Rjurik Irregulars Heroes of Battle


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Rjurik irregulars are the levies of the hale and hearty Rjurik people, accustomed as they are to hunting, the near wilderness, and rough living.

[top]Combatants

Rjurik Conscript 50 per normal unit; Warrior 1; CR ½; Medium humanoid; HD 1d8; hp 4; Init +1; Spd 30 ft; AC 14, touch 11, flat-footed 13; Atk +2 melee (1d8+1/x3, spear) or +3 ranged (1d8/x3, longbow); AL varies; SV Fort +2, Ref +1, Will -1; Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.

Skills and Feats: Climb +2, Jump +2, Listen +1, Spot +1, Point Blank Shot, Weapon Focus (Longbow).

Possessions: leather armor, spear, longbow, 25 arrows
Rjurik Irregular 50 per normal unit; Fighter 1; CR 1; Medium humanoid; HD 1d10+2; hp 8; Init +2 Spd 30 ft; AC 15, touch 12, flat-footed 13; Atk +3 melee (1d8+2/x3, spear) or +4 ranged (1d8/x3, longbow); AL varies; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +4, Jump +4, Listen +1, Spot +1, Point Blank Shot, Precise Shot, Weapon Focus (Longbow).

Possessions: leather armor, spear, longbow, 25 arrows
Rjurik Veteran Conscript 50 per normal unit; Warrior 2; CR 1 Medium humanoid; HD 2d8; hp 8; Init +1 Spd 20 ft; AC 15 touch 11, flat-footed 14; Atk +3 melee (1d8+1/x3, spear) or +3 ranged (1d8+2/x3, longbow); AL varies; SV Fort +3, Ref +1, Will -1; Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.

Skills and Feats: Climb +3, Jump +3, Listen +1, Spot +1, Point Blank Shot, Weapon Focus (Longbow).

Possessions: chain shirt, masterwork buckler, spear, longbow, 25 arrows.
Rjurik Veteran Irregular 15 per normal unit; Fighter 2; CR 2; Medium humanoid; HD 2d10+4; hp 13; Init +2 Spd 30 ft; AC 15, touch 12, flat-footed 13; Atk +4 melee (1d8+2/x3, spear) or +6 ranged (1d8+2/x3, longbow); AL varies; SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +5, Jump +5, Listen +1, Spot +1, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow).

Possessions: masterwork chain shirt, masterwork buckler, spear, masterwork composite longbow (+2 Str bonus), 25 arrows, rune of cure light wounds

[top]Leaders

Rjurik Aristocrat 8 per normal unit; Aristocrat 2; CR 1; Medium humanoid; HD 2d8; hp 8; Init +1 Spd 30 ft; AC 15, touch 11, flat-footed 14; Atk +2 melee (1d6/19-20, short sword) or +4 ranged (1d8/x3, longbow); AL varies; SV Fort +0, Ref +0, Will +3; Str 10, Dex 12, Con 10, Int 8, Wis 10, Cha 13.

Skills and Feats: Climb +6, Jump +6, Knowledge (Nobility) +3, Listen +0, Ride +4, Spot +4, Point Blank Shot, Weapon Focus (Longbow).

Possessions: masterwork chain shirt, masterwork short sword, masterwork longbow, 25 arrows
Rjurik Noble 6 per normal unit; Noble 3; CR 3; Medium humanoid; HD 3d8; hp 12; Init +2 Spd 30 ft; AC 16, touch 12, flat-footed 14; Atk +4 melee (1d6+2/19-20, short sword) or +3 ranged (1d8/x3, longbow); AL varies; SV Fort +1, Ref +3, Will +4; Str 13, Dex 14, Con 10, Int 8, Wis 12, Cha 15.

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

Possessions: masterwork chain shirt, masterwork short sword, masterwork longbow, 25 arrows

Archery Commander: Allies within 30 feet gain a +1 morale bonus on ranged attacks.
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 11; 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 leather 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 14, touch , 12 flat-footed 12; 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 leather 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 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
Defense Commander: Allies within 30 feet gain a +1 morale bonus on AC.
Rjurik Lieutenant 2 per normal unit; Noble 3/Fighter 2; CR 5; Medium humanoid; HD 3d8+2d10; hp 22; Init +1 Spd 20 ft; AC 18, touch 11, flat-footed 17; Atk +7 melee (1d8+2/x3, longsword) or +6 ranged (1d8+2/x3, masterwork composite longbow); AL varies; SV Fort +5, Ref +3, Will +4; Str 14, Dex 13, Con 10, Int 8, Wis 12, Cha 16.

Skills and Feats: Climb +4, Handle Animal +3, Intimidation +8, Jump +8, Knowledge (Nobility) +3, Listen +1, Ride +7, Spot +7, Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (Spear).

Possessions: masterwork improved chain, masterwork heavy shield, masterwork composite longbow (+2 strength bonus), masterwork long sword, rune of cure light wounds

Defensive Commander: Allies within 30 feet gain a +1 morale bonus on AC.
Rjurik Captain 1 per normal unit; Noble 3/Fighter 4; CR 7; Medium humanoid; HD 3d8+4d10; hp 32; Init +2 Spd 30 ft; AC 17, touch 12, flat-footed 15; Atk +9 melee (1d6+2/19-20, short sword) or +9 ranged (1d8+4/x3, masterwork composite longbow); 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, Far Shot, Natural Leader, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Specialization (longbow).

Possessions: +1 chain shirt, masterwork buckler, masterwork short sword, masterwork composite longbow (+2 Str bonus), 25 arrows,

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

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