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Human, Karameikan

by John Walter Biles

Black Eagle Grunts Level 1 Minion
Medium natural humanoid XP 25
Initiative +3 Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 12, Will 11
Speed 6
m Longsword (standard; at-will) | Weapon
+5 vs. AC; 4 damage.
Formation Fighters
The Black Eagle Grunt adds +1 to its defences (+3 vs. Intimidate or Fear effects) if adjacent to another creature employed by the Black Eagle or Bargle.
Alignment Evil Languages Common
Skills Athletics +7, Intimidate +4
Str 15 (+2) Dex 12 (+1) Wis 10 (+0)
Con 12 (+1) Int 9 (1) Cha 8 (-1)
Equipment Leather Armour, Shield, Spear

These form the core of the Black Eagle's forces, thugs, bullies, and robbers who serve the important job of 'fireball fodder'. They are a mixture of Traladarans, Thyatians, and Hattians, with a smattering of thugs from other lands.

Black Eagle Sniper, Level 1 Artillery
Medium natural humanoid XP 100
Initiative +4 Senses Perception +1
HP 24 Bloodied 12
AC 13; Fortitude 12, Reflex 13, Will 11
Speed 6
r Crossbow (standard; at-will) | Weapon
+9 vs. AC; 1d10+3 damage and any Black Eagle Snipers gain a +2 Sniper Bonus to hit the target until the end of the target's next round.
m Short Sword (standard; at-will) | Weapon
+6 vs. AC; 1d6+1 damage.
Snipers
Add +1d6 damage if attacking from cover or concealment or by surprise
Alignment Evil Languages Common
Skills Acrobatics +7, Stealth +7
Str 12 (+2) Dex 15 (+2) Wis 10 (+0)
Con 12 (+1) Int 9 (1) Cha 8 (-1)
Equipment Leather Armour, Crossbow, 30 bolts, Shortsword

Some of the Black Eagle's men show more talent for sniping things at range; they rise out of the mass of grunts to become snipers. They are generally dark-haired, moustached humans, often Hattians.

Black Eagle Storm Soldier, Level 2 Soldier
Medium natural humanoid XP 125
Initiative +5 Senses Perception +3
HP 41 Bloodied 20
AC 18; Fortitude 15, Reflex 14, Will 14
Saving Throws +1 (Human), +3 vs. Charm or Fear (Discipline)
Speed 5
m Crossbow (standard; at-will) | Weapon
+8 vs. AC; 1d10+2 damage
m Longsword (standard; at-will) | Weapon
+9 vs. AC; 1d8+4 damage and target must choose between being prone and pushed 1 square (but the Storm Soldier determines where the victim is pushed)
m Defensive Stance (standard; at-will) | Weapon
+9 vs. AC; 1d6+3 damage and the Storm Soldier adds +2 to his own AC until the end of his next turn.
Fanatical Loyalty
Any time the Storm Soldier is somehow coerced by powers, rituals, or whatever into attacking an ally who serves the Black Eagle, he makes a saving throw at +3. If he makes it, he attacks himself instead. If he hits himself, he gets a bonus +2 to any saves he gets against the effect to throw it off at the end of his turn.
Alignment Evil Languages Common (thick Hattian accent)
Skills Athletics +9, Endurance +9, Heal +8, History +7, Intimidate +5
Str 17 (+4) Dex 14 (+3) Wis 14 (+3)
Con 17 (+4) Int 13 (+2) Cha 9 (+0)
Equipment Chainmail, Longsword, Shield, Crossbow

These are the elite forces of the Black Eagle, the hard core of Hattian Storm Soldiers still loyal to him despite his many violations of their official doctrines back home. These men now swear to the Black Eagle and look to him for glory or death. As if they go back home, they'll probably be killed.

Captain Mikel of the Specularum City Guard (Phorsis Guard / First Military Division), Level 4 Elite Soldier
Medium natural humanoid XP 350
Initiative +6 Senses Perception +8
HP 116; Bloodied 58
AC 22; Fortitude 20, Reflex 18, Will 15
Saving Throws +2 Action Points 1
Speed 5 (8 on Warhorse)
m Longsword (standard; at-will) | Martial, Weapon
+11 vs. AC; 1d10 +4 damage.
r Crossbow (standard; at-will) | Martial, Weapon
Ranged 15/30; +11 vs. AC; 1d8+4 damage
Battle Commander (standard; at-will) | Martial, Weapon
One adjacent ally may make a basic melee or ranged attack on the target, who must be adjacent either to Captain Mikel or the ally.
Warlord's Strike (standard; encounter) | Martial, Weapon
+11 vs. AC; 3d6+4 damage and all allies do +2 damage to the target until the end of his next turn.
Defensive Coordinator
All allies adjacent to him gain +1 to all defences
Alignment Unaligned Languages Common, Traladaran
Skills Athletics +11, Endurance +11, History +9, Insight +8, Streetwise +8
Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Con 18 (+6) Int 14 (+4) Cha 13 (+3)
Equipment Scale Armour, Light Shield, Longsword, Crossbow, Warhorse

Captain Mikel is a Traladaran and proud to serve the Grand Duke and proud to be in charge of the defence of the greatest city of the Realm. He has largely assimilated to Thyatian culture (such as it is in Karameikos) and now attends the Church of Karameikos, causing some of his own kin to regard him as a traitor. But as he sees it, Grand Duke Stefan is the one who will finally return Traladarans to glory after centuries of butchering each other. What sort of idiot wants to return to the bad old days???

Karameikan Ducal Guardsmen (Second Military Division), Level 2 Soldier
Medium natural humanoid XP 125
Initiative +4 Senses Perception +7
HP 41; Bloodied 20
AC 18; Fortitude 15, Reflex 14, Will 13
Resist Psychic 5 (Iron Discipline)
Saving Throws +1 for being Human, +3 vs. Charm or Fear (high discipline) effects
Speed 6
m Greatsword (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d10 +3 damage.
r Crossbow (standard; at-will) | Martial, Weapon
Ranged 15/30; +9 vs. AC; 1d8+2 damage
M Great Shove (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d10 +3 damage and push 1
Coordinated Advance (move; encounter)
The Ducal Guardsman and 2 adjacent allies all can shift up to 3 squares, gaining +2 to all defences until the end of his next turn. (This defence bonus does not stack if other guardsmen use the same power on them with overlapping durations.)
Alignment Good Languages Common, Traladaran
Skills Athletics +9, Endurance +9, Streetwise +7
Str 17 (+4) Dex 14 (+3) Wis 13 (+2)
Con 17 (+4) Int 11 (+1) Cha 12 (+2)
Equip: Plate Armour, Greatsword, Crossbow, Ducal Badge

The Ducal Guard, 122 strong (2 60 man companies each headed by a level 3 lieutenant), believe themselves the finest unit in the army of Karameikos, though the Elvenguard would and does dispute this, in a friendly sort of way. They protect the Grand Duke's castle and members of his family and are called in as SWAT teams by the Specularum City Guard in times of emergency. They are very highly disciplined.

Karameikan Fourth and Fifth Division Soldiers, Level 1 Skirmishers
Medium natural humanoid XP 100
Initiative +4 Senses Perception +6
HP 32; Bloodied 16
AC 15; Fortitude 15, Reflex 13, Will 12
Speed 6
m Flail (standard; at-will) | Martial, Weapon
+6 vs. AC; 1d10 +2 damage.
r Crossbow (standard; at-will) | Martial, Weapon
Ranged 15/30; +6 vs. AC; 1d8+2 damage
Mobile Assault (standard; at-will) | Martial, Weapon
The Soldier may shift one square before or after the attack; +6 vs. AC; 1d10 +2 damage.
Group Attack
+1d6 damage when adjacent to 2 or more allies
Hill and Mountainwalk
Used to operations in rough terrain, they count hill and mountain difficult terrain as normal terrain for movement.
Alignment Unaligned Languages Common, Traladaran
Skills Athletics +7, Endurance +8, Nature +6
Str 14 (+2) Dex 15 (+2) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 11 (+0)
Equipment Leather Armour, Lt. Shield, Flail, Crossbow (20%), Warhorse (20%)

The Karameikan Fourth and Fifth Divisions (3 and 2 244 man battalions respectively) man the five main fortresses of Karameikos for the Duke. About 1 in five has a crossbow and another one in five have riding horses, allowing them to operate as light cavalry. They often operate in rough wilderness and have the survival skills needed. Unless defending a fortress, they favour hit and run tactics, moving in to strike, then shifting away and disengaging again after the attack. They are commanded by second level sergeants, third level lieutenants, and a fourth level captain for each battalion. A fifth level major commands each Division.

Karameikan Militiaman, Level 1 Minion
Medium natural humanoid XP 25
Initiative +1 Senses Perception +1
HP 1; a missed attack never kills a minion
AC 15; Fortitude 13, Reflex 12, Will 12
Speed 6
m Spear (standard; at-will) | Martial, Weapon
+5 vs. AC; 4 damage.
r Sling (standard; at-will) | Martial, Weapon
Ranged 10/20; +4 vs. AC; 4 damage
Alignment Unaligned Languages Common, Traladaran
Skills Athletics +7, Endurance +7, Nature +6
Str 14 (+2) Dex 13 (+1) Wis 12 (+1)
Con 14 (+2) Int 10 (+0) Cha 11 (+0)
Equipment Leather Armour, Lt. Shield, Spear or Sling

Karameikan militia is organised the same as other military forces of Karameikos except that it is substantially lower in quality. It is only called out in emergencies...for whatever it is worth.

Specularum City Guardsman (Phorsis Guard / First Military Division), Level 1 Artillery
Medium natural humanoid XP 100
Initiative +3 Senses Perception +6
HP 28; Bloodied 14
AC 15; Fortitude 14, Reflex 14, Will 12
Speed 6
m Short Sword (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d6 +3 damage.
r Crossbow (standard; at-will) | Martial, Weapon
Ranged 15/30; +8 vs. AC; 1d8+4 damage
Volley Fire
Trained to fire in unison, Karameikan Specularum City Guardsmen get +2 to hit on Ranged attacks when adjacent to at least 2 other Karameikan Artillery type units.
Alignment Unaligned Languages Common, Traladaran
Skills Athletics +6, Endurance +8, Streetwise +5
Str 13 (+1) Dex 16 (+3) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 11 (+0)
Equipment Leather Armour, Light Shield, Shortsword, Crossbow

Karameikan City Guardsmen are armed and armoured for mobility and range; they spend much of their time basically doing police work, rather than military work. 14 Guardsmen plus a second level Sgt. is a Squadron; 4 squadrons commanded by a Lt. (second or maybe third level) is a company, and four companies are commanded by a Captain, Mikel, who commands the entire 'Division'. (A total of 244 men + the Captain.)