Khalharum Militia
Cost: 27 Upkeep: 2 HP: 40 (d8) Level: 4 Str: 10 Dex: 16 Con: 14 Int: 10 Wis: 14 Cha: 10 Fortitude: +6 (good) Reflex: +7 (good) Will: +3 (Bad) BAB: 3/4 Armour: Light Weapons: Medium Armour Class: 16 Touch: 13 Flat-Footed: 13 Attacks: +6 to hit - 1d8+3 damage Special Squad Leader - Elie - Weapon Finesse - Use dexterity to hit. - Dervish - Use Dexterity to Damage Militia - No need for Barracks, does not take people out of the population. Khalharum Trade Company Cost: 27 Upkeep: 0 People: 60 HP: 24 (d6) Level: 6 Str: 10 Dex: 16 Con: 14 Int: 10 Wis: 10 Cha: 14 Fortitude: +5 (good) Reflex: +6 (good) Will: +1 (Bad) BAB: 1/2 Armour: Light Weapons: Light Armour Class: 16 Touch: 13 Flat-Footed: 13 Attacks: +3 to hit - 1d6 damage Special Caravan - Earn BP and reduce fighting ability. No upkeep. |
Tower Guard
Cost: 64 Upkeep: 6 HP: 60 (d10) Level: 6 Str: 16 Dex: 12 Con: - Int: 10 Wis: 11 Cha: 14 Fortitude: +- (good) Reflex: +3 (bad) Will: +5 (Good) BAB: 3/4 Armour: Heavy Weapons: Great Armour Class: 19 Touch: 11 Flat-Footed: 18 Attacks: +8 to hit - 2d6+4 damage Special Squad Leader - Nexus - Warp Sphere - Short range teleport as a standard action. - Emergency Teleport - Brief Jump as an immediate action. Militia - No need for Barracks, does not take people out of the population. Constructs - Construct traits, cannot be healed. |