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Iron Kingdoms Grunts

Trenchers
Fighter 4
Skills: Craft (Cannoneer) 6, Craft (Small Arms) 6, Concentration 4.5
Feats: EWP (Small Arms), Dodge, Mobility, Point Blank Shot, Bayonet Charge, Combined
Ranged Attack*
Equipment: Military Rifle, Smoke Grenades (4), Rifle ammunition (12 rounds), bayonet,
trench knife*, half-plate, folding shovel, folding saw, gunner's kit, other survival gear.
Misc Notes: Sergeants should likely have points in Knowledge (engineering), and more
experienced Trenchers should likely add Combat Loading, Improved Combat Loading, and
points in Knowledge (engineering). Because Craft (Cannoneer) covers grenades and possibly
chain guns (see below) I used that rather than Craft (Demolitions). Adjust as you see fit.
Trencher Chain Gunners
Fighter 3, Expert 1
Skills: Craft (Cannoneer) 6, Craft (Small Arms) 6, Concentration 3, Craft (Mechanika) 3
Feats: EWP (Small Arms), Dodge, Mobility, Point Blank Shot, Bayonet Charge
Equipment: Chain Gun*, trench knife*, military rifle, bayonet, rifle ammunition (12 rounds),
half-plate, folding shovel, folding saw, gunner's kit, chain gun ammo, other survival gear.
[b]Misc Notes: I'm assuming a chain gun falls under Craft (Cannoneer) instead of Craft
(Small Arms) here. Craft (Mechanika) seemed like an appropriate skill for the maintenance
and use of a chaingun- but maybe Craft (Clockwork) would be more fitting. Obviously, one
member carries the gun, the other carries the ammo. More advanced crews would likely have
Combat Loading, Improved Combat Loading, and maybe Skill Focus (Craft (Mechanika)).
RYN GUNMAGE
Race: Ryn
Initial Class: Gun Mage
STR: 12 DEX: 14 CON: 8 INT: 13 WIS: 8 CHA: 17
4-Lvl Ability Increases:
Skills: Bluff, Craft Small Arms, Concentration, Spellcraft
Skill Notes: +2 Bluff, Sense Motive
Lvl Classes HP Feats & Class Abilities
Fort Ref Wil BAB Melee Ranged
Military Pistol
AC (Base/Touch/FF)
1 Gmg1 5 Arcane Focus, Magelock Bond, Quick Draw, Improved Init -1 +4 -1 +0 +1
+2 +2 (2d6, 19-20/x3, 80ft)
Studded+Coat 16/12/14 (+4 w/ Shield Spell)
2 Gmg2 7 Reinforcing Runes
-1 +5 -1 +1 +2 +3 +3 (2d6,
19-20/x3, 80ft)
Studded+Coat 16/12/14 (+4 w/ Shield Spell)
3 Gmg3 9 Cast Rune Bullet, Gunslinger
+0 +5 +0 +2 +3 +4 +4
(2d6, 19-20/x3, 80ft, magelock) Studded+Coat 16/12/14 (+4 w/ Shield Spell)
4 Gmg4 11 +0 +6 +0 +3 +4 +5 +5 (2d6, 1920/x3, 80ft, magelock) Studded+Coat 16/12/14 (+4 w/ Shield Spell)
5 Gmg5 13 WPF-Pistol
+0 +6 +0 +3 +4 +5 +6 (2d6,
19-20/x3, 80ft, magelock) Studded+Coat 16/12/14 (+4 w/ Shield Spell)
Spells per day Spells Known
CL L0 L1 L2 L0 L1 L2

1
2
3
4
5

2
3
3
4
4

X
1
2
3
4

X
X
X
1
2

4
5
6
6
6

X
2
3
3
4

X
X
X
2
3

Spells learned in Order


0: Daze, Prestidigitation, Ray of Frost, Mage Hand, Light, Mending
1: Shield, Arcane Bullet, Ray of Enfeeblement, Color Spray
2: Scorching Ray, Blur, Mirror Image
SHARDE PIRATE
Fighter 3rd level (Scharde pirate)
HP 22
AC 13 Leather Armor (+2AC) (+1 Dex)
Touch:11
Flatfooted:12
BA (+3)
MA (+5)
RA (+4)

(+7) mw Shortsword 1d6+2 (19/20x2) or


(+7) mw Hand Axe 1d6+2 (x3)
or
(+7) mw Gaff 1d8+2 (x3)

F (+3)
R (+2)
W (+1)
Init
Str
Dex
Con
Int
Wis
Cha

Feats:
Weapon Focus (SS/HA/Gaff) +1 att
Power Attack ( +2 dmg -2 att)
Combat Reflexes (2x opp att)
(+5) Quickdraw (draw weapon as free action
Improved Initiative (+4)
14 (+2)
12 (+1)
10 (+0) Special: none
10 (+0)
8 (-1)
8 (-1)

Skills:
Spot: 5 (6 -1)
Lis: 5 (6 -1)
Climb: 8 (6+2)
Use Rope 7 (6+1)
Fighter 5th level (Scharde)
HP 40
AC 17 mw Studded Leather (+3AC) (+3 Dex) (+1 2 Weapon Defense)
Touch:13
Flatfooted:14

BA (+5)
MA (+5/+5)
(+7/+7) 2x mw Battle Axe 1d8+4 x3
RA (+8)
Military Pistol 2d8 x3
F (+5)
R (+4)
W (+1)
Init
Str
Dex
Con
Int
Wis
Cha

Feats:
2 Weapon Fight
Weapon Focus Battle Axe (+1 to hit)
Weapon Specialty Battle Axe (+2 dmg)
(+6)
Power Attack ( +2 dmg -2 to hit)
Improved Initiative (+4)
Two Weapon Defense (+1 AC)
15 (+2)
16 (+3)
12 (+1) Special: None
10 (+0)
10 (+0)
8 (-1)

Skills:
Spot: 8
Listen: 8
Climb: 10 (8+2)
Use Rope: 11 (8+3)
Fighter 4th level (ECL 5th)

(Trollkin)

HP 56
AC 14 mw Studded Leather (+3AC) (+1 Dex)
T:11
F:13
BA (+4)
MA (+9) (+10) Knuckle Spikes 1d4+7 (x2)
RA (+5)
GR (+13)
F (+9) (+13 v poison)
R (+2)
Feats:
W (+2)
Improved Unarmed Strike (lethal damage, doesn't provoke opp attack)
Improved Grapple (+4 grapple, doesn't provoke opp attack)
Init (+1)
Weapon Focus Knuckle Spikes (+1 to hit)
Weapon Specialty Knuckle Spikes (+2 dmg)
Str 20 (+5) Power Attack ( 4 from att to dmg)
Dex 13 (+1)
Con 20 (+5) Special:
Int 14 (+2) Dark Vision 30'
Wis 12 (+1) DR5 v. nonlethal
Cha 8 (-1) (-4 dmg/stat dmg from poison)
Skills:
(+4) save v poison, (+2) v disease
Spot 8
Lis 8
Intm 6

Gunmage (Cygnaran)

4th Level

HP 21
AC 15 T:14 mw Greatcoat (reinforced) (+1AC) DR3 v piercing
F:11
BA (+3)
MA (+5)
mw dagger 1d4+2 (19/20x2)
RA (+7)
mw Magelock Pistol 2d6 (19/20x3)
1 SA reload
F (+2)
Feats:
R (+8)
Alertness (GM) +2 lis/spot
W (+3)
Combat Load
Improved Combat Load (no con check to reload in battle)
Init (+4)
Point Blank Shot (+1 att/dmg at 30')
Str 15 (+2)
Dex 18 (+4)
Con 12 (+1)
Int 16 (+3)
Wis 16 (+3)
Cha 15 (+2)
Skills
Spot: 11
Listen: 11

Special:
Arcane Focus: pistol = spell focus
Bond w/Magelock Pistol
Reinforcing Runes
Rune Bolt +1d6/spell lvl, +1d3 cantrips
Magelock Pistol: Spell link, Ranged Touch

Spells
Lvl Known
0th 6
4
1st 3
2
2nd 2
0

Per day

0th
Detect Magic
Light
Read Magic
MessageMage Hand
Ray of Frost
1st
Mage Armor
Arcane Bullet
Magic Missile
2nd
Dark Vision
Scorching Ray
Scout 4th Level (Khardic rider)

HP 36
AC 17
T: 14
F: 13

mw Studded Leather (+3AC)

BA (+4)
MA (+8)
mw Khardic shortspear 1d8+3 (x3) (probably best with a quiver of three)
RA (+7/+7)
mw Khardic composite shortbow 1d6+3 (x3)
(composite Str bonus
+3)
(+5/+5) with mount moving
(+2 dmg v humans)
F (+6)
Feats:
R (+8)
Point Blank Shot (+1 att/dmg 30')
W (+3)
Rapid Shot 2x attacks at -2 to hit
Mounted Combat (Ride check negates damage to mount)
Init (+4)
Mounted Archery (negative to firing halved (-2 for double move, -4 run)
Str 17
Dex 18
Con 15
Int 14
Wis 14
Cha 11
Skills:
Spt 11
Lis 11
Hid 11

(+3)
(+4)
(+2)
(+2)
(+2)
(+0)

Special:
1st Favored enemy: Humans
Track
Wild Empathy
Favored Terrain: plains
Alertness +2 Lis/Spot

MS 11
Surv 9
Ride 11

Light Warhorse
HP 27
AC 14 T:10
F:13
Hoof (+4) 1d4+3
Hoof (+4) 1d4+3
Bite (-1) 1d3-1
Speed
Feats:
60' normal
Endurance
120' double
Run
300' run
F (+6)
R (+4)
W (+2)

Lis +4
Spot +4

Str 16 (+3)
Dex 13 (+1)
Con 17 (+3)

Int 2 (-4)
Wis 13 (+1)
Cha 6 (-2)
Ogrun Fighter 4th level (ECL 5) (rider)
HP 48
AC 20
T:15
F:17
BA
MA
RA
GR

Move: 40'
mw breastplate (+5AC) armor check peanalty -3, (+2AC) Natural

(+4)
(+9) (+10)
(+6)
(+13)

mw Warcleaver

F (+6)
R (+4)
W (+2)

2d8+7 (x3)

5'-15' threat range

Feats:
Exotic Weapon Proficiency (Warcleaver) = can be used as a reach weapon
Weapon Focus (Warcleaver) (+1 to hit)
Weapon Specialization (Warcleaver) (+2 dmg)
Init (+3)
Mounted Combat (Ride check negates hit to mount)
Ride-By Attack (while riding, can make 1/2 move, attack, then make rest of
move, doesn't provoke opp attack)
Str 20 (+5)
Dex 16 (+3)
Con 15 (+2) Special:
Int 12 (+1)
+2 racial bonus to Craft (metalworking)
Wis 13 (+1)
Cha 11 (+0)
Skills:
Spot 8 Intim 10 (14 v med size)
Lis 8
Ride 11
Heavy Warhorse
HP 36
AC 14
T:10
F:13
Hoof (+6) 1d6+4
Hoof (+6) 1d6+4
Bite (+1) 1d4+2
Speed
Feats:
50' normal
Endurance
100' double
Run
200' run

F (+6)
R (+4)
W (+2)
Str
Dex
Con
Int
Wis
Cha

Lis +5
Spot +4

18 (+4)
13 (+1)
17 (+3)
2 (-4)
13 (+1)
6 (-2)

Fighter 5th level (Midlunder rider)


HP 50
AC 18
T:13
F:15
BA (+5)
MA (+9)
RA (+8)

mw studded leather (+3AC) heavy wooden shield (+2AC)

(+10) mw Caspian Battle Blade 2d4+6 (x3)


Military Pistol 2d6 (19/20x3)

F (+6)
R (+4)
W (+2)

Feats:
Weapon Focus (CBB) (+1 to hit)
Weapon Specialty (CBB) (+2 dmg)
Mounted Combat (Ride check negates hit to mount)
Init (+3)
Combat Reflexes (4x opp attacks)
Ride-By Attack (Can move 1/2 move, attack, then move again, without
provoking opp attacks)
Str 18 (+4)
Dex 16 (+3)
Con 14 (+2) Special: none.
Int 15 (+2)
Wis 12 (+1)
Cha 14 (+2)
Skills:
Spot 9 Intim 10
Lis 9
Ride 11
Commoner 2nd Lvl (Human, any)
HP: 9
AC: 10
BA: +1
MA: +3
RA: +2

No Armor
Club 1d6+1 (x2)
Sling 1d4 (x2)

F: +1
R: +1
W: 0
Init: +2
Str: 13 (+1)
Dex: 14 (+2)
Con: 12 (+1)
Int: 13 (+1)
Wis: 11
Cha: 12 (+1)
Feats: Alertness (+2 lis/spot checks), Endurance (resist nonlethal from strenuous labors)
Expert 2nd Lvl (Sailor)
HP: 12
AC: 13
FF:10
T: 13

No Armor

BA: +1
MA: +2
RA: +4

Gaff spear 1d8+1 (x3) or club 1d6+1 (x3)


Harpoon 2d4+1 (x3)

F: +1
R: +3
W: +3
Init: +3
Str: 12 (+1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 12 (+1)
Wis: 9
Cha: 10
Feats: Skill Focus (Profession: Sailor), Alertness (+2 Lis/Spot)
Aristocrat 3rd Lvl (Human, any)
HP: 21
AC: 13 Greatcoat (Reinforced) (+1 AC) DR 3/ bludgeoning, slashing
FF: 11
T: 11
BA: +2

MA: +3
RA: +3

MW Rapier 1d8+1 (18-20 x2)


Small Pistol 2d4 (19-20 x3) and/or Rynnish Holdout Pistol 2d4-2 (19-20 x3)

F: +2
R: +2
W: +6
Init +1
Str: 12 (+1)
Dex: 13 (+1)
Con: 12 (+1)
Int: 17 (+3)
Wis: 16 (+3)
Cha: 16 (+3)
Feats: Negotiator (+2 Diplomacy/Sense Motive), Exotic Weapon Proficiency (small arms),
Quickdraw

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