Standard Characters and Power Levels in The D&D Campaign

IMC, as in the real world, the average soldier has never seen actual combat - and Warrior-1 is fine for reflecting this. For most of the history of the Roman Empire only a tiny proportion of legionaries ever saw battle. Shark's approach seems to be to replace the standard 1st-level character norm of D&D with a 4th level norm, and work up from there. All monsters - orcs, goblins etc - seem to be scaled up to match. To me this just seems to needlessly complicate matters. The only obvious benefit is that it greatly lowers the relative power of high level PCs - instead of the 18th level fighter wading through dozens of Wa-1 enemy soldiers, he's a match for only a few 7th level troopers. I can see many advantages to this for a Conan-type setting.
 

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mmadsen said:


Right, but a Vietnam-era US conscript should be a 1st-level American (Expert?) with minimal training (Weapon Proficiency: M-16) and no will to fight.

What about someone who's been training to fight since birth? Isn't that what a medieval European knight or Japanese samurai is? And he's supposed to be first level?

If you compare the relative combat ability of an elite 1st level Fighter to a 1st level Commoner, yes, the F1 seems perfectly reasonable to me as a 16-year-old trainee Knight or Samurai facing the 1st level commoner peasant conscript. If your Commoners are mostly above 1st level (unlike the DMG's guidelines) then of course the knight should be too.
 

IMC, as in the real world, the average soldier has never seen actual combat - and Warrior-1 is fine for reflecting this.

One problem with D&D's notion of levels is that those 18-year-old farmers were something (in this case, farmers) before someone stuck a spear in their hands and put them through minimal training.

Typically we just hand-wave this away, but it would be nicer if what we now call a 1st-level Warrior could be a 3rd-level Commoner with a single level of Fighter. A young squire might be a 1st- or 2nd-level Fighter, and a newly-made knight might be a 4th-level Fighter.

The current one-hit-die-per-level rules don't handle this though.
 

Carnifex said:
Unlike SHARK, I have no problem with the concept that most of the soldiers in an army would be lvl 1 warriors.




Hell, in a lot of medieval armies, I'd say many would be lvl 1 commoners - the standing military forces of castle garrisons etc would be lvl 1-5 warriors (depending on time of service) and fully trained warrior like knights and mercenaries would probably get the same in fighter levels or in a mix with ranger and rogue levels as appropriate.

most medieval armies are militia not professionals.
I consider this like the legions of Gaius Julius caesar or Marcus aurelius.
And i would prefer an roman legionaire over an medieval knight every day and night.

If we're talking about the classical civilisations like Rome with their efficient standing armies, I'd say most legionnaires to be, say, lvl 2 fighters? Maybe lvl 3
1 st lev after their training drill, and campaigns?

Soldiers

Warrior 1 - 2 lev welltrined, getting through boot camp and mos.
Warrior 3-4 lev experienced, veteran, training and combat/war hardened soldier, most NCO have this lev, (but not necessary the highest lev commands), skill leadership intelligenc are most important
Warrior 5-7 elite troops, battle hardened picked veterans, the core of their armies, the companions, the defenders or deathguards or such fall under this.
This troops aren`t taken lightly, wherever they come.
They raise morale on the rest of their units, and the knowledge of their arrival maybe a threat to their enemies.

Warrior above lev 7 changes class to fighter

SHARK

A bit much of equipment they carry

Winter Blanket replaced by a heavy cloak for double use

(4) Steel flasks of oil for what purpose ?
(4) Torches for what purpose ?

Carpentry Tools (MW)
Miner’s Tools (MW)
Spade one of this for every squad would be enough. and not on the man but on the squad mule/pony or other beast of burden

cloth a second set would be enough the rest is for the train

shield i would replace it with the scutum, i think you mean an normanic shield?

Cloak of Elvenkind (2000gp)
Boots of Elvenkind (2000gp wehy and for what, to expensive IMPOV and not very useful

Vallorean War-Helm: this thing is worth its weight in diamonds on the battlefield consider it drafted.

Very interestimng magic supply items but maybe to expensive.
BTW i would like to see the legions in a no magic area.

The Legions are provided with the best that the Vallorean Empire can supply them with, and whenever the Legions are involved in combat operations, there are a variety of powerful resources and assets that are available to the local commander.

war, the battle seems to be a bloodless training operation. The Legions have sophisticated and in depth medical services, which are heavily supported by the different religious orders from throughout the Vallorean Empire.

This really >fantasy the supply is to good to be true,
 
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mmadsen said:

What about someone who's been training to fight since birth? Isn't that what a medieval European knight or Japanese samurai is? And he's supposed to be first level?

True, but whole armies were _never_ made up of knights and samurai. Those forces were usually either elite strike teams or (more often) disperesed to lead large groups of commoners.

Most societies simply can not afford to maintain a standing army of people trained to do nothing but fight from birth. Even today most US forces are made up of people who only signed on for 4-6 years.
 

mmadsen said:


One problem with D&D's notion of levels is that those 18-year-old farmers were something (in this case, farmers) before someone stuck a spear in their hands and put them through minimal training.

Typically we just hand-wave this away, but it would be nicer if what we now call a 1st-level Warrior could be a 3rd-level Commoner with a single level of Fighter. A young squire might be a 1st- or 2nd-level Fighter, and a newly-made knight might be a 4th-level Fighter.

The current one-hit-die-per-level rules don't handle this though.

In previous editions it was made a lot clearer that a 0th-level character (equivalent to 3e 1st level Commoner) who trained became an Apprentice-level character, then a proper 1st-level character. I think it's fairly obvious (if not explicitly expressed) that the 1st level Commoner farmer with training becomes a 1st level Warrior. I think a 2nd level 'experienced Commoner' may be too set in his ways to become a Warrior, that would explain why the army still prefers 16-18 year old raw recruits! :)
 

mmadsen said:


I wish the game system supported that without House Rules.

But it does. Look in the DMG on p.6. Rule Zero.

If you want a couple of products that help you organise your house rules, I highly recommend both "pen" and "paper". Several publishers are flooding the market with their own versions, and they're all pretty comparable as far as quality is concerned. I tend to use a "pen" designed by "Bic". I can't remember the name of the company that publishes the version of "paper" that I use, but a decent search engine should find one for you in minutes.
 

S'mon said:
I think it's fairly obvious (if not explicitly expressed) that the 1st level Commoner farmer with training becomes a 1st level Warrior.

I never saw it this way, but it's a fair take on things.

I think a 2nd level 'experienced Commoner' may be too set in his ways to become a Warrior, that would explain why the army still prefers 16-18 year old raw recruits! :)

Damn good point.
 

Greetings!

Wow! It seems that there is quite a SHARK-fest of discussion and responses here!:) Very interesting!

While my example probably wouldn't be *every* Vallorean legionnaire, they would constitute veteran members of each Legion, with various individuals sprinkled throughout the various units. Recruits of course, would be lower level, and have to "work up" to deserving such fine equipment. However, such equipment as the Waterskin of Plenty, and the Field-Pack of Wonder were created for mass issue to the legions. In addition, the Vallorean War Helm is standard issue as well to all Legionnaires. Such is the benefit of belonging to an enormous empire similar to Rome, except they have magic, and a unifying religion.

Of course, I realise that my own campaign has taken a distinctly different path than many other campaigns. I have endeavored to apply the results of mass-developed magic, as typified in the D&D rules, and then honed it, and sharpened it under the foundational premise of the following:

(I) What if there was an empire that had lasted for 2500 years?

(II) Furthermore, this ancient empire is united by a single, common religion, from noble to peasant, all are expected to worship the Vallorean Pantheon.

(III) This ancient, unified empire would then not only have access to magic, but it would make a state-backed policy of nurturing, expanding, and empowering magic at all levels of society.

(IV) This ancient empire would then also enlist the aid of a state-approved religion, that would maximize it's own divine contributions to the greatest empire in the West, as the embodiment of the divine and holy guardians of the West, standing as a citadel of light against the forces of Darkness!

(V) These factors, combined with not only immense natural wealth of many types, but also vast trading networks and sophisticated technology and culture which serves to fund and fuel ever spiraling levels of achievement in the empire, and also maintains a steady supply of immense wealth, from millions of citizens, flowing into the awesome machinery that supports the continued power of the Vallorean Empire.

Thus, it is from these five premises that the Vallorean Empire can afford to equip many of its Legionnaires as described. As Mmadsen mentioned, Vallorea certainly isn't modelled on an impoverished Medieval European barony!:)

None the less, it seems certain that 1st level characters are not seen by everyone to accurately reflect what a standard character of that profession should actually look like, and what type of capabilities that the character would have. I tend to think that 1st level Warriors, or even 1st level Fighters, for example, are the most helpless of recruits, fresh from basic training. I think that the more experienced members of a standing, professional army--as opposed to a hastily and locally raised militia--would be considerably more powerful than such 1st level characters.:)

Semper Fidelis,

SHARK
 

Statblocks for my NPC

Here is some statblock for what I've been doing up for human NPC in a campaign I'm running...take a look and see if you like it.

Town Guard (1st level commoner): HD: 1d4+4; hp=7; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 Leather armor); Atk club +1 melee (1d6+1); AL N; SV Fort +1, Ref +0, Will +0; Str 12, Dex 8, Con 12, Int 8, Wis 10, Cha 10. Skills and Feats: Listen +6, Spot +6; awareness, toughness.

Veteran Town Guard (1st level commoner, 1st level warrior): HD: 1d4+1d8+5; hp=12; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 Leather armor); Atk club +2 melee (1d6+1); AL N; SV Fort +3, Ref +0, Will +0; Str 12, Dex 8, Con 12, Int 8, Wis 10, Cha 10. Skills and Feats: Handle Animal +2, Listen +6, Spot +6; awareness, toughness.

Peasant Levy (1st level commoner): HD: 1d4+4; hp=7; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 Leather armor); Atk light crossbow +2 ranged (1d8), hand axe +1 melee (1d6+1); AL N; SV Fort +1, Ref +1, Will -1; Str 12, Dex 12, Con 12, Int 8, Wis 8, Cha 8. Skills and Feats: Listen +3, Spot +3; toughness, weapon focus: light crossbow.

Veteran Peasant Levy (1st level commoner, 1st level warrior): HD: 1d4+1d8+5; hp=12; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 Leather armor); Atk light crossbow +3 ranged (1d8), hand axe +2 melee (1d6+1); AL N; SV Fort +3, Ref +1, Will -1; Str 12, Dex 12, Con 12, Int 8, Wis 8, Cha 8. Skills and Feats: Climb +3, Listen +3, Spot +3; toughness, weapon focus: light crossbow.

Green Barbarian Warrior (1st level warrior): HD: 1d8+4; hp= 9; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 Studded Leather, +2 Large Shield); Atk bastard sword +2 melee (1d10+1), throwing axe +2 ranged (1d6+1); AL N; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +5, Jump + 4, Swim +2; exotic weapon: bastard sword, toughness.

Regular Barbarian Warrior (2nd level warrior): HD: 2d8+5; hp= 14; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 Studded Leather, +2 Large Shield); Atk bastard sword +3 melee (1d10+1), throwing axe +3 ranged (1d6+1); AL N; SV Fort +4, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +6, Jump + 5, Swim +2; exotic weapon: bastard sword, toughness.

Veteran Barbarian Warrior (3rd level warrior): HD: 3d8+3; hp= 20; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +4 Chain Shirt, +2 Large Shield); Atk bastard sword +5 melee (1d10+1), throwing axe +4 ranged (1d6+1); AL N; SV Fort +4, Ref +2, Will +1; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +7, Jump + 7, Swim +2; exotic weapon: bastard sword, toughness, weapon focus: bastard sword.

Elite Barbarian Warrior (3rd level warrior, 1st level fighter): HD: 1d10+3d8+7; hp= 31; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +4 Chain Shirt, +2 Large Shield); Atk masterwork bastard sword +8 melee (1d10+2) [1d10+1d4+1 w/ full attack action], throwing axe +5 ranged (1d6+1); AL N; SV Fort +6, Ref +2, Will +1; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +8, Jump + 8, Swim +2; dirty fighting, exotic weapon: bastard sword, toughness, weapon focus: bastard sword.

Green Infantry-Formation (1st level warrior): HD: 1d8+1; hp= 6; Init +1 (Dex); Spd 30 ft.; AC 18 [20 in formation] (+1 Dex, +4 Chain Shirt, +2 Large Shield, +1 Phalanx Fighting [+2 quarter cover]); Atk short sword +3 melee (1d6+1), javelin +2 ranged (1d6+1); AL N; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +4 Profession (soldier) +4, Swim +2; phalanx fighting, weapon focus: shortsword.

Regular Infantry-Formation (2nd level warrior): HD: 2d8+2; hp= 11; Init +1 (Dex); Spd 30 ft.; AC 18 [20 in formation] (+1 Dex, +4 Chain Shirt, +2 Large Shield, +1 Phalanx Fighting [+2 quarter cover]); Atk short sword +4 melee (1d6+1), javelin +3 ranged (1d6+1); AL N; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +5, Profession (soldier) +5, Swim +2; phalanx fighting, weapon focus: shortsword.

Veteran Infantry-Formation (3rd level warrior): HD: 3d8+3; hp= 17; Init +1 (Dex); Spd 30 ft.; AC 18 [20 in formation] (+1 Dex, +4 Chain Shirt, +2 Large Shield, +1 Phalanx Fighting [+2 quarter cover]); Atk masterwork short sword +6 melee (1d6+1) [1d6+1d4+1 w/ full attack action], javelin +4 ranged (1d6+1); AL N; SV Fort +4, Ref +2, Will +1; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +6, Profession (soldier) +6, Swim +2; dirty fighting, phalanx fighting, weapon focus: shortsword.

Elite Infantry-Formation (3rd level warrior, 1st level fighter): HD: 1d10+3d8+4; hp= 28; Init +1 (Dex); Spd 30 ft.; AC 18 [20 in formation] (+1 Dex, +4 Chain Shirt, +2 Large Shield, +1 Phalanx Fighting [+2 quarter cover]); Atk masterwork short sword +7 melee (1d6+1) [1d6+1d4+1 w/ full attack action], javelin +4 ranged (1d6+1); AL N; SV Fort +6, Ref +4, Will +1; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +7, Profession (soldier) +7, Swim +2; dirty fighting, lightning reflexes, phalanx fighting, weapon focus: shortsword.

Green Archer (1st level warrior): HD: 1d8; hp= 5; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 Studded Leather); Atk long bow +4 ranged (1d8) [+1 to hit & +1 damage within 30 feet], hand axe +1 melee (1d6); AL N; SV Fort +2, Ref +2, Will +0; Str 11, Dex 14, Con 11, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +3, Profession (soldier) +4, Swim +2; point blank shot, weapon focus: long bow.

Regular Archer (3rd level warrior): HD: 2d8; hp= 9; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 Studded Leather); Atk long bow +5 ranged (1d8) [+1 to hit & +1 damage within 30 feet], hand axe +2 melee (1d6); AL N; SV Fort +2, Ref +2, Will +0; Str 11, Dex 14, Con 11, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +4, Profession (soldier) +5, Swim +2; point blank shot, weapon focus: long bow.

Veteran Archer (3rd level warrior): HD: 3d8; hp= 14; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 Chain Shirt); Atk masterwork long bow +7 ranged (1d8) [+1 to hit & +1 damage within 30 feet], hand axe +3 ranged (1d6); AL N; SV Fort +3, Ref +3, Will +1; Str 11, Dex 14, Con 11, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +5, Profession (soldier) +6, Swim +2; point blank shot, precise shot, weapon focus: long bow.

Elite Archer (3rd level warrior, 1st level fighter): HD: 1d10+3d8; hp= 24; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 Studded Leather); Atk masterwork 12 str comp long bow +8 ranged [+6/+6 w rapid shot] (1d8+1) [+1 to hit & +1 damage within 30 feet], short sword +5 ranged (1d6+1); AL N; SV Fort +5, Ref +3, Will +1; Str 12, Dex 14, Con 11, Int 8, Wis 10, Cha 8. Skills and Feats: Climb +7, Profession (soldier) +7, Swim +2; point blank shot, precise shot, rapid shot, weapon focus: long bow.

Green Light Cavalry (1st level warrior): HD: 1d8+1; hp= 6; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 Studded Leather, +2 Large Shield); Atk lance +2 melee (1d8+1) [+2 to hit & double damage on riding charge] or longsword +2 melee (1d8+1) [+2 to hit on riding charge]; AL N; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Handle Animal + 3, Ride +5; mounted combat, ride-by-attack.
Horse, Light War: CR 1; Large Animal; HD 3d8+9; hp=23; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk 2 hooves +4 melee (1d4+3), bite -1 melee (1d3+1); Face/Reach: 5 ft. by 10 ft./5 ft.; SQ Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7.

Regular Light Cavalry (2nd level warrior): HD: 2d8+32 hp= 11; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 Studded Leather, +2 Large Shield); Atk lance +3 melee (1d8+1) [+2 to hit & double damage on riding charge] or longsword +3 melee (1d8+1) [+2 to hit on riding charge]; AL N; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Handle Animal + 4, Ride +8; mounted combat, ride-by-attack.
Horse, Light War: CR 1; Large Animal; HD 3d8+9; hp=23; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk 2 hooves +4 melee (1d4+3), bite -1 melee (1d3+1); Face/Reach: 5 ft. by 10 ft./5 ft.; SQ Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7.

Veteran Light Cavalry (3rd level warrior): HD: 3d8+3; hp= 17; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +4 Chain Shirt, +2 Large Shield); Atk lance +4 melee (1d8+1) [+2 to hit & triple damage on riding charge] or longsword +4 melee (1d8+1) [+2 to hit & double damage on riding charge]; AL N; SV Fort +4, Ref +2, Will +1; Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Handle Animal + 5, Ride +9; mounted combat, ride-by-attack, spirited charge.
Horse, Light War: CR 1; Large Animal; HD 3d8+9; hp=23; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk 2 hooves +4 melee (1d4+3), bite -1 melee (1d3+1); Face/Reach: 5 ft. by 10 ft./5 ft.; SQ Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7.

Elite Light Cavalry (3rd level warrior, 1st level fighter): HD: 1d10+3d8+4; hp= 28; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +4 Chain Shirt, +2 Large Shield); Atk lance +7 melee (1d8+2) [+2 to hit & triple damage on riding charge] or masterwork longsword +7 melee (1d8+2) [+2 to hit & double damage on riding charge]; AL N; SV Fort +6, Ref +2, Will +1; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Handle Animal + 6, Ride +10; mounted combat, ride-by-attack, spirited charge, weapon focus: lance.
Horse, Light War: CR 1; Large Animal; HD 3d8+9; hp=23; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk 2 hooves +4 melee (1d4+3), bite -1 melee (1d3+1); Face/Reach: 5 ft. by 10 ft./5 ft.; SQ Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7.

Assasin (5th level rogue, 1st level assasin): HD: 6d6+6; hp= 30; Init +9 (Dex, Blooded, Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 masterwork leather); Atk masterwork dagger +8 melee (1d4+1 +4d6 sneak attack + poison+ death attack); AL LE; SV Fort +6, Ref +2, Will +2; Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 10. Skills and Feats: Balance +10, Bluff +8, Climb +9(+11), Disable Device +10 (+12), Disguise +8, Hide +12, Listen +7, Move Silently +12, Open Lock +11(+13), Search +10, Sport +9, Tumble +11; blooded, improved initiative, weapon finesse: dagger, weapon focus: dagger. Equipment: masterwork theives tools, climbing kit.

Veteran Berserker (4th level barbarian): HD: 4d12+8; hp= 40 (48 raging); Init +1 (Dex); Spd 40 ft.; AC 15 [13 raging] (+1 Dex, +4 Chain Shirt); Atk masterwork great axe +9 melee [+11 raging] (1d12+4) [1d12+7 raging]; AL CN; SV Fort +6 [+8 raging], Ref +2, Will +2 [+4 raging]; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +8, Handle Animal +4, Intimidate +4, Jump +8, Listen +6, Ride +8, Wilderness Lore +6; cleave, power attack, weapon focus: great axe; magic: potion of cure mod wounds, potion of endurance.

Veteran Scout (4th level ranger): HD: 4d10+4; hp= 31; Init +3 (Dex); Spd 30 ft.; AC 17 (+3 Dex, +4 (+1 Studded Leather); Atk masterwork 14 str comp long bow +9 ranged [+7/+7 w rapid shot] (1d8+2) [+1 to hit & +1 damage within 30 feet] or longsword +6 melee (1d8+2); AL N; SV Fort +6 , Ref +2, Will +2; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Hide +10, Listen +8, Move Silently +10, Spot +8 [+13 w/ eyes of the eagle], Wilderness Lore +8; far shot, point blank shot, rapid shot, track, weapon focus: comp long bow; magic: eyes of the eagle, potion of cure mod wounds, potion of endurance.

Knight / Veteran Heavy Cavalry (4th level fighter): HD: 4d10+8; hp=35; Init +1 (Dex); Spd 20 ft.; AC 21 (+1 Dex, +8 Full Plate, +2 Lrg Metal Shield); Atk lance +8 melee (1d8+3) [+2 to hit & triple damage on riding charge] or masterwork longsword +9 melee (1d8+5) [+2 to hit & double damage on riding charge] or 16 str comp long bow +5 ranged (1d8+3); AL LN; SV Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12. Skills and Feats: Handle Animal + 8, Ride +10; mounted combat, ride-by-attack, spirited charge, weapon focus: lance, weapon focus: longsword, weapon specialization: longsword; magic: potion of cure mod wounds, potion of endurance.
Horse, Heavy War: CR 2; Large Animal; HD 4d8+12; hp=30; Init +1 (Dex); Spd 50 ft.; AC 18 (-1 size, +1 Dex, +4 natural, +4 chain (shirt) barding); Atk 2 hooves +6 melee (1d6+4), bite +1 melee (1d4+2); Face/Reach: 5 ft. by 10 ft./5 ft.; SQ Scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7.

Veteran Nomad Horse Archer (4th level fighter): HD: 4d10+4; hp=31; Init +3 (Dex); Spd 30 ft.; AC 17 (+3 Dex, +4 (+1 Studded Leather); Atk 14 str masterwork comp long bow +9 ranged [+7/+7 w rapid shot] (1d8+2) [+1 to hit & +3 damage within 30 feet]or masterwork scimitar +7 melee (1d6+2); AL N; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Craft (bowyer) +7, Handle Animal + 6, Ride +12; mounted combat, mounted archery, point blank shot, rapid shot, weapon focus: comp long bow, weapon specialization: comp long bow; magic: potion of cure mod wounds, potion of endurance.
Horse, Light War: CR 1; Large Animal; HD 3d8+9; hp=23; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk 2 hooves +4 melee (1d4+3), bite -1 melee (1d3+1); Face/Reach: 5 ft. by 10 ft./5 ft.; SQ Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7.
 

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