Novice Fighter | Level 1 - Minion | ||
---|---|---|---|
Low level fighters are heavily armored, powerful combatants. They are usually guardians, soldiers, duelists or even raiders and bandits. | |||
Health: 80 | Movement: 4 meters | Initiative: -1 | |
Potency: 1 | Control: 0 | Precision Roll: d10 + 1 | |
Parry: 8 | Warding: 5 | Constitution: 6 | Evasion: 5 |
Physical Armor: 15 | Magical Armor: 0 | Weapon: Sword and shield | |
Slash - Action, basic weapon attack Deals 20 physical damage. | |||
Shield Bash - Rapid action, weapon attack Deals 5 physical damage. | |||
Charge - Full-turn action, basic weapon attack -1 penalty on precision roll. This fighter gains a +3 bonus to its movement speed, and charges at its target using its movement speed. Then, it attacks with Slash. After charging, it receives a -2 penalty to its resistances for 1 round. | |||
Opportunistic Strike - Prepared action, weapon attack Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. |
Novice Archer | Level 1 - Minion | ||
---|---|---|---|
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 | Initiative: 0 | |
Potency: 1 | Control: 0 | Precision Roll: d10 (longbow), d10 + 1 (dagger) | |
Parry: 6 | Warding: 6 | Constitution: 5 | Evasion: 6 |
Physical Armor: 5 | Magical Armor: 0 | Weapon: Longbow and dagger | |
Unsteady Aiming (-2) - Passive This archer's longbow is affected by unsteady aiming. | |||
Shoot - Action, basic weapon attack Range: 15 meters. Requires wielding the longbow. Deals 20 physical damage. | |||
Slash - Action, basic weapon attack Requires wielding the dagger. Deals 15 physical damage. | |||
Swap Weapons - Rapid action This archer can swap between its dagger and longbow. |
Novice Shaman | Level 2 - Boss | ||
---|---|---|---|
To do: add lore | |||
Health: 60 | Movement: 6 meters | Initiative: 1 | |
Potency: 1 | Control: 1 | Precision Roll: d10 + 2 | |
Parry: 5 | Warding: 7 | Constitution: 5 | Evasion: 6 |
Physical Armor: 0 | Magical Armor: 5 | Weapon: Staff | |
Unsteady Aiming (-2) - Passive This shaman's staff is affected by unsteady aiming. | |||
Bolt - Action, basic weapon attack, projectile Range: 10 meters. Deals 20 magical damage. | |||
Protect Ally - Action, technique Range: 5 meters. Heals an ally for 5 health and applies protected for 1 round. | |||
Divination - Rapid action, technique Range: 5 meters. Grants an ally protective foresight (+1) for 1 round. |
Veteran Flame Witch | Level 4 - Boss | ||
---|---|---|---|
To do: add lore | |||
Health: 60 | Movement: 6 meters | Initiative: 1 | |
Potency: 2 | Control: 2 | Precision Roll: d10 + 3 | |
Parry: 6 | Warding: 8 | 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. | |||
Fire Bolt - Action, basic weapon attack, projectile Range: 10 meters. Deals 25 magical damage. | |||
Scarring Flames - Action, technique This technique's precision roll is made against Constitution. Range: 5 meters. Applies burning (12 damage) for 2 hits. If the target is already burning, applies bleeding (7 damage) for 1 hit instead. |
Ashik | Level 4 - Support | ||
---|---|---|---|
The Ashik are a pseudo-group of religious bards 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 | Initiative: 1 | |
Potency: 0 | Control: 4 | Precision Roll: d10 + 3 | |
Parry: 6 | Warding: 7 | Constitution: 7 | Evasion: 7 |
Physical Armor: 0 | Magical Armor: 5 | Weapon: Dagger and any musical instrument | |
Slash - Action, basic weapon attack Deals 15 physical damage. | |||
Discord - Action, technique Range: 5 meters. Deals 10 magical damage and applies disoriented (-1) for 2 rounds. | |||
Poem of Humility - Rapid action, technique Range: 3 meters. For 1 round, the Ashik's target receives a -1 penalty to precision rolls and takes 5 magical damage whenever it fails one. |