Rjurik Infantry Heroes of Battle


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The infantry are men who have devoted themselves to war. They seek to stay with the army and serve. When mustered out, they return to their villages, but always respond to the call for musters. Such men are few, for most do not enjoy the life of a soldier and others serve nobles as karlar.
Such infantry are spearmen, wielding the weapon of the common man, rather than the axe of the karl or the sword of the noble. Rjurik infantry tactics eschew the open formation of light infantry for the close order style of pikemen, but instead of essentially pushing forward a wall of pole arms, as the pikes do, the Rjurik infantry form a shield wall then strike aggressively with short spears making them effective against both pikes and irregular infantry. Light armed troops are especially vulnerable because the Rjurik infantry is well armored, fights behind a shield wall, and surges forward in aggressive strikes, breaking up light forces before they can do any harm.

[top]Combatants

Rjurik Soldier 100 per normal unit; Fighter 2; CR 2; Medium humanoid; HD 2d10+4; hp 18; Init +1 Spd 20 ft; AC 20, touch 13, flat-footed 16; Atk +6 melee (1d8+2/x3, masterwork spear) or +5 ranged (1d8+2/x3, masterwork spear); AL varies; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +3, Jump +3, Listen +1, Spot +6, Dodge, Shield Wall, Toughness, Weapon Focus (Spear).

Possessions: masterwork chain mail, masterwork large shield, 3x masterwork spear, rune of cure light wounds
Rjurik Veteran Infantry 50 per normal unit; Fighter 3; CR 3; Medium humanoid; HD 3d10+6; hp 23; Init +1 Spd 20 ft; AC 21, touch 13, flat-footed 17; Atk +7 melee (1d8+2/x3, masterwork spear) or +6 ranged (1d8+2/x3, masterwork spear); AL varies; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +3, Jump +3, Listen +1, Spot +7, Dodge, Power Attack, Shield Wall, Toughness, Weapon Focus (Spear).

Possessions: masterwork improved mail, masterwork large shield, 3x masterwork spear, rune of cure light wounds
Rjurik Elite Infantry 15 per normal unit; Fighter 4; CR 4; Medium humanoid; HD 4d10+8; hp 31; Init +1 Spd 20 ft; AC 21, touch 13, flat-footed 17; Atk +9 melee (1d8+5/x3, masterwork spear) or +7 ranged (1d8+5/x3, masterwork spear); AL varies; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +4, Jump +4, Listen +2, Spot +7, Dodge, Power Attack, Shield Wall, Toughness, Weapon Focus (Spear), Weapon Specialization (Spear).

Possessions: masterwork improved mail, masterwork large shield, 3x masterwork spear, rune of cure moderate wounds

[top]Leaders

Rjurik Aristocrat 8 per normal unit; Aristocrat 2; CR 1; Medium humanoid; HD 2d8; hp 11; Init +1 Spd 20 ft; AC 17, touch 10, flat-footed 16; Atk +4 melee (1d8+1/x3, spear) or +3 ranged (1d8/x3, spear); AL varies; SV Fort +0, Ref +0, Will +3; Str 12, Dex 10, Con 10, Int 8, Wis 10, Cha 13.

Skills and Feats: Climb +2, Jump +2, Knowledge (Nobility) +3, Listen +0, Ride +4, Spot +4, Toughness, Weapon Focus (Spear).

Possessions: masterwork improved mail, masterwork heavy shield, 3 masterwork spears, masterwork longsword, rune of cure light wounds
Rjurik Noble 6 per normal unit; Noble 3; CR 3; Medium humanoid; HD 3d8; hp 12; Init +1 Spd 20 ft; AC 18, touch 11, flat-footed 17; Atk +5 melee (1d6+2/x3, spear) or +4 ranged (1d8/x3, spear); AL varies; SV Fort +1, Ref +3, Will +4; Str 14, Dex 13, Con 10, Int 8, Wis 12, Cha 15.

Skills and Feats: Climb +2, Handle Animal +3, Intimidation +8, Jump +6, Knowledge (Nobility) +3, Listen +1, Ride +5, Spot +7, Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (Spear).

Possessions: masterwork improved chain, masterwork heavy shield, 3 masterwork spears, masterwork long sword, rune of cure light wounds

Defensive Commander: Allies within 30 feet gain a +1 morale bonus on AC.
Rjurik Cleric 6 per normal unit; Cleric 3; CR 3; Medium humanoid; HD 3d8+6; hp 23; Init -1 Spd 30 ft; AC 12, touch 9, flat-footed 13; Atk +4 melee (1d8/x3 masterwork spear); SA spells, turn undead 4/day (+1, 2d6+4, 3rd); AL NG; SV Fort +5, Ref +2, Will +5; Str 10, Dex 8, Con 14, Int 13, Wis 15, Cha 12.

Skills and Feats: Concentration +5, Diplomacy +6, Heal +6 (w/ healer's kit), Knowledge (Religion) +6, Sense Motive +4, Spellcraft +6, Craft Rune, Combat Casting, Lightning Reflexes, Negotiator

Cleric Spells Prepared (caster level 3rd): 0- detect magic, detect poison, guidance, resistance; 1st - bless, entangle, remove fear, shield of faith; 2nd - barkskin, bear's endurance, hold person (DC 14).
Domains: Plant and Earth, Rebuke or command plant or air creatures as an evil cleric rebukes or commands undead.

Possessions: masterwork hide armor, small wooden shield, masterwork spear, 5 runes of cure light wounds, healer's kit.

Protective Commander: Allies within 30 feet gain a +1 morale bonus on saving throws.
Rjurik Druid 6 per normal unit; Druid 4; CR 4; Medium humanoid; HD 4d8+4; hp 20; Init +2 Spd 30 ft; AC 13, touch , 12 flat-footed 13; Atk +4 melee (1d8/x3 masterwork spear); SA spells, druid abilities; AL NG; SV Fort +5, Ref +3, Will +7; Str 10, Dex 14, Con 13, Int 12, Wis 16, Cha 8.

Skills and Feats: Concentration +5, Diplomacy +4, Handle Animal+3, Heal +6 (w/ healer's kit), Knowledge (Nature) +7, Sense Motive +8, Spellcraft +6, Survival +8, Craft Rune, Track

Druid Spells Prepared (5/4/3 Save DC 13+spell level): 0- detect magic, detect poison, guidance, light purify food and drink; 1st - cure light wounds (2), entangle, obscuring mist; 2nd - barkskin, bear's endurance, warp wood.
Possessions: masterwork hide armor, heavy wooden shield, masterwork spear, 5 runes of cure light wounds, rune of neutralize poison, healer's kit.

Protective Commander: Allies within 30 feet gain a +1 morale bonus on saving throws.
Rjurik Sergeant 3 per normal unit; Fighter 5; CR 5; Medium humanoid; HD 5d10+10; hp 42; Init +1 Spd 20 ft; AC 20, touch 11, flat-footed 20; Atk +7 melee (1d6+2/x3, spear) or +6 ranged (1d8/x3, spear); AL varies; SV Fort +8, Ref +4, Will +4; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +2, Handle Animal +3, Intimidation +8, Jump +6, Knowledge (Nobility) +3, Listen +1, Ride +5, Spot +7, Dodge, Power Attack, Shield Wall, Toughness, Weapon Focus (Spear), Weapon Specialization (Spear).

Possessions: masterwork improved chain, masterwork heavy shield, 3 masterwork spears, masterwork long sword, rune of cure moderate wounds

Melee Commander: Allies within 30 feet gain a +1 morale bonus on melee attacks.
Rjurik Lieutenant 2 per normal unit; Noble 3/Fighter 4; CR 7; Medium humanoid; HD 3d8+4d10; hp 32; Init +2 Spd 30 ft; AC 20, touch 12, flat-footed 18; Atk +9 melee (1d8+5/x3, +1 spear) or +9 ranged (1d8+4/x3, masterwork spear); AL varies; SV Fort +5, Ref +2, Will +5; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 15.

Skills and Feats: Climb +8, Handle Animal +7, Intimidation +8, Jump +8, Knowledge (Nobility) +4, Listen +1, Ride +8, Spot +7, Cleave, Dodge, Leadership, Natural Leader, Power Attack, Shield Wall, Weapon Focus (Spear), Weapon Specialization (Spear).

Possessions: +1 plate mail, masterwork heavy shield, +1 spear, 2 masterwork spears

Melee Commander: Allies within 30 feet gain a +1 morale bonus on melee attacks.
Rjurik Captain 1 per normal unit; Noble 5/Fighter 4; CR 9; Medium humanoid; HD 5d8+4d10; hp 40; Init +2 Spd 30 ft; AC 21, touch 12, flat-footed 19; Atk +11 melee (1d8+3/19-20, short sword) or +11 ranged (1d8+5/x3, masterwork composite longbow); AL varies; SV Fort +5, Ref +2, Will +9; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 16.

Skills and Feats: Bluff +5, Climb +8, Handle Animal +8, Intimidation +13, Jump +8, Knowledge (Nobility) +8, Listen +2, Ride +10, Spot +8, Cleave, Dodge, Leadership, Natural Leader, Persuasive, Power Attack, Shield Wall, Weapon Focus (Spear), Weapon Specialization (Spear).

Possessions: +1 plate mail, masterwork buckler, +1 long sword, +1 composite longbow (+2 Str bonus), 25 arrows, 2 runes of cure moderate wounds

Defense Commander: Allies within 30 feet gain a +1 morale bonus on AC.
Captains, lieutenants, and some of other other nobles are probabaly connected to the leading houses of the realm and may have bloodlines.

[top]Special

The normal movement of Rjurik infantry is 20 feet, or 2 squares, but in order to maintain the battle order that is so essential to close order spear tactics, this unit moves at half speed to maintain unit cohesion. So its effective movement is 1 square unless it is in flight.
Rjurik tactics allows the spearmen of Rjurik Infantry to get a +1 bonus vs pikes and irregulars.

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