 8 Abilities: Str 14, Dex 14, Con 12, Int 10, Wis 10,
Feats: Weapon Focus (Blasting Pike), Weapon Cha 9
Specialization (Blasting Pike), Power Attack, Skills: Climb 6, Hide 6, Knowledge (Nature) 6,
Cleave, Great Cleave, Endurance, Diehard, Great Listen 6, Spot 6, Survival 6
Fortitude, Armor Specialization (Full Plate) Feats: Track, Alertness, Dodge, Mobility,
Monkey Grip Combat Reflexes
Location: Khador Location: Khador
Organization: Unit (5-7 +1 Leader) Organization: Unit (5-7)
Challenge Rating: 7 Challenge Rating: 1
Treasure: Blasting Pike,+2 Mechanika Full Plate Treasure: Handaxe, Shortbow, Studded Leather
Armor of Fortification, 10gp Armor, 10gp
Alignment: Usually Neutral Alignment: Usually Neutral

Blasting Pike A Blasting Pike is a masterwork Manhunter


mechanika spear that blasts enemies with immense Human, 5th Level Ranger
force. In combat, the Blasting Pike deals an Medium Humanoid
additional 1d6 of force damage on a successful hit.
Hit Dice: 5d8 +5 (33hp)
Standard Bearer Init: +1
Standard Bearers are the same as a Irongfang Speed: 20
Pikeman with the exception of one item that the Armor Class: 16 (+3 Dex + 3 Armor) Touch 13,
bear; The Ironfang Standard, a banner that grants Flat Footed 13
bonuses to troops in its area of effect. Base Attack/Grapple: +5/+7
Attack: Handaxe +8 Melee (1d6 +2 x3 crit)
The Irongfang Standard Full Attack: 2x Handaxe +6/+6 Melee (1d6 +2 x3
For a Ironfang Standard to be effective it must be crit)
carried by a Ironfang Pikeman into combat. All Ranged Attack: Shortbow +7 Ranged (1d6 x3
Khadoran soldiers within 30 ft. of the standard are crit)
granted a +1 morale bonus on all saves and receive Space/Reach: 5 ft. /5 ft.
a +2 morale bonus to there armor class. The Special Qualities: Favored Enemy (1st Human, 2nd
wielder of the standard may only attack with Undead), Wild Empathy, Favored Terrain (Forest)
weapons in his main hand. Saves: Fort 5, Ref 6, Will 1
Abilities: Str 14, Dex 16, Con 12, Int 10, Wis 10,
A Ironfang Standard increases the challenge rating Cha 9
of a Ironfang Pikeman by 1. Skills: Climb 8, Hide 8, Knowledge (Nature) 8,
Listen 8, Spot 8, Survival 8
Kossite Woodsman Feats: Track, Alertness, Dodge, Mobility, Two-
Human, 3rd Level Ranger Weapon Fighting, Oversized Two-Weapon
Medium Humanoid Fighting
Location: Khador
Hit Dice: 3d8 +3 (21hp) Organization: Solo, Pair, or (3-5)
Init: +1 Challenge Rating: 3
Speed: 20 Treasure: 2x Masterwork Handaxe, Shortbow,
Armor Class: 15 (+2 Dex + 3 Armor) Touch 12, Studded Leather Armor, 10gp
Flat Footed 13 Alignment: Usually Neutral
Base Attack/Grapple: +3/+5
Attack: Handaxe +5 Melee (1d6 +2 x3 crit)
Full Attack: Handaxe +5 Melee (1d6 +2 x3 crit)
10

Doom Reaver without the ability to rage risk contracting blood


Human, 6th Level Barbarian, steel madness. The save to resist this infection
4th Level Frenzied Berserker increases by one for every day you remain in
Medium Humanoid possession of the blade.

Hit Dice: 10d12 +27 (77hp) Blood Steel Madness


Init: +1 Infection: Contact
Speed: 40 DC: 20
Armor Class: (+1 Dex +Armor) Touch , Flat Incubation: 1d4 days
Footed (Can’t be caught Flat Footed) Damage: Once the wielder of a Fell Blade
Base Attack/Grapple: +10/+13 is angered or irritated they must make a
Attack: Blasting Pike +16 Melee (1d8 +1d6 +5 x3 will save (DC 20). If they fail, they burst
crit) into a rage of hatred and bloodlust. They
Full Attack: Blasting Pike +16/+11 Melee (1d8 will attack anyone in sight, Friend or foe.
+1d6 +5 x3 crit) Treat this as a barbarian’s rage that lasts
Ranged Attack: - 2d4+4 combat rounds.
Space/Reach: 5 ft. /5 ft.
Special Qualities: Rage 2/day, Uncanny Dodge, The only way to exit the rage is to let it
Trap Sense +2, Improved Uncanny Dodge, Frenzy run its course. Once the rage is over the
2/day, Deathless Frenzy infected passes out and awakens 1d4
Saves: Fort 12, Ref 4, Will 2 hours later; there is a 50% chance they
Abilities: Str 16, Dex 12, Con 18, Int 8, Wis 8, Cha will have no memory of the rage. The
10 disease can only be cued through magical
Skills: Climb 4, Intimidate 13, Jump 5, Swim 4 means or by destroying the weapon that
Feats: Power Attack, Cleave, Supreme Cleave caused it. Simply removing the weapon
Intimidating Rage, Destructive Rage, from the wielder’s possession will not
Instantaneous Rage cure the madness.
Location: Khador
Organization: Solo Widow Maker
Challenge Rating: 9 Human, 5th Level Ranger, 4th Level Rifleman
Treasure:, 10gp Medium Humanoid
Alignment: Usually Neutral
Hit Dice: 9d8 +18 (68hp)
Rage A Doom Reaver can fly into a maddening Init: +3
rage, granting the reaver a +4 to Str and Con, a +2 Speed: 30
morale bonus on will saves, and a -2 to its armor Armor Class: 18 (+3 Dex + 3 Armor +2
class. This rage lasts for a number of rounds equal Greatcoat) Touch 13, Flat Footed 15
to 3 plus its new Con modifier (8). When the rage Base Attack/Grapple: +9/+9
ends, the Doom Reaver is fatigued for the duration Attack: MW Longsword +9 Melee (1d8 19-20
of the encounter. crit) or Rifle Butt +7 Melee (1d6)
Full Attack: MW Longsword +9/4 Melee (1d8 19-
Frenzy A Doom Reaver May also frenzy, further 20 crit) or Rifle Butt +7/+2 Melee (1d6)
enhancing the depths of his rage. While in frenzy Ranged Attack: MW Accurate Military Rifle
the reaver gains a +6 to his strength score and +15/+10 (2d8 +1d6 Cold +7 19-20 x3 crit)
receives and additional attack every round, but Space/Reach: 5 ft. /5 ft.
takes 2 points of damage every round, and has it’s Special Qualities: DR 3/Bludgeoning or Slashing,
armor class reduced by 4. Favored Enemy (Humans +4, Undead +2), Track,
Wild Empathy, Favored Terrain (Forest or Arctic),
Fell Blade The Fell Blade is a +2 greatsword that Rifle Mastery, Rifle Melee, Salvage Ammunition
has the ability to enhance the rage or frenzy of its Saves: Fort 8, Ref 8, Will 3
master. The wielder gains an additional +2 to Str Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 10,
and Con, and an additional +1 to his will save. Cha 10
Skills: Concentration 14, Craft (Small Arms) 12,
The fell blade is full of rage, more than willing to Hide 15 (Favored Terrain), Listen 12 (Favored
accommodate those without the ability. Those Enemy, Favored Enemy), Move Silently 15
11

(Favored Terrain), Survival 12 (Favored Terrain,


Favored Enemy), Spot 12 (Favored Terrain,
Favored Enemy)
Feats: Alertness, Weapon Focus (Military Rifle),
Weapon Specialization (Military Rifle), Point
Blank Shot, Precise Shot, Far Shot, Rifleman,
Sharpshooter
Location: Khador
Organization: Unit (2 - 3)
Challenge Rating: 8
Treasure: +1Frost Mechanika Military Rifle
w/Scope, Masterwork Longsword, Reinforced
Great Coat, Studded Leather Armor, 10gp
Alignment: Usually Neutral

Accurate Rifle Accurate Rifles gain an additional


+1 on attacks. This stacks with the bonuses for
Masterwork, Weapon Focus, and Precise Ammo.

Scope Guns equipped with a scope suffer a -1


penalty per range increment beyond the first.

Rifleman A rifleman may reload his weapon as a


standard action (rather that the two standard actions
required to reload a rifle.)

Sharpshooter A sharpshooter adds his Dex


Modifier to his damage roll.
12

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