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Friday 14 April 2017

The Royal Nerathi of Hara - Namelin, Anna, Rasgar, Dyson Logos Wiz20, Cmdr Danelac. Cpl Sand, etc

Symbol: Bronze hand on black field

Ship: The Bronzes do not currently maintain a fleet, but Namelin possesses a fast ship, the Seastrider.

13/2/4447: Waking Dyson Logos - Anna Bronze, Ursa, Sandor & Drakonok. Namelin & Rasgar waited outside.
16/3/4447: In Nerra, Anna Bronze suggests Hakeem should rule the Empire
10/8/47: On the Isle of Dread, Hakeem speaks to Namelin & Anna, resigns the Regency.

King Namelin Bronze I ,King of Nerath (fr 20/8/4447) &  Lord of Hara
Alryan Human Male, Knight
ST 16  DE 14  CO 16 IN 13  WI 15  CH  16
AC 19 (15 half plate, +2 shield, +2 DEX)  HP 76 (10d8+30)
CR 5 PB +3
Saving Throws Str +6 Con +6, Wis +5
Senses passive Perception 12. Disadvantage on Stealth checks.
Languages Common,
Brave. Advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.
MI: +1 longsword

Actions
Multiattack. He makes two melee attacks.

+1 Longsword "The Sword of Bronze". Melee Weapon Attack: +7 to hit , reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing or piercing damage.

Sword of Kane - +1 Greatsword - borrowed.

Heavy Javelin. Ranged Weapon Attack: +6 to hit, 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 with this attack he does +1d8 damage.

T: 177,000gp from the 277K+ Hoard of Matriarx!



Hara (aka Mara): pop. 1276. The Alryan-Nerathi town of Hara is known for its bronze works. The ruler Lord Namelin Bronze (4404-), the richest man in Hara, is now sole owner of all the bronzeworks. He is known for his ruthlessness and greed. In 4442 BCCC he overthrew the young Queen of Hara, the Brigit-Erathis nature priestess Earani Cor (Drd 4, 4414-), with the aid of Rasgar Skarisson, a powerful Skandik mercenary. Namelin initially kept her enslaved to provide him with healing and other services, but her status has grown as she has borne him children, he married her M1 4447 BCCC. Namelin is the eldest of five children by the Lady Llanet Bronze and her first husband Ermaniric of the Keen Knife (4380-4423), three sons and two daughters. Llanet also has a sixth child, Anna. 

Late M8 4447: Newly crowned King Bronze is clearly taken with the gorgeous Meroya Priestess Delanie.

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Sir Ector Bronze
Sir Ector Bronze, Prince of Nerath, Knight of Nerath
PB+3
Armor Class 19 (half plate, shield, +2 DEX)  > AC 22 with Parry Reaction
Hit Points 112 (15d8 + 45) Speed 30 ft.
STR 19 +4 DEX 16 +3 CON 17 +3 INT 9 -1 WIS 13 +1 CHA 16 +3
Saving Throws Str +7, Dex +6, Con +6
Skills Athletics +10, Intimidation +6
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP) PB +3
Brave. advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when he hits with it.

Lyssana makes Ector's acquaintance.
Actions
Multiattack. Ector makes three melee attacks
or two ranged attacks.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2d4+4 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

+1 Battleaxe Melee Weapon Attack: +8 to hit,
reach 5 ft. one target. Hit: 2d8+5 slashing damage, or 2d10+5 2-h

Reactions
Parry. Ector adds 3 to his AC against one melee
attack that would hit it. To do so, he must
see the attacker and be wielding a melee weapon.

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Lady Anna Bronze, Princess of Nerath
Alryan Human Female, Noble
ST 7  DE 10  CO 10 IN 13  WI 10  CH  15
CR 1/4
AC 10 HP 22 (4d8)
SA: Diplomat, expert Persuasion (+6 to checks)
Feat: Ritual magic, Wizard level 2
MI: Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
daily at dawn.

Anna Bronze, A Princess of Hara
Lady Anna Bronze (13/1/4425-): this shapely Nerathi noblewoman is the half sister of Lord Namelin, the ruler of Hara, being the third daughter and sixth & youngest child of Namelin's mother, the aging Lady Llannet Bronze (4382-), still nominal head of the Bronze clan. Anna was born to Llanet's second husband, Grigorus the Fair (4405-4442), who was killed in battle by Altanian Sea-Wolf raiders. On Anna's 21st birthday 13/1/46 she lit a candle at the Temple of St Irrig in Clear Meadows. On 14/1 she was rescued from cultists by Eardvulf the Sea-Wolf, then from a drunken Clear Meadows guard by Bjornalf at the Sharktooth Inn. She spent the night with Bjornalf.




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Rasgar Skarrison, King's Bodyguard
Skandik Human Male, Champion
ST 20 DE 14  CO 14  IN 7  WI 8  CH  12
AC 19 (15 half plate, +2 DEX, +2 shield)
HP 151 (22d8+44)
Speed 30'
CR 9 PB +4
Saving Throws STR +9 CON +8 WIS +2

Indomitable 2/day: rerolls a failed saving throw
Second Wind (1/short rest): as bonus action, regains 20 hp
Multi-Attack: Makes 3 attacks with weapon or throws his 3 javelins.
Weaponmaster: +1 damage die with weapon

Ghinarian Longspear (reach 10', no disad 5'): ATT +9 Hit: 14 (2d8+5) piercing damage, crit 19-20 for 4d8+5
Sword of Bronze (qv Namelin) reach 5' ATT +10 Hit 15 (2d8+6), crit 19-20 for 4d8+6
2xLight Javelin ATT +9 Hit: 12 (2d6+5) piercing damage range 30'/90', crit 19-20 for 4d6+5
1xHeavy Javelin ATT +9 Hit: 16 (2d10+5) piercing damage range 20'/60', crit 19-20 for 4d10+5
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Dyson Logos, Archmage of Nerath
DYSON LOGOS, The Archmage of Nerath
Armor Class: 14 (with mage armor) > 19 with Shield
Hit Points: 110 (20d6 +40)
Speed: 30ft (9m / 6 sqr)
Proficiency: +6

STR
9 (-1)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)


Racial Features

Ability Modifiers: +1 to all
Languages: speaks Common and one extra.

Special Abilities

Arcane Recovery: During a short rest the arcanist can recover 10 levels of spell slots once per day.
Spellbook: The most valuable possession of a mage is his spellbook. Mostly of his spells are written there. All known spells by the arcanist and 1 extra per level are written there.


Actions

Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 3 (1d8-1 ) bludgeoning damage.

Spells

Spellcasting. the Arcanist is a 20th-level wizard. Its spellcasting ability is Intelligence (spell save DC 19, to hit with spell attacks +11). Can prepare 20+5=25 spells.
Cantrips (at will): Minor Illusion, Fire Bolt, Mage Hand, Prestidigitation, Message
1st level (4 slots): Comprehend Languges, Magic Missile, Mage Armor, Shield
2nd level (3 slots):  Mirror Image, Knock, Scorching Ray,
3rd level (3 slots): Fly, Dispel Magic, Counterspell, Fireball, Lightning Bolt, Sending
4th level (3 slots): Fire Shield, Wall of Fire, Stone Shape, Dyson's Dimension Door (+1 person per higher level slot)
5th level (3 slots): Wall of Stone,
6th level (2 slots): Chain Lightning, Disintegrate, Globe of Invulnerability
7th level (2 slots): Forcecage, Teleport
8th level (1 slots):  Incendiary Cloud
9th level (1 slots):  Meteor Swarm

Knight Commander Danelac
Sir Danelac, Knight Commander of the Knights of Nerath
Armor Class 20 (plate armour & shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR 18 +4 DEX 15 +2 CON 16 +3 INT 12 +1 WIS 10 +0 CHA 15 +2
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 10
Languages Common
Challenge 6 PB +3
Traits:
Brave. He  has advantage on saving throws against being frightened. 
Slayer. A melee weapon deals one extra die of its damage when he hits with it (included in the attack). 
Leadership (3 per Long Rest). For 1 minute, the knight commander can utter a special command or warning whenever a vassal Knight of Nerath that he can see within 30 feet makes an attack roll or a saving throw. The vassal knight can add +2 to its roll provided it can hear and understand the knight commander. A creature can benefit from only one Leadership bonus at a time. This effect ends if the knight commander is incapacitated.
Actions:  
Multiattack. He  makes three melee attacks or two ranged attacks. 
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft  one target. Hit: 13 (2d8  + 4) damage
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Knight of Nerath - Sir Bors, Sir Efrain, et al
Armor Class 20 (plate & shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR +3 DEX +0 CON +2 INT +0 WIS +0 CHA +2
Saving Throws: All +2 with Leader bonus (L); Str +5 (+7L) Con +4 (+6L) , Wis +2 (+4L)
Senses passive Perception 10
Challenge 3 (700 XP) PB +2
Brave. The Knight of Nerath has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Longsword Melee Weapon Attack: +5 (+7 w Leadership) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Shield Bash. Melee Weapon Attack: +5 (+7 w Leadership) to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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Corporal Sand
Corporal (eg Cpl Sand) of the Haran Guard, Nerathi Veteran
Medium human
Armor Class 17 (splinted brigandine)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR +3     DEX +1    CON +2   INT +0    WIS  +0    CHA +1
Skills Athletics +5, Perception +2 Intimidation +3
Passive Perception 12 
Challenge 3 (700 XP) PB +2
SA: Pollaxe specialist, +1d6 with pollaxe attacks
Actions Multiattack. The veteran Corporal makes two melee attacks.
1.Pollaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d6+3 damage
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Nerathi Haran Guard Soldiery
Medium humanoid
Armor Class: 17 (splint brigandine) AC 19 with shield
Hit Points: 20 (3d8+6)
Speed: 30 ft.
Strength +2, Dexterity +1, Constitution +2, Intelligence -1 Wisdom +0, Charisma +0
Skills: Athletics +5, Intimidation +2, Perception +2
Passive perception: 12
Challenge Rating: 1 (200 XP) PB +2
SA: Pollaxe specialist, +1d6 with pollaxe attacks
1.Pollaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d6+2 damage
2.Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
3. Battle axe Attack: +4 Hit: 1d8+2
4. If defending the walls from attack, the Guard may be issued with arbalest heavy crossbows:

Arbalest Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100 ft/400 ft., one target. Hit: 2d10+1/1d10+1 piercing damage. Reload: 1 action








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