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Racial Abilities:
-Low Light Vision
-Scent
-+2 on Intimidate, Perception, and Survival
Abilities:
-Infuriating Spirit (Add Cha bonus to rage rounds, allow allies to
rage with half benefits/penalties)
-Reckless Abandon (-2 AC, +2 attack when raging)
-Inspire Ferocity (move action to grant allies Reckless Abandon
for cha rounds)
-Feral Fighting (Two allies benefiting from Inspire Ferocity flanking
the same creature gain +2 damage)
-Inspiring Presence (When raging, allies within 30 ft gain +1
saves vs fear)
-Rage (+4 str/con, +2 will, -2 AC) 18 rounds
-Rage Power: Ferocious Mount
-Challenge 1/day
-Exotic Mount: Warcat
-Order of the Claymore (+1 intimidate, add perform/survival to
class list)
-Mighty Blade: double damage with greatsword on mounted
charge, or triple with Spirited Charge
-Tactician: Amplified Rage (+4 str/con when adjacent to another
raging creature)
-Combat Leader (All allies within 50ft get +2 Init)
-Commanding Presence (All allies that can see me gain +1
attack/damage)
-Inspirationg (3+cha/day, all allies within 30ft gain 1d6 temp hp,
standard action)
Bridgecrusher, CN Orc
Aegis 6
HP 65, AC 24, Touch 11, FF 23 (10 + 9 armor + 1 dex + 4 shield), DR 4/-, CMD 22, CMB +11, Speed 20, 50 mounted, Init +1
Str 19 (21), Dex 12, Con 14 (18), Int 11, Wis 10, Cha 6
BAB +6/+1, Fort 7, Ref 3, Will 5
Feats: Weapon Focus: Greatsword, Shield Focus: Heavy, Power Attack
Special Abilities: Astral Repair, Form Astral Suit, Craftsman +2, DR 3/-, Invigorating Suit, Reconfigure 2/day, Augment Suit
Skills: Acrobatics +10, Autohypnosis +9, Craft (Blacksmithing) +11, Ride +7
Melee: Greatsword +11/+6, 2d6+9, 19-20x2
Astral Suit: Juggernaut (Half Plate), Fortification (25%), Hardy 2 (+4 Con), Stalwart (Mettle), Improved Armor (+1 AC), Brawn (+
2 Str), Improved DR (+1), Powerful Build, Evasion
Gear:
-+1 Greatsword
-+1 Heavy Steel Shield
-Riding Worg
Power Points: 9
Steelwall, N Dwarf
Armor Master 6
HP 58, AC 25, Touch 14, FF 23 (10 + 10 armor + 2 dex + 3 shield), DR 3/CMD 21, CMB +9
Speed 20, Init +2
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 6
BAB +6/+1, Fort 8, Ref 3, Will 3
Feats: Improved Shield Bash, Shield Focus: Heavy, Weapon Focus: Dwarven Waraxe, Two-Weapon Fighting, Weapon Specia
lization: Dwarven Waraxe, Missile Shield, Shield Slam
Special Abilities: Deflective Shield (+2 Touch AC), Armor Training (-1 armor check, +1 Max Dex), Armored Defense (DR 3/- i
n Heavy Armor)
Skills: Ride +11, Survival +10
Melee: Waraxe +11/+6, 1d10+5, 20/x3
or Waraxe +9/+4, 1d10+5, Shield Bash +8, 1d6+2 plus Bull Rush
Gear:
Masterwork Dwarven Waraxe
Masterwork Spiked Heavy Steel Shield
+1 Full Plate
Tramplehoof, LG Human
Warding Bastion 6
HP 47, AC 23, Touch 11, FF 22 (10 + 9 armor + 1 dex + 3 shield)
CMD 20, CMB +9
Speed 20, 50 mounted, Init +1
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 13
BAB +6/+1, Fort 7, Ref 3, Will 4
Feats: Mounted Combat, Iron Will, Ride-by Attack, Spirited Charge
Special Abilities: Challenge 2/day, Mount: Heavy Warhorse, Order: Knight Errant +2 attack/ac if mutual challenge, Tactician: Shield Wall,
Self Reliant: Reroll Will Save on second round, Vigilant Defender (All threatened squares are difficult terrain), Rampart Shield (All allies in
reach gain shield AC bonus equal to half own shield AC bonus), Banner (All allies within 60ft gain +2 saves vs fear and +1 attack on char
ge)
Skills: Diplomacy +10, Handle Animal +10, Know: Nobility and Royalty +9, Ride +10, Sense Motive +9
Melee: Lance +10/+5, 1d8+3, 20x3, x3 on mounted charge
Longsword +10/+15, 1d8+3, 19-20x2
Gear:
Masterwork Lance
Masterwork Longsword
Heavy Steel Shield +1
Masterwork Full Plate
Unit Breakdown
Squad: 10 1st level soldiers led by 1 2nd level sergeant
Platoon: 3 squads led by 1 3rd level Lieutenant
Company: 4 platoons led by 4th level Captain
Regiment: 3 Companies led by 5th level Colonel
Brigade: 3 Regiments led by 6th level Brigadier General
Legion: 5 Brigades led by General
Total: 6,180 men
Companies
Infantry Company: 3 Infantry Platoons, 1 Rifleman Platoon
Infantry Platoon: 27 1st level fighters, 3 1st level Standard Bearers, 3 2nd level Drill Sergea
nts, 1 3rd level Strategist
Rifleman Platoon: 27 1st level musketeers, 3 1st level Standard Bearers, 3 2 nd level Drill Se
rgeants, 1 3rd level Strategist
2nd Brigade The Unbreakable, led by Brig. Gen. Steelwall (80% heavy, 20% light)
1st Regiment: 2 Infantry Companies, 1 Cavalry Company
2nd Regiment: 2 Infantry Companies, 1 Cavalry Company
3rd Regiment: 2 Infantry Companies, 1 Artillery Company
3rd Brigade The Walltakers, led by Brig. Gen. Gatesmasher (80% light, 20% heavy)
1st Regiment: 2 Infantry Companies, 1 Cavalry Company
2nd Regiment: 2 Infantry Companies, 1 Cavalry Company
3rd Regiment: 2 Infantry Companies, 1 Artillery Company
Units
Heavy Infantry: Fighter 1, Heavy Armor, Longsword, Tower Shield, HP 11, AC 23, Touch 10, Init +0, Speed 20, Fort 3, Ref 0,
Will 2, CMD 12, CMB +2, Attack: Longsword +0 1d8+1
Pikeman: Fighter 1, Heavy Armor, Longspear, HP 11, AC 16, Touch 10, Init +0, Speed 20, Fort 3, Ref 0, Will 2, CMD 12, CMB
+2, Attack: Longspear +3, 1d10+1, Special: brace, reach, no cover from allies
Light Infantry: Fighter 1, Light Armor, Light Shield, Shortspear, HP 10, AC 17, Touch 11, Init +1, Speed 30, Fort 2, Ref 1, Will
2, CMD 13, CMB +2, Attack: Melee or Thrown Spear +3, Gladius +2, 1d6+1, Special: +1 to all saves per adjacent ally
Rifleman: Musketeer 1, Light Armor, Buckler, Musket w/ Bayonet, HP 10, AC 16, Touch 11, Init +1, Speed 30, Fort 2, Ref 1,
Will 0, CMD 13, CMB +2, Attack: Musket +2 1d12, Bayonet +2, 1d6+1, Special: point blank shot, far shot
Heavy Cavalry: Gendarme 1, Heavy Armor, Heavy Shield, Lance, HP 11, AC 18, Touch 10, Init +0, Speed 50, Fort 3, Ref 0, Will
2, CMD 12, CMB +2, Attack: Lance +2 1d8+1, Special: cavalry formation, x2 damage on charge, warhorse
Light Cavalry: Horselord 1, Medium Armor, Heavy Shield, Lance, Javelins, HP 10, AC 18, Touch 11, Init +1, Speed 55, Fort 2,
Ref 1, Will 2, CMD 13, CMB +2, Attack: Lance +2 1d8+1, Javelins +2 1d6+1, Special: cavalry formation, x2 on charge, warho
rse
Standard Bearer: Standard Bearer 1, same as attached infantry but flag instead of weapons, Special: +1 attack/damage for all
ies, +1 attack on charge, +3 saves vs. Fear
Reduced Strength
61% strength = 3,782 men
1st Brigade: 649 men
2nd Brigade: 753 men
3rd Brigade: 692 men
4th Brigade: 816 men
5th Brigade: 872 men