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### Soldiers Soldiers are meticulously trained individuals committed to safeguarding their nation or kingdom. Proficient in combat and tactics, they often collaborate in vast units to fulfill strategic goals. Typically arranged in a hierarchical order, the chain of command flows from officers to their subordinates, ensuring clarity in roles and streamlined execution of directives. Emphasizing discipline and teamwork, soldiers are conditioned to execute orders unflinchingly and to have unwavering trust in their superiors' decisions. Cohesive teamwork is essential to attain their goals, coupled with the agility to respond to evolving battlefield scenarios. Equally vital is their discipline, enabling them to manage emotions and maintain unwavering focus on their mission. \pagebreak ### Tier 1
___ > ## Soldier >*Medium, Humanoid* > >*Tier 1, Challenge Point 2, XP: 2* > > ### Attributes >|**AC** 16 |**AP** 3 | >|:-|:-| > |**HP** 16 | **Posture** 9 | > - **Passive Insight/ Perception** 13 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** +0 |**INT** +0 |**WIS** +3 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > > ### Actions (1) > > - **Longsword** *Hit* +4, *Dmg* 1d10 slash or thrust > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again \pagebreak ___ ___ > ## Archer Soldier >*Medium, Humanoid* > >*Tier 1, Challenge Point 2, XP: 2* > > ### Attributes >|**AC** 16 |**AP** 2 | >|:-|:-| > |**HP** 16 | **Posture** 9 | > - **Passive Insight/ Perception** 13 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** +0 |**INT** +0 |**WIS** +3 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > > >\columnbreak > > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > ### Actions (1) > > - **Longbow** *Hit* +4, *Dmg* 1d8 + 2 thrust > > - *Ranged Weapon (120/300)* > - *TwoHanded:* Needs two hands to be wielded. > > - **Volley Attack** If there are at least 1 other Archer within 20 feet of you, you can use this Action. Choose 1 point within 120 feet of you. > - All creatures within 10 feet of that point must make an Agility Save (DC 12), taking 1d8 + 2 thrust damage on a fail, or half as much on a success. \pagebreak ___ ___ > ## Scout Soldier >*Medium, Humanoid* > >*Tier 1, Challenge Point 1, XP: 1* > > ### Attributes >|**AC** 14 |**AP** 1 | >|:-|:-| > |**HP** 8 | **Posture** 7 | > - **Passive Insight/ Perception** 19 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +2 |**DEX** +4 |**INT** +0 |**WIS** +4 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > > >\columnbreak > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Explorer** Your Passive Insight/ Perception is increased by 5, and you gain advantage on Insight and Perception Checks or Saves. > > ### Actions (1) > > - **Falchion** *Hit* +4, *Dmg* 1d10 slash or thrust > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If you deal damage to the HP of a creature, it starts Bleeding (1d6). > - **Shortbow** *Hit* +4, *Dmg* 1d8 thrust > > - *Ranged Weapon (60/120)* > - *TwoHanded:* Needs two hands to be wielded. > - *Favorite Weapon:* If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again \pagebreak ___ > ## Field Medic >*Medium, Humanoid* > >*Tier 1, Challenge Point 1, XP: 1* > > ### Attributes >|**AC** 11 |**AP** 0 | >|:-|:-| > |**HP** 6 | **Posture** 2 | > - **Passive Insight/ Perception** 14 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +2 |**DEX** +2 |**INT** +5 |**WIS** +4 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Medic** When you fail a Medicine Check, you can add a +1 bonus to the result, potentially turning it into a success. > > ### Actions (1) > > - **Quick Bandage** Choose 1 creature within 5 feet of you. That creature gains 5 Posture > \pagebreak
___ ___ > ## Sergeant >*Medium, Humanoid* > >*Tier 1, Challenge Point 4, XP: 4* > > ### Attributes >|**AC** 16 |**AP** 3 | >|:-|:-| > |**HP** 37 | **Posture** 19 | > - **Passive Insight/ Perception** 13 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +5 |**DEX** +3 |**INT** +1 |**WIS** +3 |**CHA** +2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > > > ### Villain Action > > - **Not allowed to die!** Once per round, when you see a Soldier within 30 feet being reduced to 0 HP, you can make that Soldier be reduced to 1 HP instead > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Command** Once per round, you can use a Free Action to make a Soldier within 30 feet to take an Action on your turn. > > ### Actions (1) > > - **Longsword** *Hit* +5, *Dmg* 1d10 slash or thrust > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again > - **Spear** *Hit* +5, *Dmg* 1d10 thrust > - *Aquatic:* Being Underwater does not impose disadvantage on the Attacks. > - *Long Reach:* The reach of this weapon is 10 feet. > - *Throw Weapon (20/60)* > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it. \pagebreak ___ ___ > ## Shield Soldier >*Medium, Humanoid* > >*Tier 1, Challenge Point 3, XP: 3* > > ### Attributes >|**AC** 16/ +3 Shield |**AP** 3 | >|:-|:-| > |**HP** 28 | **Posture** 15 | > - **Passive Insight/ Perception** 13 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** -1 |**INT** +0 |**WIS** +3 |**CHA** -1 | >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > >\columnbreak > > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > - **Great Shield** While wielding the Great Shield, you are also in harsh terrain. > > ### Actions (1) > > - **Spear** *Hit* +4, *Dmg* 1d10 thrust > - *Aquatic:* Being Underwater does not impose disadvantage on the Attacks. > - *Long Reach:* The reach of this weapon is 10 feet. > - *Throw Weapon (20/60)* > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it. > \pagebreak ### Tier 2
___ ___ > > ## Veteran Soldier >*Medium, Humanoid* > > >*Tier 2, Challenge Point 3, XP: 6* > > > ### Attributes >|**AC** 16/ +1 Shield |**AP** 3 | >|:-|:-| > |**HP** 23 | **Posture** 13 | > - **Passive Insight/ Perception** 14 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +5 |**DEX** +0 |**INT** +0 |**WIS** +4 |**CHA** -1 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > >\columnbreak > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > > ### Actions (2) > > - **Spear** *Hit* +5, *Dmg* 1d10 thrust > > - *Aquatic:* Being Underwater does not impose disadvantage on the Attacks. > > - *Long Reach:* The reach of this weapon is 10 feet. > > > - *Throw Weapon (20/60)* > > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > > > - *Favorite Weapon:* If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it. > > > ### Bonus Action > - **Forced Posture** You can gain 3 Posture. > ### Reaction > - **Use Shield** When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC. > \pagebreak ___ ___ > ## Captain >*Medium, Humanoid* > >*Tier 2, Challenge Point 5, XP: 10* > > ### Attributes >|**AC** 16 |**AP** 3 | >|:-|:-| > |**HP** 36 | **Posture** 19 | > - **Passive Insight/ Perception** 14 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +6 |**DEX** +3 |**INT** +1 |**WIS** +4 |**CHA** +5 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Villain Action > > - **Not allowed to die!** Once per round, when you see a Soldier within 30 feet being reduced to 0 HP, you can make that Soldier be reduced to 1 HP instead > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Command** Once per round, you can use a Free Action to make a Soldier within 30 feet to take an Action on your turn. > > - **Inspiring Presence** All friendly creatures within 30 feet of you are immune against being Confused, Enchanted, and Scared. > > ### Actions (2) > > - **Longsword** *Hit* +6, *Dmg* 1d10 slash or thrust > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again > - **War Javelin** *Hit* +6, *Dmg* 1d10 thrust > - *Aquatic:* Being Underwater does not impose disadvantage on the Attacks. > - *Throw Weapon (30/120)* > - *Favorite Weapon:* You gain advantage to all Attacks you make when throwing this weapon. \pagebreak ___ ___ > ## Veteran Scout >*Medium, Humanoid* > >*Tier 2, Challenge Point 3, XP: 6* > > ### Attributes >|**AC** 16 |**AP** 1 | >|:-|:-| > |**HP** 21 | **Posture** 15 | > - **Passive Insight/ Perception** 20 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 35 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +3 |**DEX** +6 |**INT** +0 |**WIS** +5 |**CHA** +0 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Explorer** Your Passive Insight/ Perception is increased by 5, and you gain advantage on Insight and Perception Checks or Saves. > > - **Fancy Footwork** When you Disengage, you become in fast terrain until the end of your turn. > > ### Actions (2) > > - **Falchion** *Hit* +6, *Dmg* 1d10 slash or thrust > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Favorite Weapon:* If you deal damage to the HP of a creature, it starts Bleeding (1d6). > - **Shortbow** *Hit* +6, *Dmg* 1d8 thrust > > - *Ranged Weapon (60/120)* > - *TwoHanded:* Needs two hands to be wielded. > - *Favorite Weapon:* If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again > ### Bonus Action > - **Quick Hide** You can Hide as a Bonus Action. > ### Reaction > - **Evasion** When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC, potentially making that Attack miss instead. \pagebreak ___ > ## Field Surgeon >*Medium, Humanoid* > >*Tier 2, Challenge Point 2, XP: 4* > > ### Attributes >|**AC** 11 |**AP** 0 | >|:-|:-| > |**HP** 11 | **Posture** 9 | > - **Passive Insight/ Perception** 15 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +3 |**DEX** +2 |**INT** +6 |**WIS** +5 |**CHA** +1 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Medic** When you fail a Medicine Check, you can add a +2 bonus to the result, potentially turning it into a success. > > ### Actions (1) > > - **Quick Bandage** Choose 1 creature within 5 feet of you. That creature gain 10 Posture > \pagebreak ___ ___ > ## Veteran Shield Soldier >*Medium, Humanoid* > >*Tier 2, Challenge Point 4, XP: 8* > >*Special Loot: Tower Shield (Uncommon Shield)* > > ### Attributes >|**AC** 16/ +3 Shield |**AP** 3 | >|:-|:-| > |**HP** 38 | **Posture** 20 | > - **Passive Insight/ Perception** 14 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +6 |**DEX** -1 |**INT** +0 |**WIS** +4 |**CHA** +0 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > >\columnbreak > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > - **Great Shield** While wielding the Great Shield, you are also in harsh terrain. > > - **Protector** When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead. > ### Actions (2) > > - **Flail:** *Hit* +6, *Dmg* 1d10 strike > - *Armor Piercer:* You ignore 1 AP. > - *Favorite Weapon:* You ignore the bonuses granted by Cover and Shields with this weapon’s Attacks. > > - **Shield Bash:** *Hit* +6, *Dmg* 1d8 strike > > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and you deal double Posture damage. > > ### Bonus Action > - **Tower Shield** As a Bonus Action, you can place this Great Shield in front of you and use it as a Full Cover, but you become Immobilized while doing so. You can stop this effect as a Free Action > \pagebreak ___ ___ > ## Veteran Archer Soldier >*Medium, Humanoid* > >*Tier 2, Challenge Point 3, XP: 6* > > ### Attributes >|**AC** 16 |**AP** 2 | >|:-|:-| > |**HP** 24 | **Posture** 13 | > - **Passive Insight/ Perception** 14 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +6 |**DEX** +3 |**INT** +0 |**WIS** +4 |**CHA** +0 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > >\columnbreak > > - **Sharp Shooter** Once per round, if you miss a Ranged Attack, you can add a +2 bonus to the result. > - In addition, you can also make Ranged Attacks of Opportunity when a creature Posture breaks. > - **Piercing Ammo (2)** Before you Attack, you can use 1 of your 2 Piercing Ammos. On a hit, that Attack ignores all AP and can deal 1d4 extra damage. > > ### Actions (2) > > - **Longbow** *Hit* +6, *Dmg* 1d8 + 2 thrust > > - *Ranged Weapon (120/300)* > - *TwoHanded:* Needs two hands to be wielded. > > - **Volley Attack** If there are at least 1 other Archer within 30 feet of you, you can use this Action. Choose 1 point within 120 feet of you. > - All creatures within 10 feet of that point must make an Agility Save (DC 14), taking 1d8 + 2 thrust damage on a fail, or half as much on a success. > ### Bonus Action > - **Steady Aim (Concentration)** You gain advantage on all Ranged Attacks against a creature more than 20 feet of you. \pagebreak ### Tier 3 ___ > ## Elite Soldier >*Medium, Humanoid* > >*Tier 3, Challenge Point 10, XP: 30* > > ### Attributes >|**AC** 18 |**AP** 3 | >|:-|:-| > |**HP** 47 | **Posture** 25 | > - **Passive Insight/ Perception** 15 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +1 |**INT** +1 |**WIS** +5 |**CHA** +0 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Elite Posture** At the start of your turn, if you have 0 Posture left, you can regain all your Posture. > ### Actions (3) > > - **Halberd** *Hit* +7, *Dmg* 2d6 slash, strike or thrust > - *Long Reach:* The reach of this weapon is 10 feet. > - *TwoHanded:* Needs both hands to make an Attack. > > ### Bonus Action > - **Halberd** *Hit* +7, *Dmg* 1d6 slash, strike or thrust > - *Follow-up:* You can only use this Attack after you Attack with the Halberd. > - *Long Reach:* The reach of this weapon is 10 feet. > ### Reaction > - **Reactive Attack** When a creature within 10 feet of you Attacks without Disengaging first, you can use your Reaction to make 1 Attack of Opportunity against that creature. \pagebreak ___ ___ > ## Elite Archer Soldier >*Medium, Humanoid* > >*Tier 3, Challenge Point 10, XP: 30* > > ### Attributes >|**AC** 16 |**AP** 2 | >|:-|:-| > |**HP** 37 | **Posture** 20 | > - **Passive Insight/ Perception** 15 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +1 |**INT** +1 |**WIS** +5 |**CHA** +0 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Elite Posture** At the start of your turn, if you have 0 Posture left, you can regain all your Posture. > - **Sharp Shooter** Once per round, if you miss a Ranged Attack, you can add a +3 bonus to the result. > - In addition, you can also make Ranged Attacks of Opportunity when a creature Posture breaks. > - **Piercing Ammo (3)** Before you Attack, you can use 1 of your 3 Piercing Ammos. On a hit, that Attack ignores all AP and can deal 1d4 extra damage. > - **Forced Critical (1)** Before you make an Attack with advantage, you can automatically score a Critical Hit with that Attack. You can only use this ability once per Short or Long rest > > ### Actions (3) > > - **Longbow** *Hit* +7, *Dmg* 1d8 + 2 thrust > > - *Ranged Weapon (120/300)* > - *TwoHanded:* Needs two hands to be wielded. > > - **Volley Attack** If there are at least 1 other Archers within 30 feet of you, you can use this Action. Choose 1 point within 120 feet of you. > - All creatures within 20 feet of that point must make an Agility Save (DC 15), taking 1d8 + 2 thrust damage on a fail, or half as much on a success. > ### Bonus Action > - **Steady Aim (Concentration)** You gain advantage on all Ranged Attacks against a creature more than 20 feet of you. \pagebreak ___ ___ > ## Banneret >*Medium, Humanoid* > >*Tier 3, Challenge Point 6, XP: 18* > > ### Attributes >|**AC** 17 |**AP** 2 | >|:-|:-| > |**HP** 41 | **Posture** 23 | > - **Passive Insight/ Perception** 15 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +5 |**DEX** +5 |**INT** +1 |**WIS** +5 |**CHA** +7 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > >\columnbreak > > ### Villain Action > - **Banner Presence** At the start of the round, 1d4 Soldiers appear on the battlefield. > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Inspiring Presence** All friendly creatures within 30 feet of you are immune against being Confused, Enchanted, and Scared. > > ### Actions (2) > > - **War Inspiration** Choose 2 friendly creatures within 30 feet of you, except yourself. Those creatures gain 2d6 Posture > \pagebreak ___ ___ > ## Commander > >*Medium, Humanoid* > >*Tier 3, Challenge Point 10, XP: 30* > > >*Special Loot: Wall Breaker (Common Weapon)* > > ### Attributes >|**AC** 16/ +3 Shield |**AP** 3| >|:-|:-| > |**HP** 87 | **Posture** 46 | > - **Passive Insight/ Perception** 16 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 30 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +2 |**INT** +4 |**WIS** +6 |**CHA** +7 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > ### Villain Action > - **Pride Action** Once per round, you can use 1 Action anytime that you want. > - **Not allowed to die!** Once per round, when you see a Soldier within 30 feet being reduced to 0 HP, you can make that Soldier be reduced to 1 HP instead > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Command** Once per round, you can use a Free Action to make a Soldier within 30 feet to take an Action on your turn. > > - **Great Shield** While wielding the Great Shield, you are also in harsh terrain. > > - **Inspiring Presence** All friendly creatures within 30 feet of you are immune against being Confused, Enchanted, and Scared. > > ### Actions (3) > > - **War Hammer** *Hit* +7, *Dmg* 1d10 strike or thrust > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > - *Special Effect:* When you deal extra +2 damage to any Constructs or objects. > - *Favorite Weapon:* You ignore 3 AP \pagebreak ___ ___ > ## Elite Shield Bearer > >*Large, Humanoid* > >*Tier 3, Challenge Point 10, XP: 30* > >*Special Loot: Tower Shield (Uncommon Shield)* > > ### Attributes >|**AC** 18/ +3 Shield |**AP** 3 | >|:-|:-| > |**HP** 47 | **Posture** 25 | > - **Passive Insight/ Perception** 15 > - **Language** Common > ### Movement >|**Base/Climb/Swim** 25 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** -1 |**INT** +0 |**WIS** +5 |**CHA** +0 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > >\columnbreak > > ### Abilities > > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Elite Posture** At the start of your turn, if you have 0 Posture left, you can regain all your Posture. > > - **Great Shield** While wielding the Great Shield, you are also in harsh terrain. > > - **Protector** When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead. > ### Actions (3) > > - **Flail:** *Hit* +7, *Dmg* 1d10 strike > - *Armor Piercer:* You ignore 1 AP. > - *Favorite Weapon:* You ignore the bonuses granted by Cover and Shields with this weapon’s Attacks. > > - **Shield Bash:** *Hit* +7, *Dmg* 1d8 strike > > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and you deal double Posture damage. > > ### Bonus Action > > - **Tower Shield** As a Bonus Action, you can place this Great Shield in front of you and use it as a Full Cover, but you become Immobilized while doing so. You can stop this effect as a Free Action \pagebreak ___ ___ > ## Scout Mastermind > >*Medium, Humanoid* > >*Tier 3, Challenge Point 10, XP: 30* > > > ### Attributes >|**AC** 18 |**AP** 1 | >|:-|:-| > |**HP** 64 | **Posture** 38 | > - **Passive Insight/ Perception** 22 > - **Language** Common and 3 Languages > ### Movement >|**Base/Climb/Swim** 45 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** +8 |**INT** +8 |**WIS** +7 |**CHA** +2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > > ### Abilities > - **Assassin** Once per round, when you hit a Surprised creature, you can deal extra 1d12 damage. > - **Athletic** You gain advantage to all your Athletics and Endurance Checks or Saves. > > - **Detective** When you fail an Investigation, Insight, Memory or Perception Check, you can add a +3 bonus, potentially turning it into a success. > > - **Explorer** Your Passive Insight/ Perception is increased by 5, and you gain advantage on Insight and Perception Checks or Saves. > > - **Fancy Footwork** When you Disengage, you become in fast terrain until the end of your turn. > > > ### Actions (3) > > - **Falchion** *Hit* +7, *Dmg* 1d10 slash or thrust > > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12. > > - *Favorite Weapon:* If you deal damage to the HP of a creature, it starts Bleeding (1d6). > - **Shortbow** *Hit* +7, *Dmg* 1d8 thrust > > - *Ranged Weapon (60/120)* > - *TwoHanded:* Needs two hands to be wielded. > - *Favorite Weapon:* If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again > > > ### Bonus Action > - **Quick Hide** You can Hide as a Bonus Action. > > ### Reaction > - **Evasion** When an Attack would hit you, you can use your Reaction to gain a +4 bonus to your AC, potentially making that Attack miss instead.