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Mortal Folk

All creatures in this file are Mortal Folk (Void).


Bandits (Tier 1)

Bandit Thug (Tier 1 Minion)

Division 1, Tier 1, Minion. 1×1 Mortal Folk (Void).

Stat Value
Attack 1d2 (Rungu, Fast, Single) Crushing
Attack 1d2 (Rungu, Fast, Thrown 30/60/90) Crushing
Health 1
Resistance 1 (all mundane)
Physical / Mental d2 / d2
Trials 1d2 + 1d2
Defense 1d2 + 1
AP 2
Speed 4 (20 ft)
Footprint 1×1 (1 sq)
Reach 5 ft
Group Heads Health Attack Defense Mob DC
Cluster 6 6 6d2 6d2 + 1 3
Brood 12 12 12d2 12d2 + 1 5
Swarm 16 16 16d2 16d2 + 1 7

Mob:

Cudgel (Mob, no slot). When the group deals damage, the target must succeed on a PER trial [Cluster 3 / Brood 5 / Swarm 7] or advance Impaired by 1 tier (max Tier 1).


Bandit Cutthroat (Tier 1 Adept)

Division 2, Tier 1, Adept. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
4 (T1, d2) 11 (T3, d4) 6 (T2, d3) 6 (T2, d3) 6 (T2, d3) 4 (T1, d2) 4 (T1, d2) 8 (T2, d3)

Tier Budget: 1+3+2+2+2+1+1+2 = 14. Budget for T1 Adept = 12. Over (+2).

Armor: Scavenged Jack of Plate (hauberk + greaves and cuisses, no aketon) (Cut 4, Crush 2, Cleave 2, Pierce 1, Puncture 1 = 10 total)

Stat Value
Attack (Great Knife, Fast, Dual Wield) d3 (DTD) + d3 (PHY) Cutting. Exploding. (Straight rolls, Dual Wield. Attribute: PHY)
Health 2d3 + 1 (~5)
Durability 14
Resistance Cut 4, Crush 2, Cleave 2, Pierce 1, Puncture 1 (Scavenged Jack of Plate, 10 total)
Trials 1d3 + Attribute TD
Defense d2 + d2 + applicable resistance. (Dual Wield: −1 step. Attribute: PHY)
AP 2 (+1 off-hand attack per round from Dual Wield)
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Low Cut (1 AP, Attack. Ability slot 1). On a hit with a great knife attack, with Inferiority, the target must succeed on a STR trial [3] or advance Restricted by 1 tier.

Note: Armor piecemeal'd to budget. Jack of Plate Hauberk (7) + Greaves/Cuisses (3) = 10 = T1 Adept budget. Listed Durability 38; "Scavenged" brings it to the formula value of 14. Taken from a better-equipped victim; strong against blades, weak against arrows.


Bandit Leader (Tier 1 Leader)

Division 3, Tier 1, Leader. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
4 (T1, d2) 13 (T3, d4) 12 (T3, d4) 8 (T2, d3) 4 (T1, d2) 4 (T1, d2) 13 (T3, d4) 8 (T2, d3)

Tier Budget: 1+3+3+2+1+1+3+2 = 16. Budget for T1 Leader = 14. Over (+2).

Note: Over by 2. Deliberate — PHY, AGI, and CHA are the character's identity (mobile dart-thrower, charismatic leader). STR, INT, WIS dumped to T1.

Armor: Piecemeal Hide — Aketon + Hide Hauberk + Hide Greaves/Cuisses (Cut 1, Crush 3, Cleave 2, Pierce 5, Puncture 4 = 15 total)

Note: Hide Coif removed to hit T1 Leader budget (15). No head protection.

Stat Value
Attack (Kunai, Light 1H, Fast, Single) d4 + d4 Piercing. Exploding. (Attribute: PHY)
Attack (War Dart, Light Thrown, Fast, 25/50/75) d4 + d4 Piercing. Exploding. (Attribute: PHY)
Health 3d3 + 1 (~7)
Durability 19
Resistance Cut 1, Crush 3, Cleave 2, Pierce 5, Puncture 4 (Piecemeal Hide, 15 total)
Trials 1d4 + Attribute TD
Defense (Kunai, Single) d4 + d4 + applicable resistance. (Attribute: PHY)
AP 2
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Riposte (1 AP, Reaction. Ability slot 1). When the bandit leader takes no damage from a melee attack, it can counter-attack with a bonus of +3 to the attack roll.

Rally (2 AP, Action. Ability slot 2). The bandit leader shouts encouragement, All allied bandits within 30 feet advance Inspired by 1 tier. Lasts 1 round. Can be reapplied to stack tiers.


Thug (Tier 1 Armored Adept)

Division 2, Tier 1, Adept. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
4 (T1, d2) 11 (T3, d4) 8 (T2, d3) 8 (T2, d3) 4 (T1, d2) 3 (T1, d2) 2 (T1, d2) 7 (T2, d3)

Armor: Ragged Gambeson (hauberk + greaves and cuisses)

Stat Value
Attack (Great Knife, Fast, Single) d3 (DTD) + d3 (PHY) Cutting. Exploding. (Attribute: PHY)
Health 2d3 + 1 (~5)
Durability 18
Resistance Cut 1, Crush 3, Cleave 2, Pierce 3, Puncture 1 (from armor, 10 total)
Trials 1d3 + Attribute TD
Defense d3 (DTD) + d3 (PHY) + applicable resistance. (Attribute: PHY)
AP 2
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Riposte (1 AP, Reaction. Ability slot 1). When the thug takes no damage from a melee attack, it can counter-attack with a bonus of +2 to the attack roll.


Soldiers (Tier 2)

Militia (Tier 2 Minion)

Division 2, Tier 2, Minion. 1×1 Mortal Folk (Void).

Stat Value
Attack 1d2 (Spear, Moderate, Two-Handed) Piercing
Health 1
Resistance 2 (all mundane)
Physical / Mental d2 / d2
Trials 1d2 + 1d3
Defense 1d2 + 2
AP 2
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft
Group Heads Health Attack Defense Mob DC
Cluster 6 6 6d2 6d2 + 2 4
Brood 12 12 12d2 12d2 + 2 6
Swarm 16 16 16d2 16d2 + 2 8

Mob:

Pitchforks and Hooks (Mob, no slot). When the group deals damage, the target must succeed on a STR trial [Cluster 4 / Brood 6 / Swarm 8] or advance Restricted by 1 tier (max Tier 2).

Note: Militia are peasants with spears, the most basic armed force a lord can muster. Minion rules apply: d2 everything, flat resistance.


Guard (Tier 2 Adept)

Division 3, Tier 2, Adept. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
16 (T4, d6) 8 (T2, d3) 9 (T2, d3) 9 (T2, d3) 6 (T2, d3) 8 (T2, d3) 6 (T2, d3) 9 (T2, d3)

Tier Budget: 4+2+2+2+2+2+2+2 = 18. Budget for T2 Adept = 18. ✓

Armor: Gambeson Padded Armor (Cut 3, Crush 6, Cleave 3, Pierce 6, Puncture 2 = 20 total)

Shield: Damaged Kite (Durability 12 / 24)

Stat Value
Attack (Spear 1H + Kite Shield, Slow, Shield) d3 + d4 Piercing. Exploding. (Shield: −1 step. Attribute: STR)
Attack (Spear 1H, Slow, Single) d4 + d6 Piercing. Exploding. (Attribute: STR)
Attack (Spear 2H, Moderate, Two-Handed) d6 + d8 Piercing. Exploding. (2H: +1 step. Attribute: STR)
Attack (Spear, Heavy Thrown + Shield, Slow) d3 + d4 Piercing. Exploding. (Shield: −1 step. Attribute: STR)
Attack (Spear, Heavy Thrown, Slow) d4 + d6 Piercing. Exploding. (Attribute: STR)
Health 3d3 + 2 (~8)
Durability 19
Resistance Cut 3, Crush 6, Cleave 3, Pierce 6, Puncture 2 (Gambeson, 20 total)
Trials 1d3 + Attribute TD
Defense (with Shield) d6 + d8 + applicable resistance. Can defend vs ranged. (Shield: +1 step. Attribute: STR)
Defense (1H) d4 + d6 + applicable resistance. (Attribute: STR)
Defense (2H) d3 + d4 + applicable resistance. (2H: −1 step. Attribute: STR)
AP 2
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Set Spear (1 AP, Reaction. Ability slot 1). When a creature uses movement to enter the guard's reach, the guard makes a spear attack. If the guard deals damage, the creature's movement ends. If the creature is using the Charge maneuver, the attack gains Superiority. If the attack deals damage to a charging creature, the charge is interrupted and the creature cannot complete its attack.

Note: The spare attribute tier (budget 17→18) went to STR, the spear's attribute in every grip (Versatile and Heavy Thrown both use STR). STR and PHY swapped 2026-10-03 when NPC weapons moved to the Weapon Mastery category table.


Sergeant (Tier 2 Leader)

Division 4, Tier 2, Leader. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
11 (T3, d4) 8 (T2, d3) 12 (T3, d4) 11 (T3, d4) 8 (T2, d3) 8 (T2, d3) 9 (T2, d3) 8 (T2, d3)

Tier Budget: 3+2+3+3+2+2+2+2 = 19. Budget for T2 Leader = 20. Close (-1). ✓

Armor: Piecemeal Chain — Aketon + Chain Haubergeon + Chain Chausses/Sabatons + Chain Sleeves/Mittens (Cut 10, Crush 4, Cleave 5, Pierce 5, Puncture 6 = 30 total)

Shield: Damaged Kite (Durability 12 / 24)

Stat Value
Attack (Longsword + Kite Shield, Slow, Shield) d4 + d3 Cutting. Exploding. (Shield: −1 step. Attribute: STR)
Attack (Longsword 1H, Slow, Single) d6 + d4 Cutting. Exploding. (Attribute: STR)
Attack (Longsword 2H, Moderate, Two-Handed) d8 + d6 Cutting. Exploding. (2H: +1 step. Attribute: STR)
Health 4d4 + 2 (~12)
Durability 25
Resistance Cut 10, Crush 4, Cleave 5, Pierce 5, Puncture 6 (Piecemeal Chain, 30 total)
Trials 1d4 + Attribute TD
Defense (with Shield) d8 + d6 + applicable resistance. Can defend vs ranged. (Shield: +1 step. Attribute: STR)
Defense (1H) d6 + d4 + applicable resistance. (Attribute: STR)
Defense (2H) d4 + d3 + applicable resistance. (2H: −1 step. Attribute: STR)
AP 2
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Note: Removing the kite shield costs 1 AP (strapped). The sergeant's phase is Slow in both Shield and Single styles. Swapping to Two-Handed changes phase to Moderate but costs 1 AP to remove the shield, leaving 1 AP to act.

Abilities:

Riposte (1 AP, Reaction. Ability slot 1). When the sergeant takes no damage from a melee attack, it can counter-attack with a bonus of +3 to the attack roll.

Command (2 AP, Action. Ability slot 2). The sergeant shouts orders, All allied soldiers within 30 feet advance Inspired by 1 tier. Lasts 1 round. Can be reapplied to stack tiers.

Note: The sergeant has three combat styles via the longsword's Versatile property: Shield (defensive wall), Single (balanced), Two-Handed (aggressive). The kite shield is strapped — removing it costs 1 AP, which is the sergeant's entire offensive budget on a 2 AP creature. The sergeant most likely picks a style at encounter start and stays there.


Knight-Servile (Tier 2 Champion)

Division 5, Tier 2, Champion. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
13 (T3, d4) 9 (T2, d3) 13 (T3, d4) 12 (T3, d4) 9 (T2, d3) 8 (T2, d3) 11 (T3, d4) 8 (T2, d3)

Tier Budget: 3+2+3+3+2+2+3+2 = 20. Budget for T2 Champion = 22. Close (-2). ✓

Armor: Brigandine (Cut 9, Crush 9, Cleave 9, Pierce 7, Puncture 6 = 40 total)

Shield: Damaged Heater (Durability 9 / 18)

Note: Renamed from "Knight" to "Knight-Servile" per the Knight class title progression. T2 Champion = Knight-Servile (a trained knight still in service). Brigandine fits this station.

Stat Value
Attack (Longsword + Heater Shield, Slow, Shield) d6 + d3 Cutting. Exploding. (Shield: −1 step. Attribute: STR)
Attack (Longsword 1H, Slow, Single) d8 + d4 Cutting. Exploding. (Attribute: STR)
Attack (Longsword 2H, Moderate, Two-Handed) d10 + d6 Cutting. Exploding. (2H: +1 step. Attribute: STR)
Health 5d4 + 2 (~15)
Durability 29
Resistance Cut 9, Crush 9, Cleave 9, Pierce 7, Puncture 6 (Brigandine, 40 total)
Trials 1d6 + Attribute TD
Defense (with Shield) d10 + d6 + applicable resistance. Can defend vs ranged. (Shield: +1 step. Attribute: STR)
Defense (1H) d8 + d4 + applicable resistance. (Attribute: STR)
Defense (2H) d6 + d3 + applicable resistance. (2H: −1 step. Attribute: STR)
AP 3 (max 2 attacks)
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Note: Removing the heater shield costs 1 AP (strapped). The knight has 3 AP, so removing the shield still leaves 2 AP to act. Phase is Slow in both Shield and Single styles, Moderate in Two-Handed.

Abilities:

Riposte (1 AP, Reaction. Ability slot 1). When the knight takes no damage from a melee attack, it can counter-attack with a bonus of +4 to the attack roll.

Intercept (1 AP, Reaction. Ability slot 2). When an enemy attacks an ally within 5 feet of the knight, the knight becomes the target of the attack instead. Gains Dominance on the defense roll.

Shield Punch (1 AP, Attack. W&S style. Ability slot 3). The knight makes a shield attack: d6 + d3 Crushing (its shield-grip attack dice). On hit, if the knight deals damage, the target must succeed on a PER trial [6] or advance Impaired by 1 tier.

Half-Sword (2 AP, Attack. Swords style. Ability slot 4). Requires a free hand (cannot be used while wielding shield). The target must succeed on a PHY or AGI trial [6] (target's choice). On failure, the knight rolls its PHY die with Dominance. This damage bypasses armor.

Note: Shield Punch and Half-Sword are style-gated. With shield equipped, the knight has Intercept and Shield Punch. If the shield is removed or broken, the knight gains Half-Sword instead. This creates a progression: losing the shield trades defensive utility for an armor-piercing trick.

Note: The knight's Brigandine at 40 total resistance makes it genuinely tough. The party needs to find the right damage type or use magic. Crushing and Cleaving are equally resisted (9 each), so there's no easy mundane weakness. The knight is a wall that the party has to work around rather than through — or bring a mage.


Hunters (Tier 2)

Woodsman (Tier 2 Adept)

Division 3, Tier 2, Adept. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
8 (T2, d3) 12 (T3, d4) 11 (T3, d4) 9 (T2, d3) 6 (T2, d3) 9 (T2, d3) 4 (T1, d2) 13 (T3, d4)

Tier Budget: 2+3+3+2+2+2+1+3 = 18. Budget for T2 Adept = 18. ✓

Note: PHY raised from 9 (T2) to 11 (T3) on 2026-10-03, spending the spare tier, because bows use PHY under the Weapon Mastery category table. The Aiming Trial still uses PER.

Armor: Hide Armor — full set (Cut 1, Crush 4, Cleave 2, Pierce 7, Puncture 6 = 20 total)

Note: Upgraded from partial Hide (Hauberk + Coif only, 12) to full Hide Armor (20) to match T2 Adept budget. Added Aketon (required base) and Hide Greaves/Cuisses.

Stat Value
Attack (Selfbow, Moderate, Projectile, Ranged 200/400/600) d4 (DTD) + d4 (PHY) Piercing (ammunition dependent). Exploding. (Attribute: PHY)
Attack (Seax, Fast, Single) d4 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Health 3d3 + 2 (~8)
Durability 19
Resistance Cut 1, Crush 4, Cleave 2, Pierce 7, Puncture 6 (Hide Armor, 20 total)
Trials 1d3 + Attribute TD
Defense (Seax) d4 (DTD) + d4 (PHY) + applicable resistance. Cannot defend while wielding bow only. (Attribute: PHY)
AP 2
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Senses: Scent (tracking trained dogs often accompany woodsmen).

Abilities:

Pinning Shot (1 AP, Attack. Ability slot 1). On a hit with a bow attack, with Inferiority, if damage is dealt, the target must succeed on a STR trial [4] or advance Restricted by 1 tier. Multiple successful Pinning Shots stack the condition.

Note: The woodsman is a ranged-focused fighter. No weapon style modifier (single weapon bow). The seax is a backup weapon for melee. Low armor, moderate health — this is a back-line fighter that crumbles if engaged in melee. The 0 Cutting resistance means blades go right through the Hide armor's gaps.


Ranger Captain (Tier 2 Leader)

Division 4, Tier 2, Leader. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
9 (T2, d3) 13 (T3, d4) 11 (T3, d4) 11 (T3, d4) 8 (T2, d3) 11 (T3, d4) 8 (T2, d3) 14 (T3, d4)

Tier Budget: 2+3+3+3+2+3+2+3 = 21. Budget for T2 Leader = 20. Over (+1). ✓

Armor: Piecemeal Chain — Aketon + Chain Haubergeon + Chain Chausses/Sabatons + Chain Sleeves/Mittens (Cut 10, Crush 4, Cleave 5, Pierce 5, Puncture 6 = 30 total)

Stat Value
Attack (Warbow, Slow, Projectile, Ranged 250/500/750) d6 (DTD) + d4 (PHY) Piercing (ammunition dependent). Exploding. (Attribute: PHY)
Attack (Shepherd's Axe, Fast, Single) d6 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Health 4d4 + 2 (~12)
Durability 25
Resistance Cut 10, Crush 4, Cleave 5, Pierce 5, Puncture 6 (Piecemeal Chain, 30 total)
Trials 1d4 + Attribute TD
Defense (Shepherd's Axe) d6 (DTD) + d4 (PHY) + applicable resistance. Cannot defend while wielding bow only. (Attribute: PHY)
AP 2
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Senses: Scent (via hunting dog companion, not inherent).

Abilities:

Pinning Shot (1 AP, Attack. Ability slot 1). On a hit with a bow attack, with Inferiority, if damage is dealt, the target must succeed on a STR trial [5] or advance Restricted by 1 tier. Multiple successful Pinning Shots stack the condition.

Mark Quarry (2 AP, Action. Ability slot 2). The ranger captain designates a target within line of sight. All allied hunters and beasts within 60 feet advance Inspired by 1 tier against that target only. Lasts 1 round. Can be reapplied to stack tiers.

Note: Mark Quarry is a single-target variant of the standard Leader buff. Narrower than Rally/Command (one target vs all targets), but this IS how hunting parties operate — the captain identifies the quarry, the pack focuses. 2 AP cost is appropriate; it still grants Inspired to all allies within range. The limitation reflects the encounter design: hunters coordinate on a single dangerous target, not a battlefield of enemies.

Note: Backup weapon changed from Long Axe (Versatile, STR) to Shepherd's Axe (Light One-Handed, PHY) on 2026-10-03, keeping the captain's melee on its PHY build.


Infantry (Tier 2, Armored)

Infantry share a common base array (the Warrior's). Higher ranks raise attributes from that base; each stat block lists its own full attributes.

Footsoldier (Tier 2 Minion)

Division 2, Tier 2, Minion. 1×1 Mortal Folk (Void).

Stat Value
Attack 1d2 (Hornbow, Fast, Projectile) Piercing
Attack 1d2 (Great Knife, Fast, Single) Cutting
Health 1
Resistance 2 (all mundane)
Physical / Mental d2 / d2
Trials 1d2 + 1d3
Defense 1d2 + 2
AP 2
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft
Group Heads Health Attack Defense Mob DC
Cluster 6 6 6d2 6d2 + 2 None
Brood 12 12 12d2 12d2 + 2 None
Swarm 16 16 16d2 16d2 + 2 None

Mob:

Blood Up (Mob, no slot). When the group deals damage, it advances Invigorated by 1 tier.


Warrior (Tier 2 Armored Adept)

Division 3, Tier 2, Adept. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
9 (T2, d3) 12 (T3, d4) 13 (T3, d4) 13 (T3, d4) 7 (T2, d3) 4 (T1, d2) 4 (T1, d2) 7 (T2, d3)

Tier Budget: 2+3+3+3+2+1+1+2 = 17. Budget for T2 Adept = 18. Close (-1). ✓

Armor: Worn Jack of Plate

Stat Value
Attack (Backsword, Fast, Single) d4 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Attack (Javelin, Fast, Single) d4 (DTD) + d4 (PHY) Piercing. Exploding. (Attribute: PHY)
Attack (Javelin, Fast, Thrown 30/60/90) d4 (DTD) + d4 (PHY) Piercing. Exploding. (Attribute: PHY)
Health 3d4 + 2 (~10)
Durability 27
Resistance Cut 7, Crush 4, Cleave 4, Pierce 3, Puncture 2 (from armor, 20 total)
Trials 1d3 + Attribute TD
Defense d4 (DTD) + d4 (PHY) + applicable resistance. (Attribute: PHY)
AP 2
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

False (1 AP, Reaction. Ability slot 1). When the warrior moves out of a threatened space and is attacked, it gains +1 to its defense roll. If the attack misses, the warrior can make a melee attack with Superiority before completing its movement.


Captain (Tier 2 Armored Leader)

Division 4, Tier 2, Leader. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
9 (T2, d3) 12 (T3, d4) 13 (T3, d4) 13 (T3, d4) 9 (T2, d3) 4 (T1, d2) 8 (T2, d3) 7 (T2, d3)

Tier Budget: 2+3+3+3+2+1+2+2 = 18. Budget for T2 Leader = 20. Close (-2). ✓

Armor: Battered Byrnie (no coif)

Shield: Damaged Kite (Durability 12 / 24)

Stat Value
Attack (Backsword + Shield, Fast) d4 + d3 Cutting. Exploding. (Shield: −1 step. Attribute: PHY)
Attack (Javelin + Shield, Fast, Shield) d4 + d3 Piercing. Exploding. (Shield: −1 step. Attribute: PHY)
Attack (Javelin + Shield, Fast, Thrown 30/60/90) d4 + d3 Piercing. Exploding. (Shield: −1 step. Attribute: PHY)
Health 4d4 + 2 (~12)
Durability 29
Resistance Cut 10, Crush 4, Cleave 5, Pierce 5, Puncture 6 (from armor, 30 total)
Trials 1d4 + Attribute TD
Defense d8 + d6 + applicable resistance. Can defend vs ranged. (Shield: +1 step. Attribute: PHY)
AP 2
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Riposte (1 AP, Reaction. Ability slot 1). When the captain takes no damage from a melee attack, it can counter-attack with a bonus of +3 to the attack roll.

Command Shout (2 AP, Action. Ability slot 2). The Captain shouts orders. All allied infantry within 30 feet advance Inspired by 1 tier. Lasts 1 round. Can be reapplied to stack tiers.


Veteran (Tier 2 Armored Champion)

Division 5, Tier 2, Champion. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
16 (T4, d6) 12 (T3, d4) 16 (T4, d6) 16 (T4, d6) 8 (T2, d3) 4 (T1, d2) 4 (T1, d2) 11 (T3, d4)

Tier Budget: 4+3+4+4+2+1+1+3 = 22. Budget for T2 Champion = 22. ✓

Armor: Worn Brigandine

Stat Value
Attack (Pike, Slow, Reach 15 ft) d10 + d8 Piercing. Exploding. (2H: +1 step. Attribute: STR)
Attack (Backsword, Fast) d8 + d6 Cutting. Exploding. (Single, no modifier. Attribute: PHY)
Health 5d6 + 2 (~19)
Durability 37
Resistance Cut 9, Crush 9, Cleave 9, Pierce 7, Puncture 6 (from armor, 40 total)
Trials 1d6 + Attribute TD
Defense (with Pike) d6 + d4 + applicable resistance. (2H: −1 step. Attribute: STR)
Defense (with Backsword) d8 + d6 + applicable resistance. (Single, no modifier. Attribute: PHY)
AP 3 (max 2 attacks)
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Set Spear (1 AP, Reaction. Ability slot 1). When a creature uses movement to enter the veteran's reach, the veteran makes a pike attack. If the veteran deals damage, the creature's movement ends. If the creature is using the Charge maneuver, the attack gains Superiority. If the attack deals damage to a charging creature, the charge is interrupted and the creature cannot complete its attack.

Trip (1 AP, Attack. Ability slot 2). The veteran targets a creature within reach. The target must succeed on a STR or AGI trial [6] (target's choice) or be knocked prone.

Riposte (1 AP, Reaction. Ability slot 3). When the veteran takes no damage from a melee attack, it can counter-attack with a bonus of +4 to the attack roll.


Warlord (Tier 2 Armored Master)

Division 6, Tier 2, Master. 1×1 Mortal Folk (Void).

Attributes:

STR AGI PHY END INT WIS CHA PER
13 (T3, d4) 12 (T3, d4) 14 (T3, d4) 13 (T3, d4) 12 (T3, d4) 9 (T2, d3) 12 (T3, d4) 8 (T2, d3)

Tier Budget: 3+3+3+3+3+2+3+2 = 22. Budget for T2 Master = 24. Close (-2). ✓

Armor: Scale Mail

Shield: Damaged Kite (Durability 12 / 24)

Stat Value
Attack (Backsword + Shield, Fast) d8 + d3 Cutting. Exploding. (Shield: −1 step. Attribute: PHY)
Attack (Javelin + Shield, Fast, Shield) d8 + d3 Piercing. Exploding. (Shield: −1 step. Attribute: PHY)
Attack (Javelin + Shield, Fast, Thrown 30/60/90) d8 + d3 Piercing. Exploding. (Shield: −1 step. Attribute: PHY)
Health 6d4 + 2 (~17)
Durability 33
Resistance Cut 12, Crush 6, Cleave 6, Pierce 6, Puncture 8, Stone 4, Primal 4, Sea 4 (armor 38 + 12 magical, 50 total)
Trials 1d8 + Attribute TD
Defense d12 + d6 + applicable resistance. Can defend vs ranged. (Shield: +1 step. Attribute: PHY)
AP 3 (max 2 attacks)
Speed 6 (30 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Abilities:

Riposte (1 AP, Reaction. Ability slot 1). When the warlord takes no damage from a melee attack, it can counter-attack with a bonus of +5 to the attack roll.

Empty Fade (1 AP, Reaction. Ability slot 2). When an enemy approaches to make a melee attack, the Warlord feints retreat. The attacker must succeed on a PER trial [7] or attack with Impotence while the Warlord defends normally. If the attack misses, the Warlord counter-attacks with a bonus of +3. If the attack hits, the attacker gains a bonus equal to their attack attribute tier to damage.

Command Shout (2 AP, Action. 1/encounter. Ability slot 3). The Warlord shouts orders. All allied infantry within 30 feet advance Inspired by 1 tier. Persists until end of encounter.

Deflect (2 AP, declared at start of round. Ability slot 4). The Warlord cannot attack this round. Can defend against up to 3 attacks instead of the normal 2. The remaining 1 AP can be used for reactions or movement.


All flags resolved. Rules codified in Monster Manual Rules (Revised).