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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1765134" data-attributes="member: 1223"><p><strong>More Typical Cataphracts</strong></p><p></p><p><strong>Cataphract Senior Sergeant:</strong> male ruck-man Strong hero 4/Soldier 3; CR 7; HD 4d8+8 plus 3d10+6; hp 52; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +6; Grp +10; Atk +10 melee (2d4+14/18–20, ruckblade); Full Atk +10/+5 melee (2d4+14/18–20, ruckblade) or +7/+2 ranged (1d6+4, javelin); SA improved melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, weapon familiarity (ruckblade); SV Fort +6, Ref +3, Will +3; Str 18, Dex 10, Con 14, Int 11, Wis 12, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats</em>: Climb -1*, Intimidate +8, Jump +1*, Knowledge (tactics) +3, Listen +4, Spot +4, Survival +4; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Simple Weapon Proficiency. * Includes -5 armor check penalty.</p><p></p><p><em>Possessions</em>: masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>======</p><p></p><p><strong>Cataphract Junior Officer:</strong> male ruck-man Strong hero 5/Soldier 4; CR 9; HD 5d8+10 plus 4d10+8; hp 66; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +8; Grp +12; Atk +11 melee (2d4+17/18–20, ruckblade); Full Atk +11/+6 melee (2d4+17/18–20, ruckblade) or +9/+3 ranged (1d6+4, javelin); SA advanced melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, tactical aid, weapon familiarity (ruckblade); SV Fort +7, Ref +3, Will +3; Str 18, Dex 11, Con 14, Int 11, Wis 12, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats</em>: Climb -1*, Intimidate +10, Jump +1*, Knowledge (tactics) +3, Listen +5, Spot +5, Survival +6; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes -5 armor check penalty.</p><p></p><p><strong>Tactical Aid (Ex):</strong> As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds.</p><p></p><p><em>Possessions</em>: potion of <em>cure light wounds</em>, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>======</p><p></p><p><strong>Cataphract Senior Officer:</strong> male ruck-man Strong hero 5/Tough hero 1/Soldier 5; CR 11; HD 5d8+10 plus 1d10+2 plus 5d10+10; hp 81; Init +0; Spd 20 ft; AC 23, touch 17, flat-footed 23; BAB +8; Grp +12; Atk +11 melee (2d4+17/17–20, ruckblade); Full Atk +11/+6 melee (2d4+17/17–20, ruckblade) or +9/+3 ranged (1d6+4, javelin); SA advanced melee smash, improved critical (ruckblade), weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, remain conscious, tactical aid, weapon familiarity (ruckblade); SV Fort +9, Ref +4, Will +3; Str 18, Dex 11, Con 14, Int 11, Wis 12, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats</em>: Climb -1*, Intimidate +12, Jump +1*, Knowledge (tactics) +3, Listen +6, Spot +9, Survival +6; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes –5 armor check penalty.</p><p></p><p><strong>Remain Conscious:</strong> The Cataphract gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Cataphract’s hit points reach -1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches -10 hit points (and dies) or the Cataphract’s hit points return to 1 or higher. The Cataphract can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><strong>Tactical Aid (Ex):</strong> As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds.</p><p></p><p><em>Possessions</em>: potion of <em>cure moderate wounds</em>, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>======</p><p></p><p><strong>Cataphract Captain:</strong> male ruck-man Strong hero 5/Tough hero 3/Soldier 5; CR 13; HD 5d8+10 plus 3d10+6 plus 5d10+10; hp 96; Init +0; Spd 20 ft; AC 24, touch 18, flat-footed 24; BAB +10; Grp +14; Atk +13 melee (2d4+17/17–20, ruckblade); Full Atk +13/+8 melee (2d4+17/17–20, ruckblade) or +11/+6 ranged (1d6+4, javelin); SA advanced melee smash, improved critical (ruckblade), weapon focus (ruckblade), weapon specialization (ruckblade); SQ DR 1/—, low-light vision, remain conscious, tactical aid, weapon familiarity (ruckblade); SV Fort +10, Ref +5, Will +4; Str 18, Dex 11, Con 14, Int 12, Wis 12, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats</em>: Climb -1*, Intimidate +14, Jump +1*, Knowledge (tactics) +4, Listen +6, Spot +11, Survival +8; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes -5 armor check penalty.</p><p></p><p><strong>Remain Conscious:</strong> The Cataphract gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Cataphract’s hit points reach -1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches -10 hit points (and dies) or the Cataphract’s hit points return to 1 or higher. The Cataphract can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><strong>Tactical Aid (Ex):</strong> As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds.</p><p></p><p><em>Possessions</em>: potion of <em>cure moderate wounds</em>, potion of <em>haste</em>, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1765134, member: 1223"] [b]More Typical Cataphracts[/b] [B]Cataphract Senior Sergeant:[/b] male ruck-man Strong hero 4/Soldier 3; CR 7; HD 4d8+8 plus 3d10+6; hp 52; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +6; Grp +10; Atk +10 melee (2d4+14/18–20, ruckblade); Full Atk +10/+5 melee (2d4+14/18–20, ruckblade) or +7/+2 ranged (1d6+4, javelin); SA improved melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, weapon familiarity (ruckblade); SV Fort +6, Ref +3, Will +3; Str 18, Dex 10, Con 14, Int 11, Wis 12, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats[/i]: Climb -1*, Intimidate +8, Jump +1*, Knowledge (tactics) +3, Listen +4, Spot +4, Survival +4; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Simple Weapon Proficiency. * Includes -5 armor check penalty. [I]Possessions[/i]: masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ====== [B]Cataphract Junior Officer:[/b] male ruck-man Strong hero 5/Soldier 4; CR 9; HD 5d8+10 plus 4d10+8; hp 66; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +8; Grp +12; Atk +11 melee (2d4+17/18–20, ruckblade); Full Atk +11/+6 melee (2d4+17/18–20, ruckblade) or +9/+3 ranged (1d6+4, javelin); SA advanced melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, tactical aid, weapon familiarity (ruckblade); SV Fort +7, Ref +3, Will +3; Str 18, Dex 11, Con 14, Int 11, Wis 12, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats[/i]: Climb -1*, Intimidate +10, Jump +1*, Knowledge (tactics) +3, Listen +5, Spot +5, Survival +6; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes -5 armor check penalty. [B]Tactical Aid (Ex):[/b] As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds. [I]Possessions[/i]: potion of [i]cure light wounds[/i], masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ====== [B]Cataphract Senior Officer:[/b] male ruck-man Strong hero 5/Tough hero 1/Soldier 5; CR 11; HD 5d8+10 plus 1d10+2 plus 5d10+10; hp 81; Init +0; Spd 20 ft; AC 23, touch 17, flat-footed 23; BAB +8; Grp +12; Atk +11 melee (2d4+17/17–20, ruckblade); Full Atk +11/+6 melee (2d4+17/17–20, ruckblade) or +9/+3 ranged (1d6+4, javelin); SA advanced melee smash, improved critical (ruckblade), weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, remain conscious, tactical aid, weapon familiarity (ruckblade); SV Fort +9, Ref +4, Will +3; Str 18, Dex 11, Con 14, Int 11, Wis 12, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats[/i]: Climb -1*, Intimidate +12, Jump +1*, Knowledge (tactics) +3, Listen +6, Spot +9, Survival +6; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes –5 armor check penalty. [B]Remain Conscious:[/b] The Cataphract gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Cataphract’s hit points reach -1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches -10 hit points (and dies) or the Cataphract’s hit points return to 1 or higher. The Cataphract can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [B]Tactical Aid (Ex):[/b] As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds. [I]Possessions[/i]: potion of [i]cure moderate wounds[/i], masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ====== [B]Cataphract Captain:[/b] male ruck-man Strong hero 5/Tough hero 3/Soldier 5; CR 13; HD 5d8+10 plus 3d10+6 plus 5d10+10; hp 96; Init +0; Spd 20 ft; AC 24, touch 18, flat-footed 24; BAB +10; Grp +14; Atk +13 melee (2d4+17/17–20, ruckblade); Full Atk +13/+8 melee (2d4+17/17–20, ruckblade) or +11/+6 ranged (1d6+4, javelin); SA advanced melee smash, improved critical (ruckblade), weapon focus (ruckblade), weapon specialization (ruckblade); SQ DR 1/—, low-light vision, remain conscious, tactical aid, weapon familiarity (ruckblade); SV Fort +10, Ref +5, Will +4; Str 18, Dex 11, Con 14, Int 12, Wis 12, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats[/i]: Climb -1*, Intimidate +14, Jump +1*, Knowledge (tactics) +4, Listen +6, Spot +11, Survival +8; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes -5 armor check penalty. [B]Remain Conscious:[/b] The Cataphract gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Cataphract’s hit points reach -1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches -10 hit points (and dies) or the Cataphract’s hit points return to 1 or higher. The Cataphract can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [B]Tactical Aid (Ex):[/b] As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds. [I]Possessions[/i]: potion of [i]cure moderate wounds[/i], potion of [i]haste[/i], masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. [/QUOTE]
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