lunes, 7 de junio de 2010

Humans

Human Rabble
Level 2 Minion
Medium natural humanoid XP 31
Initiative +0
Senses Perception +0

HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Refl ex 11, Will 11; see also mob rule
Speed 6
mClub (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
Mob Rule
The human rabble gains a +2 power bonus to all defenses while
at least two other human rabble are within 5 squares of it.

Alignment Any Languages Common
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 9 (–1) Cha 11 (+0)
Equipment club

Human Rabble Tactics
Human rabble don’t really have tactics, other than to gang up
on the nearest target. They are rarely inclined to fight to the
death.


Human Bandit
Level 2 Skirmisher
Medium natural humanoid XP 125
Initiative +6
Senses Perception +1

HP 37; Bloodied 18
AC 16; Fortitude 12, Refl ex 14, Will 12
Speed 6
m Mace (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
square.
rDagger (standard; at-will) ✦ Weapon
Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
M Dazing Strike (standard; encounter) ✦ Weapon
Requires mace; +4 vs. AC; 1d8 + 1 damage, the target is dazed
until the end of the human bandit’s next turn, and the human
bandit shifts 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and
ranged attacks against any target it has combat advantage
against.

Alignment Any Languages Common
Skills Stealth +9, Streetwise +7, Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 4 daggers

Human Bandit Tactics
Bandits prefer ambushes, making good use of available cover
to lie in wait. If they can’t surprise their targets, they try to
flank as many as possible, using dazing strike to help them
maneuver into position. They are usually cowardly and look to
retreat once bloodied.


Human Guard
Level 3 Soldier
Medium natural humanoid XP 150
Initiative +5
Senses Perception +6

HP 47; Bloodied 23
AC 18; Fortitude 16, Refl ex 15, Will 14
Speed 5
m Halberd (standard; at-will) ✦ Weapon
Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked
until the end of the human guard’s next turn.
M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon
Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the
target is knocked prone.
R Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.

Alignment Any Languages Common
Skills Streetwise +7
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Equipment chainmail, halberd, crossbow with 20 bolts

Human Guard Tactics
Human guards are determined foes. They fight well together,
standing close enough to protect their comrades. They use
powerful strike against mobile enemies and use their crossbows
only when foes are beyond their reach.


Human Berserker
Level 4 Brute
Medium natural humanoid XP 175
Initiative +3
Senses Perception +2

HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
m Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
M Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4
bonus to the attack roll and deals an extra 1d6 damage on a hit.
R Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.

Alignment Any Languages Common
Skills Athletics +9, Endurance +9
Str 17 (+5) Dex 12 (+3) Wis 11 (+2)
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
Equipment hide armor, greataxe, 2 handaxes

Human Berserker Tactics
Berserkers hurl themselves headlong into fights, eager to conquer
or die. Usually begin by throwing axes, and then charge
into melee. They use battle fury when first bloodied, hoping to
overwhelm enemies with their sudden burst of rage.


Human Mage
Level 4 Artillery
Medium natural humanoid XP 175
Initiative +4
Senses Perception +5

HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).

Alignment Any Languages Common
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes, quarterstaff , wand

Human Mage Tactics
A human mage prefers to fight at range, picking off enemies
with magic missile, dancing lightning, and thunder burst.

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