Military Primer
Military Primer
Military Primer
Purifier The Purifier is a dangerous weapon to Hit Dice: 9d12 +18 (86hp)
those in its path, spewing fire over long distances Init: +5
and igniting large strips of land with little effort. Speed: 30
This weapon doesn’t require an attack roll, instead Armor Class: 21 (+1 Dex + 10 Armor) Touch 13,
igniting a line of flame 30 ft in length. All targets Flat Footed 20
hit by a gout of flame from the purifier suffer 3d6 Base Attack/Grapple: +9/+11
fire damage, allowing a reflex save (DC 15 for Attack: Runic Blade +11 Melee (1d10+5)
half). All flammable targets suffer 1d6 damage Full Attack: Runic Blade x 2 +11/+11/+6 Melee
every round unless they take a move action and (1d10+5)
make a DC 15 reflex save to extinguish the flames. Space/Reach: 5 ft./5 ft.
Fire caused by Menoth’s Fury is alchemical and is Special Qualities: Authority of the True Law,
unaffected by water. Knights Challenge (Fighting Challenge +2, Test of
Mettle, Call to Battle ), Knights Code, Bulwark of
Knight Exemplar Defense, Shield Block +1, Vigilant Defender,
Human, 6th Level Knight Shield Ally, Armor Mastery (Heavy)
Medium Humanoid Saves: Fort 5, Ref 4, Will 6
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 10,
Hit Dice: 6d12 +12 (59) Cha 14
Init: +1 Skills: Diplomacy 9, Handle Animal 7, Ride 12,
Speed: 20 Knowledge (Religion) 5, Listen 4, Sense Motive 4,
Armor Class: 20 (+1 Dex + 10 Armor) Touch 12, Spot 4
Flat Footed 19 Feats: Mounted Combat, Two Weapon Fighting,
Base Attack/Grapple: +6/+8 Exotic Weapon Proficiency (Bastard Sword),
Attack: Runic Blade +12 Melee (1d10+5) Weapon Focus (Bastard Sword), Improved
Full Attack: Runic Blade +12/+7 Melee (1d10+7) Initiative
Space/Reach: 5 ft./5 ft. Location: Protectorate of Menoth
Challenge Rating: 7
4
A trencher crew (including 1 trencher gunner and 2 Sharpshooter A sharpshooter adds his Dex
trenchers for reloading the artillery piece) is a Modifier to his damage roll.
challenge Rating 4 encounter.
6
A Storm Standard increases the challenge rating of Gun Mage’s pistol allows him to cast touch spells
a Storm Blade by 1. and Ranged touch spells using his guns range and
accuracy to his advantage, Similar to the way the
Arcane Tempest Gun Mage Gun Mage channels ray spells.
Human, 5th Level Gun Mage
Medium Humanoid A Gun Mage may have a number of pistols bonded
to him equal to his charisma modifier (2).
Hit Dice: 5d6 +10 (35hp)
Init: +7 Rune Bullet A Gun Mage may choose on any
Speed: 30 round to fire a rune bullet instead of a normal
Armor Class: 19 (+3 Dex + 4 Armor +2 bullet. This bullet is charged with arcane energy
Greatcoat) Touch 13, Flat Footed 16 and deals an additional 1d6 points of damage. A
Base Attack/Grapple: +3/+3 Gun Mage keeps 10 Precision Rune bullets on him
Attack: Dagger +3 Melee (1d4 19-20 crit) at all times (+1 Ranged, +1d6 Damage)
Full Attack: Dagger +3 Melee (1d4 19-20 crit)
Ranged Attack: 2x Magelock Pistol + 7/+3 (2d6 Sword Knight
19-20 x3) Human, 3rd Level Fighter
Space/Reach: 5 ft. /5 ft. Medium Humanoid
Special Qualities: Arcane Focus, Bond with
Magelock Pistol, Rune Bullet Hit Dice: 3d10 +6 (26hp)
Saves: Fort 1, Ref 7, Will 1 Init: +1
Abilities: Str 10, Dex 16, Con 15, Int 10, Wis 10, Speed: 20
Cha 14 Armor Class: 22 (+1 Dex + 8 Armor +3 Shield)
Skills: Concentration 6, Craft (Small Arms) 8, Touch 14, Flat Footed 21
Jump 4, Listen 2, Sense Motive 2, Spot 8 Base Attack/Grapple: +3/+5
Feats: Two Pistol Fighting, Weapon Focus Attack: Battleblade +6 Melee (2d4 +2 x3 crit)
(Pistol), Point Blank Shot, Improve Initiative Full Attack: Battleblade +6 Melee (2d4 +2 x3 crit)
Location: Cygnar Ranged Attack: -
Organization: Solo, Pair, or Unit (5-7) Space/Reach: 5 ft. /5 ft.
Challenge Rating: 3 Special Qualities: -
Treasure: 2x Masterwork Accurate Magelock Saves: Fort 4, Ref 2, Will 1
Pistols (bonded), Dagger, Reinforced Great Coat, Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 10,
Chain Shirt, 60gp Cha 9
Alignment: Usually Neutral Skills: Climb 6, Jump 6, Listen 3, Ride 6, Sense
Motive 3, Spot 3
Spells per Day: 4/4/2 0th-Flare, Mage Hand, Ray Feats: Weapon Focus (Battle Blade), Power
of Frost, Touch of Fatigue 1st-Arcane Bullet, Chill Attack, Improved Grapple, Improved Bullrush,
Touch, Ray of Enfeeblement, Shocking Grasp, True Shield Specialization, Shield Ward
Strike 2nd-Mirror Image, Protection from Arrows, Location: Cygnar
Scorching Ray, Touch of Idiocy Organization: Unit (5-7)
Challenge Rating: 1
Arcane Focus A Gun Mage is capable of Treasure: Caspian Battleblade, Full Plate Armor,
channeling arcane energy through his pistol. Any Heavy Steel Shield, 10gp
ray spells cast through his pistol gain the benefits Alignment: Usually Neutral
of the gun mage’s ranged weapon feats. A gun
mage cannot channel a spell and fire his gun at the
same time.
A chaingun takes a move action to reload and a Hit Dice: 9d10 +27 (77hp)
standard action to fire(can be slip amongst its Init: +1
crew). A standard crew carries 10 artillery shells. Speed: 20
A mortar can move at a rate of 20 ft per round but Armor Class: 21 (+1 Dex + 10 Armor) Touch 13,
must take a standard action to pack up before it can Flat Footed 20
move. A mortar crew can, as a standard action, Base Attack/Grapple: +9/+12
choose to dig in, offering the crew partial cover Attack: Blasting Pike +16 Melee (1d8 +1d6 +5 x3
against ranged attacks targeting them. crit)
Full Attack: Blasting Pike +16/+11 Melee (1d8
A mortar crew (including 1 winterguard gunner and +1d6 +5 x3 crit)
2 winterguard range finding for the artillery piece) Ranged Attack: -
is a challenge Rating 4 encounter. Space/Reach: 5 ft. /5 ft.
9
Special Qualities: DR 2/-, 75% chance to avoid a Ranged Attack: Shortbow +5 Ranged (1d6 x3
critical hit crit)
Saves: Fort 10, Ref 4, Will 3 Space/Reach: 5 ft. /5 ft.
Abilities: Str 16, Dex 12, Con 16, Int 8, Wis 8, Cha Special Qualities: Favored Enemy (Human), Wild
10 Empathy, Favored Terrain (Forest)
Skills: Climb 12, Jump 10, Listen 6, Ride 10, Saves: Fort 4, Ref 5, Will 1
Sense Motive 6, Swim 8 Abilities: Str 14, Dex 14, Con 12, Int 10, Wis 10,
Feats: Weapon Focus (Blasting Pike), Weapon Cha 9
Specialization (Blasting Pike), Power Attack, Skills: Climb 6, Hide 6, Knowledge (Nature) 6,
Cleave, Great Cleave, Endurance, Diehard, Great Listen 6, Spot 6, Survival 6
Fortitude, Armor Specialization (Full Plate) Feats: Track, Alertness, Dodge, Mobility,
Monkey Grip Combat Reflexes
Location: Khador Location: Khador
Organization: Unit (5-7 +1 Leader) Organization: Unit (5-7)
Challenge Rating: 7 Challenge Rating: 1
Treasure: Blasting Pike,+2 Mechanika Full Plate Treasure: Handaxe, Shortbow, Studded Leather
Armor of Fortification, 10gp Armor, 10gp
Alignment: Usually Neutral Alignment: Usually Neutral