Half Orc, Veteran Soldier
Half-Orc Veteran Soldier
Half-Orc, U Medium Humanoid (Greenblood)
Simple Monster, XP 1600
Level 8 (+4)
"Alright then! When they weaken the front lines, you mongrels are going to come in from the sides! It might be confusing with all the bodies flying around, but just remember, anything weaker than you is the enemy!"
——Grask Brachfang, Half-Orc Commander
The veteran Half-Orc has seen more than a few battles and managed to survive with most of its body parts intact. They have since learned the wisdom of metal armor and the use of shields, either procuring better equipment from the spoils of the battlefield or taking them from the armory before the others got all the best stuff. Given the growing prowess and strength of the veteran, they are usually given little objection when taking what they want. On the battlefield they are powerful warriors, making up for their lack of formal training with practical experience and brute force.
Awareness
19
Senses
Darkvision
Initiative
14/1d10
Hitpoints: 108
Healing Value: 21
Resilience: +4
Morale
1
AC
22/27
|
Touch
18
|
Fort
19
|
Reflex
18
|
Will
15
|
Defenses
Resistances: Weapon (DR 1), Daze Resist (1)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 19
|
DEX
11 / 14
|
CON
15 / 18
|
INT
9 / 11
|
WIS
12 / 14
|
CHA
8 / 10
|
Special Actions
Steadfast (Half-Orc Racial ability)
When making a saving throw, may choose to reroll a single die. (Basic)
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+11 vs AC (ArN 2)
Battleaxe
2d8+5 Chopping damage
Melee Reach 5ft
+8P vs AC (ArN 2)
Hand Crossbow
2d6+2 Piercing damage
Range 50ft
2d8+6 Bludgeoning damage
Grapple +8
Special Attacks (3 AP)
Cornered
Make a Battleaxe attack. On a hit, deal +1d8 damage and if the target moves within the next 8 segments, it grants an Opportunity to the Veteran Solider. (Advanced)
Stay There
Pinning Shot
Make a Hand Crossbow attack. On a hit, the target is Confined [SE, ST 3d10 vs STR]. (Advanced)
Immediate Actions
+10 vs AC
Shield Bash
Opportunity Action
On a hit, the target suffers 2d6+3 Bludgeoning damage and it is Confined until the end of the segment. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
55 ft
|
Overland Movement
30 mi/day
Qualities
- Imposing: Gain a +2 racial bonus to Coercion checks. (inc.)
- Orcish Hide: Damage Reduction to Weapon Damage equal to [½ x Physical Rank]. (inc.)
- Thick Headed: Daze Resistance (1). (inc.)
- Orcish Fortitude: +2 racial bonus to Fortitude. (inc.)
Skills: Rank 3 Balance [+2], Rank 3 Climb [+3], Rank 2 Jump [+0], Rank 3 Riding [+1], Rank 1 Stealth [-3], Rank 1 Swim [-1], Rank 4 Listen [+8], Rank 5 Spot [+10], Rank 1 Hunting [+2], Rank 2 Orienteering [+4], Rank 2 Survival [+5], Rank 2 Investigate [+4], Rank 3 Martial Pract. [+7], Rank 4 Coercion [+12], Rank 1 Deception [+1], Rank 2 Manipulation [+3], Rank 1 Persuasion [+2], Rank 3 Bravery [+6], Rank 3 Intuition [+6], Rank 2 Suspicion [+4]
Feats: Heavy Hitter, Improved Speed
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Martial
Combat Training: Melee 3, Ranged 2, Parry 3, Fort 2, Reflex 2, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Byrnie,
Charm
-1
|
Coercion
+12
|
Deception
+1
|
Manipulation
+3
|
Persuasion
+2
|
Aloofness
-1
|
Bravery
+6
|
Intuition
+6
|
Tolerance
-1
|
Suspicion
+4
|
Social
Composure: 12
Languages: Common
Motives:
Prejudices: