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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | +3 | d6 |
| Mind | 12 | +1 | d3 |
| Sense | 14 | +2 | d4 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 8 | -1 | -d3 |
Passives
Stolen Plate
Wears looted plate armor scavenged from a fallen knight, its AC already counted above.
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
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.
Ambush Volley
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
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.