Humans
Common Humans
| Nomad | Level 0 - Minion | ||
|---|---|---|---|
| Nomads are commoners and civilians of a village or a tribe and they are untrained in combat. Most of them have an area of expertise which they earn their livelihood from. Nomads usually have two locations they migrate between seasonally. | |||
| Health: 50 | Movement: 5 meters | ||
| Major skills: Any knowledge skill | Precision Roll: d10 | ||
| Parry: 4 | Warding: 4 | Constitution: 4 | Evasion: 4 |
| Physical Armor: 0 | Magical Armor: 0 | Weapon: Improvised weapons | |
| Strike - Action, basic weapon attack Deals 10 physical damage. | |||
| Nomad Poet | Level 0 - Minion | ||
|---|---|---|---|
| Nomads are commoners and civilians of a village or a tribe and they are untrained in combat. Most of them have an area of expertise which they earn their livelihood from. Nomads usually have two locations they migrate between seasonally. Nomad poets do not wander far from their tribe, so they are not as experienced in poetry as their higher level variants. However, they are valuable in propagating their tribe's legends and stories to the next generation. | |||
| Health: 40 | Movement: 5 meters | ||
| Major skills: Persuasion | Precision Roll: d10 | ||
| Parry: 4 | Warding: 4 | Constitution: 4 | Evasion: 4 |
| Physical Armor: 0 | Magical Armor: 0 | Weapon: Unarmed | |
| Singing - Passive The bonuses or penalties from poems last only while the poet is actively singing them. They end if the poet is stunned, falls prone, dives underwater, or is otherwise unable to perform techniques. | |||
| Strike - Action, basic weapon attack Deals 5 physical damage. | |||
| Poem of Fury - Rapid action, technique Allies of this nomad within hearing range gain a +2 bonus to their damage with basic weapon attacks for 1 round. | |||
| Nomad Guide | Level 0 - Minion | ||
|---|---|---|---|
| Nomads are commoners and civilians of a village or a tribe and they are untrained in combat. Most of them have an area of expertise which they earn their livelihood from. Nomads usually have two locations they migrate between seasonally. Nomad guides are the spiritual leaders and healers of their tribe. | |||
| Health: 40 | Movement: 5 meters | ||
| Major skills: Healing | Precision Roll: d10 | ||
| Parry: 4 | Warding: 4 | Constitution: 4 | Evasion: 4 |
| Physical Armor: 0 | Magical Armor: 0 | Weapon: Improvised wand | |
| Strike - Action, basic weapon attack Range: 3 meters. Deals 5 magical damage. | |||
| Simple Healing - Rapid action, technique Grants the target 2 rounds of regeneration (2 health). | |||
| Cure - Full-turn action, technique Range: 3 meters. Removes one debilitating or harmful status effect from the target. | |||
| Passage - Full-turn action, technique This nomad gains protected for 2 rounds. | |||
| Militia Fighter | Level 1 - Minion | ||
|---|---|---|---|
| Militia consists of somewhat trained civilians and is usually the primary defense force of a tribe. They are armored and armed enough to deter bandits and weak monsters. | |||
| Health: 70 | Movement: 6 meters | ||
| Major skills: Athletics | Precision Roll: d10 | ||
| Parry: 6 | Warding: 6 | Constitution: 5 | Evasion: 6 |
| Physical Armor: 5 | Magical Armor: 0 | Weapon: Hatchet | |
| Chop - Action, basic weapon attack Deals 25 physical damage. | |||
| Hook - Action, weapon attack This attack's precision roll is against Parry. Applies cracked armor for 1 round. | |||
| Brutal Attack - Action, weapon attack -2 penalty to precision roll. Deals 30 physical damage. | |||
| Opportunistic Strike - Prepared action, weapon attack This militia attacks the next foe who moves into, out of or within range, dealing 10 physical damage. | |||
| Militia Spearman | Level 1 - Minion | ||
|---|---|---|---|
| Militia consists of somewhat trained civilians and is usually the primary defense force of a tribe. They are armored and armed enough to deter bandits and weak monsters. | |||
| Health: 70 | Movement: 6 meters | ||
| Major skills: Athletics | Precision Roll: d10 + 1 | ||
| Parry: 6 | Warding: 6 | Constitution: 6 | Evasion: 5 |
| Physical Armor: 5 | Magical Armor: 0 | Weapon: Spear | |
| Thrust - Action, basic weapon attack Range: 2 meters. Deals 25 physical damage, or 12 physical damage against adjacent targets. | |||
| Keep At Bay - Action, weapon attack Range: 2 meters. This militia pushes its target 1 meter away from itself. Deals 15 physical damage. | |||
| Defensive Strike - Action, weapon attack Range: 2 meters. This militia attacks while protecting itself, gaining a +1 bonus to Parry for 1 round. Deals 15 physical damage, or 7 physical damage against adjacent targets. | |||
| Spear Brace - Prepared action, weapon attack Range: 2 meters. This militia attacks the next foe who charges or runs into or within range, dealing 25 physical damage. | |||
| Militia Hunter | Level 1 - Minion | ||
|---|---|---|---|
| Militia consists of somewhat trained civilians and is usually the primary defense force of a tribe. They are armored and armed enough to deter bandits and weak monsters. | |||
| Health: 70 | Movement: 8 meters | ||
| Major skills: Stealth | Precision Roll: d10 + 1 | ||
| Parry: 5 | Warding: 6 | Constitution: 5 | Evasion: 7 |
| Physical Armor: 0 | Magical Armor: 0 | Weapon: Reflex bow and dagger | |
| Unsteady Aiming (-1) - Passive This militia's reflex bow is affected by unsteady aiming. | |||
| Shoot - Action, basic weapon attack (reflex bow), projectile Range: 10 meters. Deals 15 physical damage. | |||
| Multishot - Action, weapon attack (reflex bow), projectile Range: 10 meters. The militia makes two attacks, each dealing 10 physical damage. | |||
| Stab - Action, basic weapon attack (dagger) Deals 15 physical damage. | |||
| Opportunistic Strike - Prepared action, weapon attack (reflex bow or dagger) Attacks the next foe who moves into, within or out of melee range, dealing 5 physical damage. | |||
| Novice Fighter | Level 3 - Minion | ||
|---|---|---|---|
| Low level fighters are heavily armored, powerful warriors. They are usually professional soldiers, guards, duelists or even raiders and bandits. | |||
| Health: 80 | Movement: 4 meters | ||
| Major skills: Athletics, Riding | Precision Roll: d10 + 1 | ||
| Parry: 8 | Warding: 7 | Constitution: 7 | Evasion: 6 |
| Physical Armor: 15 | Magical Armor: 0 | Weapon: Sword and shield | |
| Critical Training - Passive If this fighter rolls an unmodified 10 with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. | |||
| Slash - Action, basic weapon attack Deals 22 physical damage. | |||
| Feint - Action, weapon attack This attack's precision roll is made against Evasion. +1 bonus to precision roll. Deals 16 damage. | |||
| Brutal Attack - Action, weapon attack -2 penalty to precision roll. Deals 32 physical damage. | |||
| Shield Bash - Rapid action, basic weapon attack Deals 6 physical damage. | |||
| Charge - Full-turn action, basic weapon attack -1 penalty to precision roll. This fighter gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with slash. After charging, this fighter becomes fatigued for 1 round. | |||
| Novice Spearman | Level 3 - Minion | ||
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| Low level spearmen are medium armored, powerful warriors. They are usually professional soldiers, guards, duelists or even raiders and bandits. | |||
| Health: 80 | Movement: 5 meters | ||
| Major skills: Athletics, Riding | Precision Roll: d10 + 2 | ||
| Parry: 7 | Warding: 7 | Constitution: 7 | Evasion: 6 |
| Physical Armor: 5 | Magical Armor: 5 | Weapon: Spear | |
| Critical Training - Passive If this spearman rolls an unmodified 10 with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. | |||
| Thrust - Action, basic weapon attack Range: 2 meters. Deals 28 physical damage, or 14 physical damage against adjacent targets. | |||
| Keep At Bay - Action, weapon attack Range: 2 meters. This spearman pushes its target 1 meter away from itself. Deals 14 physical damage. | |||
| Defensive Strike - Action, weapon attack Range: 2 meters. This spearman attacks while protecting itself, gaining a +1 bonus to Parry for 1 round. Deals 14 physical damage, or 7 physical damage against adjacent targets. | |||
| Spear Brace - Prepared action, weapon attack Range: 2 meters. This spearman attacks the next foe who charges or runs into or within range, dealing 28 physical damage. | |||
| Charge - Full-turn action, basic weapon attack -1 penalty to precision roll. This spearman gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with thrust. After charging, this fighter becomes fatigued for 1 round. | |||
| Novice Archer | Level 3 - Minion | ||
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| Novice archers wear light armor, and they can shoot targets from long distances. They are mostly found as hunters, wall defenders or outlaws. | |||
| Health: 70 | Movement: 6 meters | ||
| Major skills: Stealth | Precision Roll: d10 + 1 | ||
| Parry: 7 | Warding: 7 | Constitution: 6 | Evasion: 7 |
| Physical Armor: 5 | Magical Armor: 0 | Weapon: Recurve Bow and dagger | |
| Critical Training - Passive If this archer rolls an unmodified 10 with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. | |||
| Unsteady Aiming (-2) - Passive This archer's recurve bow is affected by unsteady aiming. | |||
| Shoot - Action, basic weapon attack (recurve bow), projectile Range: 15 meters. Deals 22 physical damage. | |||
| Curved Shot - Action, weapon attack (recurve bow), projectile Range: 5 meters. Deals 16 physical damage, ignoring non-magical covers. | |||
| Stab - Action, basic weapon attack (dagger) Deals 16 physical damage. | |||
| Opportunistic Strike - Prepared action, weapon attack (recurve bow or dagger) Attacks the next foe who moves into, within or out of melee range, dealing 6 physical damage. | |||
| Travelling Poet | Level 3 - Support | ||
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| To do: add lore | |||
| Health: 70 | Movement: 6 meters | ||
| Major skills: Insight, Persuasion | Precision Roll: d10 + 1 | ||
| Parry: 7 | Warding: 8 | Constitution: 6 | Evasion: 6 |
| Physical Armor: 5 | Magical Armor: 0 | Weapon: Scepter, charm and warhorn | |
| Wielded Charm - Passive When this poet is wielding its charm, it gains a +1 bonus to its precision rolls. | |||
| Singing - Passive The bonuses or penalties from poems last only while the poet is actively singing them. They end if the poet is stunned, falls prone, dives underwater, or is otherwise unable to perform techniques. | |||
| Echo - Action, technique Range: 3 meters. This poet gives its action to a creature allied to it, who takes this action immediately. The poet can use its minor action normally. | |||
| Bolt - Action, basic weapon attack, projectile Range: 5 meters. Deals 22 magical damage. | |||
| Blast - Action, weapon attack This attack's precision rolls are made against Evasion. Range: 5 meters This poet creates a magical explosion, hitting all creatures within a 1 meter radius. Each successful attack deals 11 magical damage. | |||
| "Persistence" - Action, weapon attack (warhorn) Hearing range. Allies of this poet are unaffected by a status effect of its choosing for 1 round. | |||
| Poem of Mockery - Action or rapid action, technique This attack's precision rolls are made against Warding. For 1 round, creatures hostile to this poet within hearing range receive 6 magical damage whenever they fail a precision roll. | |||
| Village Guide | Level 3 - Support | ||
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| To do: add lore | |||
| Health: 60 | Movement: 6 meters | ||
| Major skills: Healing, Apothecary | Precision Roll: d10 + 2 | ||
| Parry: 6 | Warding: 8 | Constitution: 6 | Evasion: 7 |
| Physical Armor: 0 | Magical Armor: 5 | Weapon: Staff | |
| Unsteady Aiming (-2) - Passive This guide's staff is affected by unsteady aiming. | |||
| Bolt - Action, basic weapon attack, projectile Range: 10 meters. Deals 20 magical damage. | |||
| Passage - Action, technique This nomad gains protected for 2 rounds. | |||
| Simple Healing - Rapid action, technique Range: 5 meters. Grants the target 2 rounds of regeneration (2 health). | |||
| Cure - Rapid action, technique Range: 5 meters. Removes one debilitating or harmful status effect from the target. | |||
| Divination - Rapid action, technique Range: 5 meters. Grants an ally protective foresight for 1 round. | |||
| Trained Skirmisher | Level 5 - Minion | ||
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| Trained skirmishers are well-armored, powerful combatants. They are usually professional soldiers who serve as lieutenants or commanders within armies. However, some of them can be found as independent mercenaries or bodyguards. | |||
| Health: 80 | Movement: 5 meters | ||
| Major skills: Athletics, Riding | Precision Roll: d10 + 1 | ||
| Parry: 10 | Warding: 7 | Constitution: 8 | Evasion: 7 |
| Physical Armor: 10 | Magical Armor: 5 | Weapon: Javelin and shield | |
| Critical Training - Passive If this fighter rolls an unmodified 9 or above with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. | |||
| Javelin Quiver - Passive This fighter has 3 javelins. The ammo renews when the skirmisher is resupplied. | |||
| Thrust - Action, basic weapon attack Deals 24 physical damage. | |||
| Throw Javelin - Action, basic weapon attack, projectile Range: 5 meters. The skirmisher throw its Javelin at a target or to a square within range. Deals 24 physical damage. | |||
| Sweep - Action, weapon attack This attack's precision rolls are against Evasion. This skirmisher hits 3 squares in front of itself. Each successful attack deals 12 physical damage. | |||
| Brutal Attack - Action, weapon attack -2 penalty to precision roll. Deals 34 physical damage. | |||
| Shield Bash - Rapid action, basic weapon attack Deals 6 physical damage. | |||
| Charge - Full-turn action, basic weapon attack -1 penalty to precision roll. This skirmisher gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with thrust. After charging, this skirmisher becomes fatigued for 1 round. | |||
Unique Humans
| Cultist | Level 2 - Minion | ||
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| To do: add lore | |||
| Health: 60 | Movement: 6 meters | ||
| Major skills: Lorekeeping, Magic sense | Precision Roll: d10 + 1 | ||
| Parry: 5 | Warding: 6 | Constitution: 6 | Evasion: 6 |
| Physical Armor: 0 | Magical Armor: 5 | Weapon: Wand | |
| Boon of the Underworld - Passive Whenever this cultist fails a precision roll, it can sacrifice 5 health to increase the result of that roll by one. This can only be done once per roll. | |||
| Bolt - Action, basic weapon attack, projectile Range: 5 meters. Deals 20 magical damage. | |||
| Bind - Action, weapon attack Range: 5 meters. Applies immobilized to target for 1 round. | |||
| Purge Blessings - Action, technique This technique's precision roll is made against Constitution. Range: 5 meters. Removes a supportive status effect from the target creature, and deals 10 magical damage if an effect was removed. | |||
| Ritual of Stagnation - Full-turn action, technique This technique's precision rolls are made against Constitution. Radius: 1 meter. A semi-transparent fog falls upon the area around this cultist for 1 hour, weighing down the creatures within radius. The cultist makes a precision roll against any creature starting or ending their turn within this area. If this roll succeeds, the creature receives slowed (-1) and weakened defenses (-1) for 1 round. Can be used once per day. | |||
| Witch of Chaos | Level 4 - Boss | ||
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| To do: add lore | |||
| Health: 60 | Movement: 6 meters | ||
| Major skills: Magic sense | Precision Roll: d10 + 3 | ||
| Parry: 7 | Warding: 7 | Constitution: 7 | Evasion: 6 |
| Physical Armor: 0 | Magical Armor: 5 | Weapon: Staff | |
| Unsteady Aiming (-2) - Passive This witch's staff is affected by unsteady aiming. | |||
| Boon of the Underworld - Passive Whenever this witch fails a precision roll, it can sacrifice 5 health to increase the result of that roll by one. This can be done up to twice per roll. | |||
| Bolt - Action, basic weapon attack, projectile Range: 10 meters. Deals 24 magical damage. | |||
| Absorption - Action, technique This technique's precision roll is made against Constitution. Range: 5 meters. Steals 10 health. | |||
| Curse Transfer - Rapid action, technique This technique's precision roll is made against Constitution. This witch touches a creature, and transfers a debilitating or harmful status effect from itself to this creature. | |||
| Call Chaos - Full-turn action, technique Radius: 3 meters. This witch creates an area of chaos around itself for 2 rounds. This area is considered light rough terrain, and creatures within it are moonlit unless they were already in darkness. Additionally, a spiritling of chaos is summoned next to each creature hostile to this witch within the radius up to a maximum of 2 spiritlings for 2 rounds. Spiritlings summoned by this technique are level 4 and attack the foe closest to them. Can be used once per day. | |||
| Deflection - Prepared action, weapon attack This witch uses its staff as a magical shield, gaining a +1 bonus to Warding against the next magical attack. | |||
| Witch of the Material | Level 4 - Boss | ||
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| To do: add lore | |||
| Health: 60 | Movement: 6 meters | ||
| Major skills: Magic sense | Precision Roll: d10 + 1 | ||
| Parry: 8 | Warding: 7 | Constitution: 7 | Evasion: 6 |
| Physical Armor: 5 | Magical Armor: 5 | Weapon: Scepter and shield | |
| Bolt - Action, basic weapon attack, projectile Range: 5 meters. Deals 24 magical damage. | |||
| Blast - Action, weapon attack This attack's precision rolls are against Evasion. Range: 5 meters This witch creates a magical explosion, hitting all creatures within a 1 meter radius. Each successful attack deals 12 magical damage. | |||
| Lightning Burn - Rapid action, technique This technique's precision roll is made against Constitution. Applies electrified (15 damage) for 1 round. If the target is already electrified, apply burning (15 damage) for 1 round instead. | |||
| Water Infusion - Rapid action, technique This witch enchants a weapon it can touch with the water element for 10 minutes. As part of a single-target damaging weapon attack, this weapon's wielder can consume this enchantment to apply soaked for 1 round. | |||
| Vine Maze - Full-turn action, technique This technique's precision rolls are made against Evasion. Range: 5 meters. Radius: 2 meters. This witch infuses an area with the earth and nature elements, creating an entanglement of vines over moving and shifting ground for 2 rounds. It makes a precision roll against creatures walking into or ending their turn within this area. On success, the creature is immobilized for 1 round. This witch also makes a precision roll against creatures starting their turn within this area. On success, the creature falls prone. Can be used once per day. | |||
| Ashik | Level 4 - Support | ||
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| The Ashik are a pseudo-group of religious poets that travel and sing for whichever divinity they believe in. They are as peaceful as the God they take faith in, and the worst ones are often cunning enough to hide which God that is. | |||
| Health: 60 | Movement: 6 meters | ||
| Major skills: Insight, Persuasion | Precision Roll: d10 + 2 | ||
| Parry: 6 | Warding: 7 | Constitution: 7 | Evasion: 7 |
| Physical Armor: 0 | Magical Armor: 5 | Weapon: War drums and dagger | |
| Wielded Dagger - Passive When this ashik is wielding its dagger, it gains a +1 bonus to its precision rolls. | |||
| Playing drums and singing - Passive The bonuses or penalties from war drums and poems last only while the ashik is actively playing or singing them. They end if the ashik is stunned, falls prone, dives underwater, or is otherwise unable to perform techniques. | |||
| Slash - Action, basic weapon attack (dagger) Deals 15 physical damage. | |||
| "Empowering" - Action, weapon attack (war drums) Radius: hearing range. Allies of this ashik who can hear gain a +5 bonus to their damage with their single target damaging abilities for 1 round. | |||
| Poem of Dissonance - Rapid action, technique This technique's precision rolls are made against Constitution. Radius: hearing range. Applies disoriented (-2) to hostile creatures for 1 round. | |||
| Poem of Humility - Rapid action, technique This technique's precision rolls are made against Warding. Radius: hearing range. Whenever an affected hostile creature fails a precision roll within 1 round, they take 6 magical damage. | |||