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Sunday 25 October 2015

Sarene hd 16, and the Lady Spite

Lady Spite
Cost 25,000 gp
AC 15 HP 500 Damage Threshold 20
Cargo 200 tons Speed 2.5 mph Max accommodation 120
Current Crew: 81 80 64
Captain Sarene hd 15
15 Chosen Axemen hd 5 ST 15 DE 11
30 Altanian Warriors hd 3 ST 14 DE 11
35 34 18 Pirate Sailors (as Scout, mm 349) hd 3 hp 16 AC 13 ST 11 (+0) DE 14 (+2) CO 12 (+1)
24 of the pirates have crossbows: ATT +4 dam 1d10+2 FR 1/2 (12 crossbowmen on deck duty)
Heavy Ballista at stern: AC 15 hp 100 ATT +5, range 120'/480' dam 10d6+3 (38) FR 1/2 crew: 4 (FR 1/3 with 3 crew, FR 1/4 with 2 crew, FR 1/8 with 1 crew)

Sarene the Pirate
AC 15, AC 18 vs one melee attack each round that would otherwise hit (Reaction: Parry)
Hit Points 120 (16d8+48)
Proficiency +3
Speed 40' when unarmoured, otherwise 30'
STR 12 (+1)
DEX 18 (+4)
CON 16 (+3)
INT   12  (+1)
WIS   12 (+1)
CHA  16  (+3)
Saving Throws DEX +7 CON +6 WIS +4
Skills Athletics +4 Acrobatics +7 Intimidation +6
Passive Perception 14
MI: Helm of Tongues & Read Magic - from Drakonok. Oriax Amulet.

Traits
Pirate's Defence: + 1 AC when unarmoured
Brave: advantage on saving throws vs being Frightened
Slayer: + one damage die with any weapon (included)
Parry: Reaction, +3 AC vs one melee attack each round that would otherwise hit

Actions
Multiattack: Sarene makes 3 melee attacks.

Cutlass: ATT +7 dam 13 (2d8+4), 1-handed.
Boat Spear: ATT +7 dam 13 (2d8+4), 2-handed, reach 10'. ATT+9 vs sea monsters!
Dirty Kick: ATT +7 dam dam 9 (2d4+4). A Medium or smaller humanoid creature must make a DC 15 STR saving throw or be either knocked prone or pushed 5' (Sarene's choice).

Equipment: Cutlass, Fireball scroll, Sending Stone (1 of pair - Alicia Scarnetti has the other).
 
Altanian Chosen Axeman
Medium humanoid
Armor Class 12 (unarmoured defence)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Altanian, Common
Challenge 1 (200 XP)

Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian’s allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.

Actions
Multiattack. The Axeman makes two melee attacks.

Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit:  8 (1d12 + 2) slashing damage.
Javelin (2) Missile Weapon Attack +4 to hit,
Hit: 5 (1d6+2) piercing damage.

Altanian Warrior
Medium humanoid
Armor Class: 13 (unarmoured toughness, shield) or AC 12 no shield.
Hit Points: 16 (3d8+3)
Speed: 30 ft.
Strength 14, Dexterity 11, Constitution 13, Intelligence 8, Wisdom 10, Charisma 10
Skills: Intimidation +2, Survival +2
Passive perception: 10
Challenge Rating: 1/2 (100 XP)

Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian’s allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.

Actions:
• Battleaxe: Melee Weapon Attack: +4 (+6) to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 11 (d8+7) slashing damage. d10 2-handed.
Or Great Axe (no shield) 1d12+2 or 1d12+7 damage.






Tuesday 20 October 2015

Neo-Nerath Legionary hd 2, Knight hd 10, Veteran hd 9, Risen Legionary hd 3, Risen '300' hd 6

Nerathi Infantry

Neo-Nerath Legion Infantry
Medium humanoid
Armor Class: 18 (chain mail, shield)
Hit Points: 13 (2d8+4), Principes 26 (4d8+8)
Speed: 30 ft.
Strength 14 (crack 16), Dexterity 10, Constitution 14, Intelligence 10, Wisdom 10, Charisma 9
Skills: Perception +2
Passive perception: 12
Challenge Rating: 1/2 (100 XP) to 1 (200 XP)

Duelist: +2 damage with 1-handed melee weapon.

Actions:

Sword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, Principes ATT +5 Hit: 14 (2d8+5)
Nerathi Heavy Javelin (1): Ranged Attack: +4 (+5) to hit, 20'/60', one target. Hit: 7 (1d10+2) or 8 (d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.

Knight of Nerath (& Knight Commander)
Medium humanoid (human), any alignment
Armor Class 20 (plate & shield) (Commander AC 21, plate & +1 shield)
Hit Points 65 (10d8 + 20) (Commander hp 97 hd 15d8+30)
Speed 30 ft.
STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0)  WIS 11 (+0) CHA 15 (+2)
(Commander Cha 17 (+3)
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
Challenge 4 Prof +4 (Commander 5 Prof +3)

Brave. The knight has advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.

Actions
Multiattack. The knight makes two melee attacks.

Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage.
Commander +1 Sword, three attacks, Attack +7  hit: 1d8+6.

Heavy Javelin. Ranged Weapon Attack: +5 to hit (+7 w leadership), range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.

Leadership (3 uses, Recharges after a Short or Long Rest). As a Bonus action, the knight can grant Advantage to one Ally on his next attack. If the ally hits he does +1d8 damage.
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Nerathi Legionary Veteran
Armor Class 19 (splint & shield) Hit Points 58 (9d8 + 18) Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Athletics +5, Perception +2 Senses passive Perception 12
Languages Common
Challenge 4

Traits
Duelist, +2 damage with 1-handed melee weapon

Actions 
Multiattack. The veteran makes two sword attacks.

Sword. Melee Weapon Attack: +5 to hit (+7 w leadership), reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage.

Heavy Javelin. Ranged Weapon Attack: +5 to hit (+7 w leadership), range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.
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Risen Legionary Zombie
Medium undead, neutral
Armor Class 18 (chain mail, shield)
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR 14 (+2) DEX 6 (−2) CON 16 (+3) INT 6 (−2) WIS 6 (−2) CHA 5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie falls prone and drops to 1 hit point instead.
Martial Advantage: Once per turn, the Risen Legionary can deal an extra 7 (2d6) damage to a creature it hits with a melee weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.

Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing or piercing damage.
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Risen '300' - Wight
Medium undead, neutral
Armor Class 18 (chain & shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 4

Duelist: +2 damage with 1-handed melee weapon.

Actions
Multiattack. The wight makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing or piercing damage.

Nerathi Heavy Javelin (1): Ranged Attack: +4 to hit, 20'/60', one target. Hit: 7 (1d10+2) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.