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Knights of the Crusades

Generally 2nd level fighters (any fighting style) with the following feats
 Mounted Combat
 Heavy Armour Master
Select one of the following
 Charger
 Duel Wielder
 Great Weapon Master
 Inspiring Leader
 Savage Attacker
 Sentinel
Leaders were generally 7th level with a deputy of 5th level
Armour for knights was generally chainmail with or without shield

Knights Templar
3rd lvl Fighters
Fighting Style – Great Weapon Fighting
Marshal Archtype – Champion (favoured two handed weapons)
Feats
 Mounted Combat
 Heavy Armour Master
 Tough

Teutonic Knights
3rd lvl Fighters
Fighting Style – Dueling
Marshal Archtype – Champion
Feats
 Mounted Combat
 Heavy Armour Master
 Savage Attacker

Knights Hospitaller
3rd lvl Fighters
Fighting Style – Protector
Marshal Archtype – Champion
Feats
 Mounted Combat
 Heavy Armour Master
 Bonus Proficiency – Medicine

Samurai
Generally 3rd lvl Fighters
Fighting Style – Great Weapon Fighting or Archery
Marshal Archtype – Champion
Feats
 Alert
 Defensive Duelist
 Skilled (choose from History, Nature, Religion, Animal Handling, Insight, Medicine,
Perception, Intimidation, Performance, Persuasion)
New weapon and armour – Katana (as longsword but is a finesse weapon) O’yori (Splint)
Daimyo were generally 7th to 10th lvl
Bushi (Elite guards for rulers, Mongol governors etc)
Generally 2nd lvl Fighters
Fighting Style – Great Weapon Fighting
Marshal Archtype
Feats
 Tough
Favoured polearms and lamellar (Scale) Armour

Ninja
3rd lvl Monk/3rd lvl Rogue
Monastic Tradition – Way of the Shadow
Roguish Archetype – Assassin
Expertise – Acrobatics & Stealth
Feats
 Alert
 Mobile

Shaolin Monk
5rd lvl Monk
Monastic Tradition – Way of the Open Hand
Feats
 Alert
 Athlete
 Resilient
 Tough

Spartan
5th lvl Fighters (min 16 Str, Dex and Con)
Fighting Style – Dueling
Marshal Archtype – Battle Master (Maneuvers – Commander’s Strike, Precision Attack,
Sweeping Attack)
Feats
 Durable
 Medium Armour Master
 Great Weapon Master
 Savage Attacker
Leonidas was 10th lvl and had additional maneuvers of Rally, Riposte, Feinting Attack and
Lunging Attack
Spartans wore Breast Plate, Shield and were armed with a spear and Scimitar
Conan templates

Knights of the Crusades (Typically 3rd lvl Soldiers with the most experienced being 5th lvl)
Race – Hyborian - Aquilonian
Dodge vs Melee 11
Dodge Vs Ranged 15 with large shield
Parry vs Melee 16 with large shield
*values do not reflect attribute bonuses. Roll 3d6, discard lowest die and add 6 for Str, Dex, and Con
DR 7 (with typical armour)
Formation Combat – Heavy or Light Cavalry
Feats – Mounted Combat, Spirited Charge, Weapon Focus (select from broadsword, war hammer, battle
axe, war sword, lt or hvy mace or war spear.)
Favoured class bonus feat – Diehard
5th lvl Knights add one feat of their choice. Knight Lieges are at least 7th lvl, they receive 2 additional feats, one of
which must be leadership
Armour – Any medium or heavy armour (Mail Hauberk or Brigandine Coat were common) Large Sheild,
Steal Cap
Weapons – hvy or light lance, specialized weapon choice

Muslim soldiers of the Holy Land


Race- Shemite
1st level soldiers
Dodge vs Melee 10
Dodge Vs Ranged 13 with Targe
Parry vs Melee 13 with Targe
*values do not reflect attribute bonuses. Roll 2d6 and add 6 for Str, Dex, and Con
DR 6
Feats – Endurance, Parry
Armour – Any light or medium armour (Chain Shirt and Scale Corselet were the most common), Targe
and Steel Cap
Weapons – axe, arming sword, hunting spear and scimitar were favoured.

Spartan (5th lvl soldiers)


Race - Gunderman
Dodge vs Melee 12
Dodge Vs Ranged 16 with large shield
Parry vs Melee 17 with large shield (16 with pike and shield)
*values do not reflect attribute bonuses. Roll 2d6 and add 6 for Str, Dex, and Con with a min score of 16
in each
DR 8
Feats – Cleave, Great Fortitude, Iron Will, Gunderland Shield and Pike Fighting
Armour – Breastplate, Great Helm
Weapons – Pike, arming sword

Death Dealer (12 Soldier)


Race – unknown
Str 16, Dex 14, Con 16, Int 11, 15, Cha 18
HP 16 + 2/lvl = 40
Dodge vs Melee 16
Dodge Vs Ranged 20 with large shield
Parry vs Melee 26 with large shield
DR 11
Feats – Cleave, Exotic Weapon Proficiency (Tulwar), Iron Will, Fighting Madness, Horde, Mounted
Combat, Power Attack
Armour – Mail Hauberk and Brigandine Coat, Great Helm and Large Shield
Weapons – battle axe, Tulwar
Samurai (4th-16th lvl soldiers)
Race - Khitan
Dodge vs Melee 4th lvl 12
Dodge Vs Ranged 4th lv l 12
Parry vs Melee 4th lvl 13
*values do not reflect attribute bonuses. Roll 2d6 and add 6 for Str, Dex, and Con
DR 8
Feats – 4th level Samurai – Weapon Focus, Weapon Specilization both in Katana, Combat Expertise, Iron Will.
Add one of the following at 6th, 8th,10th,12th,14th, and 16th levels roll 1d6 - (1) Improved Initiative, (2) Quick Draw, (3)
Diehard, (4) Steely Gaze, (5) Cleave, (6) Brawl
Bonus racial feat – Improved Unarmed Strike
Armour – Scale Hauberk, Great Helm
Weapons – Katana and Waksahi (equivalent to the war sword and arming sword respectively. Both are of
Akbitanan make). Other popular weapons were the bill and war spear.

Ninja (Thief, may be any level between 4th and 10th, all listed feats avail at 4th)
Race - Khitan
Dodge vs Melee 4th lvl 12 (17)
Dodge Vs Ranged 4th lvl 12 (17)
Parry vs Melee 4th lvl 12
*values do not reflect attribute bonuses. Roll 2d6 and add 6 for Str, and Con Dex has a min score of 18
DR
Feats – Acrobatics, Agile, Athletic, Blind Fight, Brawling, Defensive Marshal Arts, Deft Hands, Light Footed
,Poison Use, Stealthy, Two Weapon Combat Proficiency,
Bonus racial feat – Improved Unarmed Strike
Armour – none
Weapons – Ninja-to (short sword of Akbitanan make). Other popular weapons were Daggers, Sling, axe
and hunting bow

Bushi (2nd lvl Soldiers) elite guards


Race – Khitan
Dodge vs Melee 11
Dodge Vs Ranged 14 with Targe
Parry vs Melee 14 with Targe
*values do not reflect attribute bonuses. Roll 2d6 and add 6 for Str, Dex, and Con
DR 8
Feats – Power Attack, Sleep Mastery, Steely Gaze,
Racial Feat – Improved Unarmed Strike
Armour – Scale Hauberk and Great Helm, Targe
Weapons –. Any, poleaxe and arming sword or axe were common

Monk (is considered a 7th level lvl Scholar when graduating from a temple however all sorcery related special
abilities are ignored and adv spells and bonus spells are considered bonus feats. Monks may advance to level 20
over time.
Race – Khitan
Dodge vs Melee 7th lvl 15
Dodge Vs Ranged 7th lvl 15
Parry vs Melee 7th lvl 13
*values do not reflect attribute bonuses. Roll 2d6 and add 6 for Str, Dex, and Con
DR 0
Feats –, Alertness, Brawling, Agile, Defensive Martial Arts, Great Fortitude, Imp Critical (unarmed), Imp
Initiative.
Roll 1d20 for additional feats as required by advancment (1) Acrobatics, (2)Akbitanan Smith
(3) Archer’s Bane, (4) Athletic, (5) Blind Fight, (6) Greater Critical (unarmed), (7) Imp Disarm,
(8) Imp Feint, (9) Imp Grapple, (10) Intricate SwordPlay, (11) Investigator, (12) Knowledgeable
(13) Lightning Reflexes, (14) Light Footed, (15) Martial Weapon Proficiency, (16) Multi Attack, (17) Priest, (18)
Reflexive Parry, (19) Striking Cobra, (20) Stunning Attack
Racial Feat – Improved Unarmed Strike
Armour – none
Weapons –. A staff is typical, however some monks learn to use martial weapons
Leonitus (10th lvl soldier)
Race – Gunderman
Str 18, Dex 17, Con 18, Int 11, Wis 12, Cha 18
HP 18 + 2/lvl = 38
Dodge vs Melee 18
Dodge Vs Ranged 22
Parry vs Melee 25 (24 w pike)
DR 8
Feats – Cleave, Great Fortitude, Iron Will, Gunderland Shield and Pike Fighting, Great Cleave, Far Shot,
Leadership,
Armour – Breastplate, Great Helm
Weapons – Pike, arming sword

Marada the She-Wolf (8th lvl Barbarian, 3rd lvl Soldier)


Race – Hyborian – Brythunian
Str 13, Dex,18, Con 16, Int 14, Wis 12, Cha 18
HP 16 + 2/lvl = 38
Dodge vs Melee 20 (19 with scale corselet)
Dodge vs Ranged 20 (23 with targe, -1 when wearing scale corselet)
Parry vs Melee 14 (17 with targe)
DR
Formation Combat – Skirmisher
Special abilities – Track, Fearless, Versatility (no penalty), Bite Sword, Crimson Mist, Trap Sense +2,
Endurance, Uncanny Dodge, Mobility, Diehard, Improved uncanny dodge
Feats – Alertness, Carouser, Combat Expertise, Combat Reflexes, Iron will, Self Sufficient
Armour – Scale Corselet, sometimes uses a Targe
Weapons – sabre, Stygian bow

Conan (10th lvl Barbarian, 2nd lvl Pirate)


Race – Cimmerian
Str 18, Dex,18, Con 18, Int 9, Wis 12, Cha 16
HP 18 + 2/lvl = 42
Dodge vs Melee 21
Dodge vs Ranged 21
Parry vs Melee 17
DR Varies with armour type. Stats above are based on no armour being worn.
Formation Combat – Skirmisher
Special abilities – Track, Fearless, Versatility (no penalty), Bite Sword, Crimson Mist, Trap Sense +3,
Endurance, Uncanny Dodge, Mobility, Diehard, Improved uncanny dodge, Improved Mobility, Damage
Reduction 1/Seamanship +1, Ferocious Attack, Pirate Code, To sail a road of blood and slaughter.
Feats – Crushing Grip, Endurance, Power Attack, Self Sufficient
Armour – often wears med or light armour and targe/large shield, occasionally with helm. However, stats
are based on no armour or shield
Weapons – any but favours broadsword or battle axe

Kubli Khan (11th lvl Noble) (Kublai’s brother uses same stats but is eighth lvl with 32 hp)
Race – Meadow Shemite
Str 16, Dex,7, Con 16, Int 14, Wis 18, Cha 18
HP 16 + 2/lvl = 38
Dodge vs Melee 12
Dodge vs Ranged 12
Parry vs Melee 18
DR
Special abilities – Title (Khan of Khans) Rank Hath its Privileges, Wealth, Special Regional Feature +2,
Social Ability (Family Ties and Savoir Fare), Lead by example +2, Enhanced Leadership, Do You Know
Who I Am
Feats – Iron will, leadership (score 22)
Armour – Scale Hauberk
Weapons – Scimitar
Starship Troopers characters

Aliens

Cpl Hicks 6th lvl MI Trooper


Str 16 Dex 15 Con 16 Int 12 Wis 12 Cha 14
Hit Points 26
Attack bonus +8/+3
Def 15 unarmoured
Def 20 in Stryker suit
Def 19 in Power Armour
DR 2 or 4 depending on armour type
Skills
Acrobatics +10, Athletics +13, Computer use +8, Drive +10, Knowledge (alien species) +8, Knowledge
(tactics) +6, Perception +9, Repair +8, Stealth +9, Survival +8, Technical (structural) +8,
Demolitions +8, Sabotage +8
Special Abilities
On the bounce, Fearless, Hard Hitting, Battle Hardened (+1 to saving rolls) Adv Trg (Demolitions &
Sabotage)
Feats
Simple/Adv Weapon Proficiency, Burst Fire, Confident, Heroic Surge (twice/day, Point Blank Shot,
Great Fortitude, Disengage

Pvt Vasquez/Pvt Drake 4th lvl MI Trooper


Str 14 Dex 16 Con 16 Int 10 Wis 10 Cha 11
Hit Points 22
Attack Bonus +7/+2
Def 16 unarmoured
Def 21 in Stryker suit
Def 19 in Power Armour
DR 2 or 4 depending on armour type
Skills
Acrobatics +10, Athletics +11, Computer use +6, Drive +10, Knowledge (alien species) +6, Knowledge
(tactics) +6, Perception +7, Repair +6, Stealth +9, Survival +6, Technical (structural) +6
Special Abilities
On the bounce, Fearless, Hard Hitting, Battle Hardened (+1 to saving rolls)
Feats
Simple/Adv Weapon Proficiency, Burst Fire, Quick Draw, Exotic Weapon Proficiency and Weapon
Focus for the MW5050 gyroscopically mounted MG, Great Fortitude,
Note: substitute quick draw feat for ex weap prof (SW-226 Hel)

Cpl Hudson 1st lvl MI Trooper/2nd lvl Comms Technician


Str 15 Dex 12 Con 13 Int 12 Wis 10 Cha 10
Hit Points 15
Attack bonus +4
Def 14 unarmoured
Def 19 in Stryker suit
Def 19 in Power Armour
DR 2 or 4 depending on armour type
Skills
Acrobatics +8, Athletics +8, Computer use +16, Drive +8, Knowledge (alien species) +6/(tactics)
+6/Business +6, Perception +12, Repair +6, Stealth +6, Survival +5, Technical (structural) +6
Technical (electrical) +12, Code Breaking +13,
Special Abilities
On the bounce, Come in central (Re-roll computer use checks), Break interference (+2 computer use/code
breaking checks)
Feats
Simple/Adv Weapon Proficiency, Burst Fire, Gearhead, Salvage, Skill Focus (+3 computer use/code
breaking)

Cpl Dietrich 1st lvl MI Trooper/2nd lvl Field Medic


Str 11 Dex 13 Con 13 Int 15 Wis 14 Cha 11
Hit Points 15
Attack bonus +4
Def 13 unarmoured
Def 18 in Stryker suit
Def 19 in Power Armour
DR 2 or 4 depending on armour type
Skills
Acrobatics +8, Athletics +7, Computer use +9, Drive +8, Knowledge (alien species/tactics/behavioural
sciences/earth &life sciences/physical sciences/technology) +9, Perception +9, Repair +9, Stealth +8,
Survival +9, Technical (structural/chemical) +9, Treat Injury +15, Persuasion +11, Research +9,
Special Abilities
On the bounce, Hang on, Back on your feet
Feats
Simple/Adv Weapon Proficiency, Burst Fire, Exotic Weapon Proficiency (SW-226 Hel), Medical Expert,
Surgery

Sgt Apone 7th lvl MI Trooper


Str 15 Dex 13 Con 14 Int 10 Wis 10 Cha 15
Hit Points 28
Attack Bonus +8/+3
Def 15 unarmoured
Def 20 in Stryker suit
Def 19 in Power Armour
DR 2 or 4 depending on armour type
Skills
Acrobatics +10, Athletics +12, Computer use +7, Drive +10, Knowledge (alien species) +7, Knowledge
(tactics) +7, Perception +8, Repair +7, Stealth +9, Survival +6, Technical (structural) +7, investigate +7,
Persuasion +9
Special Abilities
On the bounce, Fearless, Hard Hitting, Battle Hardened (+1 to saving rolls), Adv Trg (Investigate &
Persuasion) Weapon of choice (Pulse rifle)
Feats
Simple/Adv Weapon Proficiency, Burst Fire, Exotic Weapon Proficiency (SW-226 Hel), Alertness,
Confident, Iron Will, Tough

Strike Team Troopers, (Frost, Weirzbowski, Crowe etc 3rd lvl MI Trooper
Str 15 Dex 13 Con 14 Int 10 Wis 10 Cha 11
Hit Points 18
Attack Bonus +5
Def 13 unarmoured
Def 18 in Stryker suit
Def 19 in Power Armour
DR 2 or 4 depending on armour type
Skills
Acrobatics +8, Athletics +10, Computer use +6, Drive +8, Knowledge (alien species) +6, Knowledge
(tactics) +6, Perception +6, Repair +6, Stealth +8, Survival +6, Technical (structural) +6
Special Abilities
On the bounce, Fearless, Hard Hitting, Battle Hardened (+1 to attack rolls included))
Feats
Simple/Adv Weapon Proficiency, Burst Fire, Exotic Weapon Proficiency (SW-226 Hel) Roll for two
more random feats

Lt Gorman 1st lvl Officer


Str 13 Dex 13 Con 13 Int 10 Wis 10 Cha 11
Hit Points 14
Attack Bonus +2(+3 w pistol)
Def 11 unarmoured
Def 12 Combat flt Suit
DR 2
Skills
Acrobatics +8, Athletics +8, Computer use +9, Drive +8, Escape Artist +10, Knowledge (tactics) +9,
Perception +9, Persuasion+9, Stealth +10, Survival +9,
Special Abilities
Aura of Responsibility, Command
Feats
Simple Weapon Proficiency, Weapon Focus (TW-102-s Peacemaker)

Cpl Ferro 2nd lvl Fleet Officer


Str 11 Dex 16 Con 10 Int 14 Wis 12 Cha 13
Hit Points 12
Attack Bonus +4
Def 13 unarmoured
Def 14 Combat flt suit
DR 2
Skills
Acrobatics +10, Athletics +7, Computer use +9, Drive +10, Knowledge (alien species/tactics) +9,
Perception +8, Persuasion+8, Pilot+10, Repair +9, Survival +8, Technical (electrical) +9, Knowledge
(technology +6), Technical (mechanical) +5
Special Abilities
Academy Training, Fleet Support
Feats
Simple Firearms Proficiency, Spacer, Zero-G Training, Starship Operation (light), Starship Dodge

Pte Spunkmeyer 1st lvl Engineer


Str 12 Dex 11 Con 10 Int 12 Wis 11 Cha 10
Hit Points 10
Attack Bonus +1
Def 10 unarmoured
Def 11 Combat flt suit
DR 2
Skills
Athletics +8, Computer use +8, Drive +8, Knowledge (technology) +8, Perception +7, Persuasion+7,
Pilot+8, Repair +13, Research +8, Sabotage +8, Survival +7, Technical (mechanical) +13 Technical
(electrical) +11
Special Abilities
Mechanical Magic, Enhance Explosives, Restore and Repair
Feats
Technical Expert (mechanical), Gearhead Simple Weapon Proficiency, Surface Vehicle Operation

Ripley 7th lvl Fleet Officer


Str 12 Dex 14 Con 16 Int 14 Wis 12 Cha 13
Hit Points 22
Attack Bonus +7
Def 12 unarmoured
DR 0
Skills
Acrobatics +11, Athletics +12, Computer use +11, Drive +11, Knowledge (alien species +13/tactics) +11,
Perception +10, Persuasion +10, Pilot+11, Repair +11, Survival +12, Technical (structural/mechanical) +11,
Knowledge (technology +6), Knowledge (civics) +5, Stealth +11
Special Abilities
Academy Training, Fleet Support, Continued Education, Fleet Specialty (alien species & survival
included in stats), Chain of Command
Feats
Simple Firearms Proficiency, Spacer, Zero-G Training, Starship Operation (Medium), Heroic Surge, Iron
Will, Jack of all trades

Bishop (synthetic – 1st lvl Civilian)


Str 18 Dex 18 Con 18 Int 18 Wis 10 Cha 10
Hit Points 18
Attack Bonus +4
Def 14 unarmoured
DR 0
Skills
Computer Use +14, Knowledge (earth and life sciences/physical sciences +14/technology/alien species
+12, Research +12, Pilot +12, Technical (chemical) +12
Special Abilities: Background – Scientist, Expertise (computer use, included in stats)
Feats: Educated (earth and life sciences/physical sciences, included in stats) Endurance

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