Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Human, Darokinian

by John Walter Biles

The nation of Darokin is noted for its merchants and artisans, but also for its unusual military of pikemen.

Darokinian Experienced Archer Level 1 Artillery
Medium natural humanoid XP 100
Initiative +3 Senses Perception +0
HP 28; Bloodied 14
AC 15; Fortitude 14, Reflex 14, Will 12
Saves +2 vs. Fear Effects
Speed 6
r Precise Shooting (standard; at-will) | Weapon
Ranged 15/30; +8 vs. AC; 1d10+3 damage and +2 to an ally to hit the target before the end of your next turn.
m Rapier (standard; at-will) | Weapon
+6 vs. AC; 1d6+3 damage and +2 to AC against that target until the end of his next turn.
Alignment Unaligned Languages Common + one other
Skills Endurance +8, Streetwise +6
Str 13 (+1) Dex 16 (+3) Wis 11 (+0)
Con 16 (+3) Int 10 (+0) Cha 12 (+1)
Equipment Leather with Breastplate, Longbow, Rapier

Darokinian Archers learn to fire in volleys and coordinate their fire to support each other. They are usually shielded from attack by Darokinian Pikemen.

Darokinian Archer Formation Level 6 Artillery
Huge natural humanoid XP 250
Initiative +7 Senses Perception +10
HP 61; Bloodied 30
AC 18; Fortitude 19, Reflex 19, Will 17
Saves +2 vs. Fear Effects
Speed 6
r Precise Shooting (standard; at-will) | Weapon
Ranged 15/30; +13 vs. AC; 1d10+4 damage and +2 to an ally to hit the target before the end of your next turn.
m Rapier (standard; at-will) | Weapon
+11 vs. AC; 1d6+4 damage and +2 to AC against that target until the end of his next turn.
Arrow Storm (standard; Refresh 5-6) | Weapon
Burst 1 within 10 squares; +13 vs. AC; 3d6+4 damage
Alignment Unaligned Languages Common + one other
Skills Endurance +12
Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
Con 19 (+7) Int 13 (+4) Cha 15 (+5)
Equipment Leather with Breastplate, Longbow, Rapier

This is a force of 20 massed Darokinian archers with 2 sergeants, operating in a tight, fixed formation according to drill. This can only be deployed in open areas very well.

Darokinian Captain Level 3 Skirmisher
Medium natural humanoid XP 150
Initiative +5 Senses Perception +6
HP 49; Bloodied 24
AC 17; Fortitude 15, Reflex 15, Will 13
Saves +2 vs. Fear Effects
Speed 6; 8 on Horseback
m Rapier (standard; at-will) | Weapon
+6 vs. Reflex; 1d6+5 damage and +2 to AC against that target until the end of his next turn.
Captain’s Command (Standard; at-will) | Martial
The Captain enables an ally adjacent to his chosen target to make a basic Melee attack on that target.
Slashing Ride-by (standard; Refresh 4-6 | Charge, Weapon
The Captain moves up to 6 or 8 on horseback, then takes a Rapier attack on the target at some point during the movement without drawing any opportunity attacks from his target. He still may draw them from others but gets +2 to his AC against them.
Captain Commander
Any ally adjacent to the Captain adds +1 to AC as he coordinates defence.
Alignment Unaligned Languages Common + one other
Skills Diplomacy +7, Endurance +8, History +9
Str 12 (+2) Dex 14 (+3) Wis 11 (+1)
Con 17 (+4) Int 17 (+4) Cha 13 (+2)
Equipment Leather with Breastplate, Rapier, Warhorse

Captains command a company of a hundred men broken into ten squads each commanded by a Sergeant. Some command forces all of one unit type, while others command mixed forces.

Darokinian Cavalry Level 1 Brute
Medium natural humanoid XP 100
Initiative +3 Senses Perception +6
HP 28; Bloodied 14
AC 15; Fortitude 14, Reflex 12, Will 12
Saves +2 vs. Fear Effects
Speed 6; 8 on Horseback
m Rapier (standard; at-will) | Weapon
+2 vs. Reflex; 1d6+5 damage and +2 to AC against that target until the end of his next turn.
M Lance Charge (standard; at-will) | Charge, Weapon
The Cavalryman moves up to 8 squares, then attacks: Reach 2; +4 vs. AC; 2d6+8 damage and prone.
Mounted Cavalry
Darokinian Cavalry count as having the Mounted Combat feat.
Alignment Unaligned Languages Common + one other
Skills Endurance +8, Nature +6
Str 16 (+3) Dex 13 (+1) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 11 (+0)
Equipment Leather with Breastplate, Lance, Rapier, Warhorse

Cavalry Stats include the rider bonus for riding a warhorse. Cavalry performs as scouts and explorers; in battle, they are shock troops, who break up enemy formations with their charges, then ride down the survivors.

Darokinian Cavalry Formation Level 6 Brute
Huge natural humanoid XP 250
Initiative +5 Senses Perception +10
HP 89; Bloodied 44
AC 18; Fortitude 19, Reflex 18, Will 18
Saves +2 vs. Fear Effects
Speed 6; 8 on Horseback
m Rapier (standard; at-will) | Weapon
+7 vs. Reflex; 1d6+6 damage and +2 to AC against that target until the end of his next turn.
M Lance Charge (standard; at-will) | Charge, Weapon
The Cavalry Formation moves up to 8 squares, then attacks: Reach 2; +4 vs. AC; 2d8+9 damage and prone.
Mounted Cavalry
Darokinian Cavalry count as having the Mounted Combat feat.
Alignment Unaligned Languages Common + one other
Skills Endurance +11, Nature +10
Str 19 (+6) Dex 16 (+5) Wis 15 (+5)
Con 19 (+6) Int 13 (+4) Cha 14 (+4)
Equipment Leather with Breastplate, Lance, Rapier, Warhorse

Cavalry Stats include the rider bonus for riding a warhorse. This is a force of 10 massed Darokinian Cavalry with 1 sergeant, operating in a tight, fixed formation according to drill. This can only be deployed in open areas very well.

Darokinian Legionate Level 4 Controller
Medium natural humanoid XP 175
Initiative +6 Senses Perception +9
HP 58; Bloodied 29
AC 18; Fortitude 17, Reflex 17, Will 15
Saves +2 vs. Fear Effects
Speed 6; 8 on Horseback
m Rapier (standard; at-will) | Weapon
+8 vs. Reflex; 1d6+6 damage and +2 to AC against that target until the end of his next turn.
Wound Enemy Morale (Standard; at-will) | Charm, Martial, Psychic
Burst 1 within 10; +8 vs. Will; 1d6+4 Psychic damage
Exploit Terrain (standard; Refresh 5-6) | Martial, Psychic
The Legionate manipulates his foes into advancing poorly and injuring themselves and breaking their formations along the way.
Burst 2 within 10; +8 vs. Reflex; 3d6+4 Psychic Damage and terrain counts as difficult terrain until the end of his next turn.
Legionate Defence Skills
Any ally adjacent to the Legionate adds +1 to AC as he coordinates defence.
Alignment Unaligned Languages Common + one other
Skills Diplomacy +9, Endurance +11, History +11
Str 13 (+3) Dex 15 (+4) Wis 12 (+3)
Con 18 (+6) Int 18 (+6) Cha 14 (+4)
Equipment Leather with Breastplate, Rapier, Warhorse

Darokin Legionates control a Legion of 1000 men divided into ten companies, each headed by a Captain. They never enter melee combat if they can help it, instead using their abilities to support their troops.

Darokinian Experienced Pikeman Level 1 Soldier
Medium natural humanoid XP 100
Initiative +3 Senses Perception +0
HP 32; Bloodied 16
AC 17; Fortitude 14, Reflex 12, Will 12
Saves +2 vs. Fear Effects
Speed 6
m Pike (standard; at-will) | Weapon
Reach 2; +8 vs. AC; 1d10+3 damage
Threatening Reach
Darokinian Pikemen threaten any square within their reach for purposes of determining opportunity attacks.
Alignment Unaligned Languages Common + one other
Skills Endurance +8, Streetwise +6
Str 16 (+3) Dex 13 (+1) Wis 11 (+0)
Con 16 (+3) Int 10 (+0) Cha 12 (+1)
Equipment Leather with Breastplate, Buckler Shield, Pike

Well trained and drilled, Darokinian pikemen learn to form a solid wall of pikes to block enemy advance upon them. They are usually backed by archers and cavalry.

Darokinian New Recruit Level 1 Minion
Medium natural humanoid XP 25
Initiative +1 Senses Perception +0
HP 1; A missed attack never kills a Minion
AC 15; Fortitude 12, Reflex 12, Will 12
Saves +2 vs. Fear Effects
Speed 6
m Pike (standard; at-will) | Weapon
Reach 2; +5 vs. AC; 4 damage
R Longbow (standard; at-will) | Weapon
Ranged 15; +4 vs. AC; 4 damage
Threatening Reach
Darokinian Pikemen threaten any square within their reach for purposes of determining opportunity attacks.
Alignment Unaligned Languages Common + one other
Skills Endurance +7, Streetwise +6
Str 14 (+2) Dex 13 (+1) Wis 11 (+0)
Con 14 (+2) Int 10 (+0) Cha 12 (+1)
Equipment Leather with Breastplate, Buckler Shield, Pike or Longbow

Darokinian novice soldiers are not so tough or skilled as the real thing; most squads are a mix of new recruits and experienced soldiers.

Darokinian Pike Formation Level 6 Soldier
Huge natural humanoid XP 250
Aura 1; anyone who begins their turn in the aura suffers a basic attack from the Formation.
Initiative +8 Senses Perception +5
HP 75; Bloodied 37
AC 22; Fortitude 19, Reflex 18, Will 17
Saves +2 vs. Fear Effects
Speed 6
m Pike (standard; at-will) | Weapon
Reach 2; +13 vs. AC; 1d10+4 damage
Push of Pike (standard; at-will) | Weapon
Reach 2; +11 vs. Fortitude; 1d6+5 damage and push 2
Face the Porcupine (Immediate Reaction; Refresh 5-6) | Weapon
When a foe within their reach misses with a melee, area, or ranged attack, they get an immediate Pike or Push of Pike action against them.
Threatening Reach
Darokinian Pikemen threaten any square within their reach for purposes of determining opportunity attacks.
Alignment Unaligned Languages Common + one other
Skills Athletics +12, Endurance +12
Str 19 (+7) Dex 16 (+6) Wis 14 (+5)
Con 19 (+7) Int 13 (+4) Cha 15 (+5)
Equipment Leather with Breastplate, Buckler Shield, Pike

This is a force of 20 massed Darokinian pikemen with 2 sergeants, operating in a tight, fixed formation according to drill. This can only be deployed in open areas very well.

Darokinian Pike Sergeant Level 2 Soldier
Medium natural humanoid XP 125
Initiative +5 Senses Perception +7
HP 41; Bloodied 20
AC 18; Fortitude 15, Reflex 13, Will 13
Saves +2 vs. Fear Effects
Speed 6
m Pike (standard; at-will) | Weapon
Reach 2; +9 vs. AC; 1d10+3 damage
m Rapier (standard; at-will) | Weapon
+7 vs. Reflex; 1d6+3 damage and +2 to AC against that target until the end of his next turn.
Threatening Reach
Darokinian Sergeants threaten any square within their reach for purposes of determining opportunity attacks.
Alignment Unaligned Languages Common + one other
Skills Endurance +9, Intimidate +7, Streetwise +7
Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
Con 17 (+4) Int 11 (+1) Cha 13 (+2)
Equipment Leather with Breastplate, Buckler Shield, Pike, Rapier

Sergeants typically command units of 10 men of a given type.