KING

Brigand Warlord

Humanoid

T1d4Sovereign

A human bandit-king in stolen plate, hardened by a lifetime of ambushes. He rallies his gang with cold cunning and bleeds his enemies from the shadows before ever crossing steel.

Tier 1  ·  Role Sovereign  ·  Pool Vigor 3 / Vitality 14  ·  AC 12  ·  ATK +2  ·  Save DC 11  ·  Dmg d4

AC1210 base + 2 Sense
Vigor3Tier + Heart mod, regenerates
Vitality1410 + 4 x Tier
Move30 ft
Initiatived8 + d3rerolled each round
Attack+2d20 + bonus vs AC, two or three a turn
Damaged4crit 2d4
Save DC11Tier 1 DC
Crit17+Cunning 16
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body16+3d6
Mind12+1d3
Sense14+2d4
Heart14+2d4
Cunning16+3d6
Fate8-1-d3

Passives

Passive

Stolen Plate

Wears looted plate armor scavenged from a fallen knight, its AC already counted above.

Passive

Rally the Gang

The first time the Warlord drops to half Vitality or below, he lets out a rallying cry. Every ally within 30 ft gains advantage on its next attack roll.

Maneuvers

Maneuver

Cutthroat Strike

If the Warlord attacks a target that is flanked, distracted, or otherwise at a disadvantage, this attack automatically crits.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Ambush Volley

Telegraph · disrupt d6 · Cunning save

The Warlord's gang loose a hail of arrows and thrown knives from cover. Every creature in a 30 ft line makes a Cunning save (DC 11) or takes 1 damage; on a success it takes 1 Vigor damage instead.

Reactions

Reaction

Parry and Riposte

When a melee attack against the Warlord misses, he may immediately make his attack against the attacker.

Tactics

GM tactics

Opens with Ambush Volley from cover before ever showing his face. Targets isolated or distracted foes with Cutthroat Strike. Rallies his gang when bloodied rather than fleeing. Fights dirty and retreats only if truly overwhelmed.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 1 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d4. A crit rolls two: 2d4.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.