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  • Let's Read the 4e Monster Manual/Vault: Drow

    Copyright 2008 Wizards of the Coast

    This article is part of a series! Click here to see the other entries.

    Drow have both fascinated and horrified people since AD&D 1st Edition or thereabouts. Their early descriptions leaned very hard into “evil elf dominatrix” imagery, and their dark skin meant this portrait was often considered racist as well as sexist.

    4e seems to attempt to get away from these early unfortunate implications by de-emphasizing the S&M bits, and making your average drow look different from a brown-skinned human. Depending on the specific illustration, drow skin varies from pitch-black to light purple.

    Drow are present both in the Monster Manual and in the Vault, though there they’re part of a larger “Elf” entry.

    The Lore

    Elves, Eladrin and Drow all descend from the same sapient fey people, which was originally created by Corellon and went through something of a diaspora back at the dawn of creation. Eladrin native to the Feywild are the closest to those progenitors, still worshipping Corellon as their main deity. Elves diverged from them after centuries of living in the world, and tend to worship Sehanine, Melora or the primal spirits.

    The Drow were recruited into the worship of Lolth and rose up against their kin. They were driven into the Underdark and built a thriving but nightmarish civilization there. The assumption seems to be that drow appearance diverged by the same natural processes that applied to elves, as a form of adaptation for their new environment. Other editions had the dark skin be a curse, which, again, had its Unfortunate Implications.

    Drow build great cities in the Underdark, which house a cruel and hierarchical society fanatically devoted to Lolth. Lolth’s priestesses are at the top of the heap and their ranks are only open to women. Men tend to get a little less respect, but still all other positions of authority are open to drow of any gender. Intrigue and backstabbing are extremely common at all levels, both internally and externally. Drow foreign policy can be summed up as “raid those weaker than you for plunder and slaves, make alliances to whose of equal or greater power until you can backstab them”. The Monster Vault outright says that if the drow stopped fighting each other and united into a single empire, they’d be a major existential threat.

    When fighting, drow favor light armor and swords (particularly fencing weapons), with hand crossbows being the preferred ranged weapon. These are frequently poisoned. Drow always prefer ambushes and guerilla tactics to anything resembling a fair fight. They also use a whole lot of spider-themed magic, both divine and arcane.

    The Numbers

    All drow are Medium Fey Humanoids, have Darkvision, and one of two minor-action encounter powers:

    • a Cloud of Darkness that lasts for a turn, blocks line of sight on a Close Burst 1 and blinds everyone who enters it, with the drow being immune to all of this.

    • Darkfire, a Ranged 10 attack that targets Reflex, and makes the target grant combat advantage for a turn, during which they also can’t benefit from concealment or invisibility.

    You can use them to make other drow stat blocks. Drow usually move at Speed 6.

    We start with the Drow Warrior from the Monster Manual. It’s a Level 11 Lurker with 83 HP, trained in Perception, Dungeoneering, Intimidation and Stealth. The warrior wears mail, and fights with a rapier in one hand and a hand crossbow in another. Both the blade and the bolts are coated in Drow Poison: a hit with either weapon triggers an additional attack against Fortitude, which in turn inflicts a -2 attack penalty (save ends). On the first failed save the target is also weakened, and on the second they fall unconscious until the end of the encounter! The warrior can also use use sneak attacks on its melee and ranged attacks, and it has the Darkfire power.

    My impression is that this is meant to be a common drow soldier, which should help explain why everyone else considers them to be so scary.

    The MV-only Drow Stalker is a less complicated minion version of the Warrior. A Level 12 Minion Lurker, it too has a sword and a hand crossbow, and can deal extra damage against targets that cannot see it. The crossbow also causes ongoing poison damage on a hit (save ends). It has Cloud of Darkness, which is how it gets its extra damage.

    The Drow Arachnomancer is an arcane spellcaster present in both books. It’s Level 13 Artillery (Leader) with 94 HP and training in a host of skills: Arcana, Dungeoneering and Perception, plus Intimidate and Stealth in the MM version. Its leaderly bit comes from Lolth’s Judgement, a passive trait which grants +2 to attacks for a turn to all spider allies that can see the arachnomancer whenever it hits with an attack. We’ll see plenty of spider monsters when we hit the S entries, but for now I’ll just note driders also count as spiders.

    The arachnomancer’s basic attack is a Spider Rod in the MM and a Scourge in the MV. The rod does piteous damage, while the scourge benefits from the math fix. Both attacks immobilize on a hit (save ends). Its main at-will ranged attack is the Venom Ray, which has a range of 10, targets Reflex, and does both immediate and ongoing poison damage (save ends).

    It also has a few encounter spells. Spider Curse makes spectral spiders crawl all over a target. It’s a Ranged 20 attack that targets Will, does both immediate and ongoing necrotic damage, and weakens (save ends both). Venom Blast is a Close Blast 5 that targets Fortitude and does poison damage, half on a miss.

    The MM version has a third encounter power, Lolth’s Grasp, which covers an Area Burst 4 within 10 in those spectral spiders. It targets Reflex and restrains on a hit (save ends). The spider zone remains until the end of the encounter, and anyone who starts their turn there takes 10 necrotic damage. Drow are immune to all of this. Finally, both versions of the arachnomancer can use Cloud of Darkness.

    The MV-only Drow Venomblade is a Level 13 Skirmisher with 124 HP, trained in Perception, Acrobatics and Stealth. It uses a longsword in one hand and a shortsword in the other. Both count as basic attacks, and do ongoing 5 poison damage on a hit (save ends). The Blade Mastery ability allows this drow to make attacks with both weapons as a single action, and it also knows Cloud of Darkness. Pretty simple!

    The MM-only Drow Blademaster is similar in concept but more powerful. A Level 13 Elite Skirmisher with 248 HP, its blades apparently aren’t poisoned, but it has several fancy techniques at its disposal. Excruciating Stab does a lot more damage than the basic longsword attack and stuns (save ends)! It recharges on 5-6. Whirlwind Attack allows the drow to make a longsword attack against everyone on a Close Burst 1, and a shortsword attack against anyone hit by the longsword. It recharges on a 4-6. Finally, it can make a free longsword attack against anyone who makes an opportunity attack against it.

    Our last entry is the MM-only Drow Priest tells me they’re using “priest” as a gender-neutral word here. She is a Level 15 Controller (Leader) with 139 HP and Speed 7, trained in Bluff, Insight, Intimidate, Religion and Stealth. She projects Lolth’s Authority, granting +1 to attacks and +2 to damage for any drow or spider ally who can see her.

    Her basic attack is a somewhat weak mace, but once bloodied she grows spider mandibles and can bite for considerably more damage. Her main ranged attack is the Pain Web, which has range 5, targets Reflex, does necrotic damage, and makes the target immobilized and weakened (save ends both). All of this at-will!

    With the aid of a willing drow ally, the priestess can invoke Lolth’s Wrath. The ally explodes, showering everyone in a close burst 5 with gore and spectral spiders, which attack Reflex and do a heap of necrotic damage on a hit. This recharges on a 6, so it could happen more than once per fight. A good use for minions.

    As a minor action she can use Spider Link, which transfers up to 22 points of damage from the priestess to a spider or drow within 5 squares of her. She can’t transfer more damage than the creature has HP remaining, making this a good use for elite spiders. The priestess also knows Darkfire.

    Sample Encounters

    We have two:

    • Level 13: 1 drow arachnomancer, 2 drow warriors, 1 mezzodaemon, 5 grimlock minions, and 2 blade spiders. Looks like a typical drow war party to me, sent away from their home with a specific goal in mind. They bring in some summoned/enslaved muscle along.

    • Level 15: 1 drow priestess, 1 drow blademaster, 1 umber hulk, and 3 drow warriors. Now this is something you might find deep within drow territory, a priestess and her personal bodyguard complete with a showy thrall.

    Final Impressions

    Did WotC succeed in shedding some of their Unfortunate Implications when it comes to drow? The descriptions here make me want to think they had some success, but for all I know 5e backtracked on all of this in the name of nostalgia.

  • Let's Read the 4e Monster Manual/Vault: Drakes, Part 3

    This is our third and final post on drakes, covering the two species that appear in the Monster Vault but not on the Monster Manual. It’s is part of a series! Go here to see the other entries.

    Ambush Drake

    This species seem to be a Monster Vault original. At least, it doesn’t seem to appear on any of the Monster Manuals. According to the MV, Ambush Drakes “roam the plains” and frequently attack lone travelers or even whole caravans. No mention seems to be made of domesticated ambush drakes.

    These Medium drakes are Level 6 Skirmishers with 71 HP, making them slightly more dangerous than even rage drakes. They run at speed 6, and fly at speed 4 (clumsy). They’re also trained in Stealth. This tells me they likely use their flight ability to scout their surroundings or to silently approach unwary prey from above, but when they fight it’s with feet on the ground.

    Their basic attack is a claw, which can also be employed in a Shifting Strike that allows the drake to shift 1 square before or after the attack. When bloodied, they grow Ravenous and gain the ability to shift 2 squares towards a bloodied enemy as an at-will minor action.

    Bloodseeker Drake

    These Medium drakes first appear on the Monster Manual 2. As their name implies, bloodseekers have a keen sense of smell that’s specially attuned to blood. Domesticated specimens are prized for their tracking ability and used as hunting and patrol animals, but they get a bit hard to control when in the presence of too much blood.

    Bloodseeker Drakes are Level 4 Soldiers with 53 HP. They run with speed 6, and are trained in Perception. They attack with a bite that does extra damage against bloodied targets, and if a bloodied enemy adjacent to the drake shifts, they can make a bite as an opportunity attack against that enemy. This is useful because shifts don’t draw such attacks normally.

    The MM2 version has a few additional traits that were removed - it was immune to fear while within 2 squares of an ally, and had an extra +5 to track bloodied creatures on top of its Perception training. I don’t see any problem in reinstating these abilities if you want to. Them being gone seems to be more due to a general hardening of the “only show combat-relevant information in stat blocks” stance in the MV than due to any balance concerns.

    Final Impressions

    This ended up being a short article, since only those two species didn’t appear in the first Monster Manual. I like the bloodseekers, but ambush drakes feel a bit context-less to me. “Wild creature that attacks on sight” is not exactly something that stands out in D&D, you know? Giving them a function when tamed by humanoids would help giving them some more flavor.

  • Let's Read the 4e Monster Manual/Vault: Drakes, Part 2

    Copyright 2008 Wizards of the Coast

    This post is part of a series! Go here to see the other entries.

    In this post we’ll continue to look at drakes, covering the rest of the ones present in the MM.

    Pseudodragon

    Ever since Kitty Pride from the X-Men got her pint-sized pet dragon, lots of people have wanted one for their own characters. D&D 3.x finally granted that wish by introducing pseudodragons as a familiar option in one of its early sourcebooks. They return here as a type of drake, being of Small size, and are present in both books.

    While needlefang drakes are just “cat-sized”, pseudodragons pretty much are cats, at least personality-wise. Also of note is the fact that they’re really smart! The MM version has Int 6, and the MV equivalent not only has Int 9 but also has two languages listed in its stat block (Common and Draconic). They’re both still classed as Natural Beasts, so you could interpret that as meaning they can understand these languages but aren’t capable of speaking them. According to the MM, they purr, hiss, chirp and growl in the same situations a cat would emit each of these noises.

    In the wild, they’re predators and scavengers, but usually stick to small prey and don’t attack animals unless threatened. Their high intelligence makes them highly valued as pets, as well.

    MM pseudodragons are Level 3 Lurkers with 40 HP. They walk with speed 4 and fly with speed 8 (hover). They attack with a bite, or with a stinger that does the same amount of damage with some ongoing poison damage on top (save ends) and recharges on 3-6. Both of these count as basic attacks, allowing the pseudodragon to use the stinger when it performs a Flyby Attack. This, as usual, lets them fly their speed without drawing opportunity attacks and make a basic attack at any point.

    They also have the ability to turn invisible when they stand still. This is a standard action that recharges whenever the critter is damaged, which makes it useful both for lying in ambush or for escaping an ambush gone wrong.

    The MV pseudodragon has the same level, role, HP and speed, but trades Flyby Attack for a less powerful effect on its bite that allows it to fly 4 squares without worrying about opportunity attacks. The stinger remains a basic attack but is also a bit more restricted, as it can only be used on a target that can’t see the pseudodragon. To make up for this, its Invisibility power now allows it to move, and only ends when the pseudodragon makes an attack.

    All of this adds up to a more lurkerish monster, which will charge its chosen target with a stinger attack while invisible, then use the bite combined with its high fly speed to get away.

    Spitting Drake

    Spitting Drakes are Medium, and got their name from their ability to spit gobs of acid. This is their main weapon when hunting, and they’re also easily domesticated to serve as (somewhat messy) guard animals. In the wild, they’ll sometimes join guard drake packs, which I think is an interesting worldbuilding detail. They’re present in both books but their stat block is the same in both cases.

    These creatures are Level 3 Artillery with 38 HP, and run with speed 7. Their bite, as standard for artillery, is kinda weak. Their acid spit is a Ranged 10 attack targetting Reflex and doing acid damage.

    Rage Drake

    When the books say larger drakes are harder to tame, they’re talking about Rage Drakes. Our first Large drake, it also has the Mount keyword. It appears in both the MM and the MV.

    Rage Drakes definitly didn’t get this name because they’re gentle! Adult specimens are outright impossible to tame, but a trainer that starts with a hatchling can make it into a combat mount better than any warhorse.

    Wild rage drakes are highly territorial hunters. Like other drakes, they’re also social creatures who gather in clutches. In fact, a solitary rage drake will sometimes invite itself into a clutch or guard drakes or other smaller species and become its leader. So yes, it’s possible for your PC party to run into a single drake clutch composed of rage, spitting and guard drakes, all wild and all hungry.

    Rage drakes are Level 5 Brutes with 77 HP. They have a single basic attack in the form of a bite, but also have a slightly weaker claw attack. Their Raking Charge ability allows them to charge and make two claw attacks.

    When bloodied, Rage Drakes freak out! They become immune to fear, and gain +2 to hit and +5 to damage on all their attacks. If they’re serving as a mount, the rider also gains a +2 to hit on all of their attacks.

    The MV version is largely identical, save for the facts that its damage math has been fixed and the damage bonus from being enraged is only a +2. The accuracy bonus for the drake and its rider remains the same.

    Sample Encounters

    The MM gives us three for the entire “Drake” entry:

    • Level 2: 2 guard drakes, 2 elf archers, 1 elf scout. A patrol and their guard animals.

    • Level 4: 1 pseudodragon, 1 human mage, 2 human guards, and 2 human bandits. Either a bandit squad of bandit-hunting militia, with the mage having brought his familiar along.

    • Level 5: 1 rage drake and a band of assorted lizardfolk protecting their swamp home.

    Final Impressions

    I really, really like this version of drakes, mainly because of the lore they bring along. Domesticated drakes should be a common sight in any society, which does a lot to make the world feel not only magical but also fresh. I’m actually a bit disappointed that 5th edition seems to have gone back on this and made them related to dragons again.

  • Let's Read the 4e Monster Manual/Vault: Drakes, Part 1

    Copyright 2008 Wizards of the Coast

    This post is part of a series! Go here to see the other entries.

    These beasties seem to be new to Fourth Edition, at least as presented here. If I remember correctly, the things 3.x called Drakes were related to dragons - they had the Dragon “monster class” but weren’t technically dragons themselves. As a GM you would use drakes when you wanted a “lite” dragon encounter.

    Here, the name is basically another bit of Behemoth-like medieval taxonomy employed by the people people who live in the 4e implied setting. A drake is a clawed, carnivorous reptile that’s not big enough to be called a Behemoth. There are several species of drake: some walk on two legs and have limited manipulation capability, some walk on all fours, some even fly!

    I’ve heard that this means they correspond to the smaller varieties of dinosaur, but I think that’s not quite true. While several of them are similar to certain species of dinosaurs, they’re less so than behemoths (where you often can draw a direct visual parallel between a given behemoth and the real-world counterpart).

    Drakes in the wild are aggressive and territorial predators, more likely to attack a group of humans than a wolf or bear. Despite this, they’re rather easy to tame, and can be frequently encountered not only as guard or attack animals, but as pets or even mounts!

    In short, drakes pretty much fill the same roles as dogs. If you want to make your particular version of the setting feel more fantastical you could even say that it has no dogs, since the sapients here never domesticated wolves. It’s all drakes all the time.

    The Monster Vault kinda backs down from this idea a bit, saying that drakes are more aggressive and “alien” than corresponding domesticated mammals and such tend to be feared by common people, though they are often encountered in the service of hostile humanoids. Personally, I would disregard this bit completely and keep them as a common dog-substitute for all sapient peoples.

    Both books agree that the larger varieties of drake are harder to domesticate, which would mean good old warhorses are still more common than rage drakes.

    All Drakes are Natural Beasts with the Reptile keyword. Between the Monster Manual and the Monster Vault there are quite a few of them, so we’ll split this single entry into multiple posts. This is part 1.

    Spiretop Drake

    Present only in the MM, this Small drake is a Level 1 Skirmisher with 29 HP. It waddles at Speed 4 but flies with speed 8 and hover capability. They’re a social species that likes to nest in high places, which means clutches of the things nest in towers and spires in large cities and swoop down to steal shiny things from unwary passerby.

    Unusually, it has two basic attacks: a bite with its toothed beak that works as usual, and a claw attack that targets Reflex. The claw attack does a measly 1 damage, but a hit also allows the drake to steal a small object from the target, like a single coin, vial or scroll. The fact that the snatching claw is a basic attack is important, because it means the drake can use it as part of a Flyby Attack, where it flies 8 squares while immune to opportunity attacks and performs a basic attack at any point along the movement.

    So yeah, having your small, shiny, plot-critical McGuffin stolen by a pack of spiretop drakes is a hazard in urban adventures. Ideally they’d nest atop a crumbling abandoned tower filled with enough bad stuff to count as a dungeon. As a level 1 monster it’s not really affected by the math bug, so you can use it as-is.

    Guard Drake

    In the wild guard drakes are pack hunters, but they got this name because they’re very commonly used as guard animals, since it’s very easy to train them for this role. Basically, if someone in the real world would use rottweilers for a job, they’ll use guard drakes in D&D. Yes, even as pets.

    This Small drake has nearly identical stat blocks in both books. It’s a Level 2 Brute with 48 HP and a single bite attack that does extra damage if the drake is within two squares of an ally. This makes then pair well with any melee monster.

    The only difference between the MM and MV versions is that the MM version is immune to fear, which is an interesting detail. I’m inclined to keep it, since it’s flavorful and unlikely to make a PC completely ineffective even at this level.

    Needlefang Drake Swarm

    From what I hear people saying on the Internet, needlefang drake swarms have been responsible for more PC deaths than most other monsters in this edition. Let’s see why.

    Needlefang drakes are cat-sized bipedal lizards, though I guess they’re more like angry chihahuas in temperament. A single individual is not really dangerous, and I imagine some people might want to keep one as a pet. In the wild, they gather in large packs that can take down much larger prey and “strip it to the bone in seconds” according to the book, which also implies some people keep whole swarms of them as “living traps”. Beware needlefang drake hoarders!

    A swarm of needlefang drakes is Medium in size and counts as a Level 2 Soldier with 38 HP and the Swarm keyword. Like all swarms it takes half damage from melee and ranged attacks, and extra damage from close and area attacks. It’s immune to fear, and has a Swarm Attack aura 1 that allows it to make a free basic attack against each enemy that begins its turn inside.

    This swarm has two actions: a Swarm of Teeth as a basic attack, which deals extra damage against prone targets; and Pull Down, which targets Fortitude and does no damage, but knocks the target prone on a hit.

    So why are needlefang drake swarms so dang deadly? Well, as MM1 soldiers, their accuracy is 2 points higher than it should be (something which would be fixed by the new monster math). So a swarm has no reason to ever spend its standard action on anything but Pull Down, which will hit even tough fighters very reliably and set them up for an increased-damage free attack from the aura which will hit even more reliably due to combat advantage.

    To make things worse, if you have multiple swarms in play they can position themselves so that anyone they knock down is subject to aura attacks from all of them. That amount of damage per round can take a level 1-2 PC down to 0 quite fast. And to top it off, there’s no in-setting reason for needlefang drakes to follow the sort of combat etiquette that prevents them from attacking downed PCs, so they can potentially keep making free attacks until those PCs hit their death threshold.

    These tiny terrors are just the thing to spruce up a kobold lair or the hideout of a sadistic villain, but don’t overuse them. Or at least make sure your wizard knows Thunderwave before using more than one swarm at a time.

  • Dungeon Fantasy Character: Ser Alexa of the Flame, Human Mystic Knight

    Illustration by Nishio Nanora

    Years ago, Alexa’s father (a minor baron) sent her to the capital to serve as squire to a somewhat eccentric knight. She returns to her home a knight in her own right, skilled with sword and spell, to find her ancestral lands at the edge of ruin. Against the wishes of her ailing father, Alexa sets forth to bring honor, glory, and wealth back to her family name.

    Alexa is made using the spell-based Mystic Knight template from this blog, rather than the Imbuement-based official one. Her Weirdness Magnet is a perfect explanation for why the Odds and Sods party got together in the first place, making her their unnoficial leader.

    Alexa, 245-point Human Mystic Knight

    ST 14 {40}; DX 13 {60}; IQ 12 {40}; HT 13 {30}

    Damage 1d/2d; BL 19.6kg; HP 14; Will 12; Per 12; FP 13; Basic Speed 6.25; Basic Move 6 {0}.

    Advantages

    • Born War Leader 1 {5}
    • Magery 4 {45}
    • Weapon Channeling {1}

    Disadvantages

    • Code of Honor (Chivalry) {-15}
    • Obsession (Restore My Family’s Holdings) {-5}
    • Sense of Duty (Adventuring Companions) {-5}
    • Weirdness Magnet {-15}
    • Impulsiveness (12) {-10}

    Quirks

    • Dislikes entering water {-1}
    • Always carries the family sword {-1}
    • Writes letters to her departed mother {-1}
    • Stands at attention unless she makes a conscious effort not to {-1}
    • Hotter to the touch than usual due to fire magic affinity {-1}

    Skills

    • Armory (Body Armor) (A) IQ+1 {4} - 13
    • Brawling (E) DX+1 {2} - 14
    • Broadsword (A) DX+4 {16} - 17
    • Connoisseur (Weapons) (A) IQ+1 {4} - 13
    • Diplomacy (H) IQ-2 {1} - 10
    • Fast-Draw (Sword) (E) DX {1} - 13
    • Forced Entry (E) DX {1} - 13
    • Heraldry (A) IQ-1 {1} - 11
    • Hidden Lore (Magic Items) (A) IQ {2} - 12
    • Innate Attack (Projectile) (E) DX+2 {4} - 15
    • Leadership (A) IQ {1}1 - 12
    • Occultism (A) IQ {2} - 12
    • Riding (Horse) (A) DX-1 {1} - 12
    • Savoir-Faire (High Society) (E) IQ {1} - 12
    • Shield (E) DX+3 {8} - 16
    • Stealth (A) DX-1 {1} - 12
    • Strategy (H) IQ {2}1 - 12
    • Tactics (H) IQ {2}1 - 12
    • Thaumathology (VH) IQ+1 {1}2 - 13
    • Wrestling (A) DX+1 {4} - 14

    Spells

    All have +4 from Magery.

    • Communication and Empathy
      • Sense Foes (H) IQ+2 {1} - 14
      • Sense Evil (H) IQ+2 {1} - 14
    • Fire
      • Ignite Fire (H) IQ+2 {1} - 14
      • Create Fire (H) IQ+2 {1} - 14
      • Shape Fire (H) IQ+2 {1} - 14
      • Heat (H) IQ+2 {1} - 14
      • Flaming Weapon (H) IQ+3 {2} - 15
      • Fireball (H) IQ+3 {2} - 15
      • Extinguish Fire (H) IQ+2 {1} - 14
      • Fireproof (H) IQ+2 {1} - 14
      • Resist Fire (H) IQ+2 {1} - 14
    • Healing
      • Lend Energy (H) IQ+2 {1} - 14
      • Recover Energy (H) IQ+3 {2} - 15
    • Protection and Warning
      • Shield (H) IQ+2 {1} - 14
      • Missile Shield (H) IQ+2 {2} - 15
      • Mystic Mist (H) IQ+2 {1} - 14

    Loadout

    • Fine Medium Shield: DB 2. $600, 5.63kg.
    • Light Mail Suit: DR 3/1. 10 FP as a power item. $1500, 18kg.
    • Broadsword: Damage sw+1 cut or thr+2 imp. Enchanted with the Staff spell. $630, 1.5kg.
    • Quick-Release Backpack: Holds 20kg of gear. Dropping it is a free action. $300, 1.5kg.
      • Blanket: $20, 2kg.
      • Canteen: $10, 1.5kg.
      • Personal Basics: $5, 0.5kg.
      • Rope, 1cm, 10m: Supports 150kg; $5, 0.75kg.
      • $430 in coin.

    Combat

    Assumes Light encumbrance.

    • Defenses
      • Dodge 8 (10)
      • Parry 11 (13)
      • Block 11 (13)
      • DR 3/1.
    • Attacks
      • Broadsword (17): 2d+1 cut or 1d+2 imp, Reach 1.
      • Shield Bash (16): 1d cr, Reach 1.
      • Brawling Punch (14): 1d cr, due to mail gauntlets. Reach C.
      • Brawling Kick (12): 1d+1 cr. Reach C, 1.
      • Wrestling Grapple (14): 1d+1 control.
      • Fireball (15): 1d to 3d burn, Acc 1, Range 25/50. Cost 0 to 2.
        • Alexa doesn’t usually charge it for more than 1 turn.
    1. +1 from Born War Leader  2 3

    2. +4 from Magery 

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