Thursday, March 3, 2016

Equality Brigade Follower Stats

(From the Desktop of Douglas Hall)

Hello Fellow Members of the Equality Brigade,

This post is about the retainers (more specifically those with combat potential) the the EB has collected of the course of their adventures. Some have come willingly while others felt it was in their best interest to not make certain characters angry. These are just some stats that I have drawn up to give more life into these characters. In my upcoming campaign (if I ever finish working on it) retainers will take up a more important roll and will be divided into two catagories: retainers (those who work/live/stay in your home base) and followers (those who actively work to expand the town/EB Guild's influence across the Moonsea). I am hoping to make the campaign one where you feel that you choices matter and have an effect on the world around you. Well that is enough for one night and hopefully I will see all of you tomorrow. Who knows, you might see one of you retainers tomorrow as well.

                                                 Signed,
                                                       Douglas Hall potential future campaign master
Ara Dyernina (Lvl 3 Monk)
Medium humanoid (Human), Lawful Neutral

Armor Class 15 (Unarmored)
Hit Points 19
Speed 30 ft.

STR        DEX       CON       INT         WIS        CHA
 9 (-1)      16 (+3)    13 (+1)    14 (+2)    15 (+2)    11 (+0)

Skills History +4, Perception +4, Insight +5
Senses passive Perception 14
Languages Common, Dwarvish, Terran

Weapons.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (ld4 + 3) piercing damage

Sling. Ranged: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 3) bludgeoning damage.

Deflect Missiles. Ara can use her reaction to attempt to catch or deflect a ranged weapon missile. The damage is reduced by 1d10 + her dexterity modifier+ her monk level.

Ex-Cultist. Ara was once a member of the earth cult that took over the Sacred Stone Monastery near the Moonsea. Her past transgressions leave her at a disadvantage when trying to negotiate with important figures around the Moonsea.

Adept Clerk. Having the higher education and determination of a monk Ara is quite astute when it comes to making decisions of fiscal and property matters. Ara has advantage when working on any problems in the domestic field.

Doran Brizik (Lvl 3 Fighter 2/Barbarian 1)
Medium humanoid (Human), Chaotic Neutral

Armor Class 14 (Unarmored)
Hit Points 27
Speed 30 ft.

STR        DEX       CON       INT         WIS        CHA
 16 (+3)   13 (+1)    14 (+2)    11 (+0)    9 (-1)       15 (+2)

Skills Athletics +4, History +3, Intimidation +5
Senses passive Perception 9
Languages Common, Draconic, Ignan

Weapons.
Lance (when mounted). Melee: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 3) piercing damage.

Glaive. Melee: +5 to hit, reach 10 ft., one target. Hit 7 (1d10 + 3) slashing damage.

Great Weapon Fighter. Doran can reroll a 1 or 2 on a damage die for an attack he makes with a two-handed melee weapon. He must take the second die roll regardless of outcome.

Ex-Cultist. Doran was once part of the fire cult that plagued the city of Mulmaster. His background as a minion of elemental fire gives him disadvantage when attempting to negotiate with the nobles of the Moonsea.

Accomplished Horseman. Having spent many years training atop a loyal steed Doran has advantage when exploring open terrain or lightly forested areas.

Drummone (Lvl 1 Rogue)
Medium humanoid (Half-Orc), True Neutral

Armor Class 13 (leather armor)
Hit Points 10
Speed 30 ft.,

STR        DEX       CON       INT         WIS        CHA
16 (+3)    15 (+2)    14 (+2)    10 (+0)    8 (-1)       12 (+1)

Skills Deception +2, Intimidation +3, Stealth +4
Senses Darkvision 60ft, passive Perception 9
Languages Common, Orc

Weapons.
Longsword. Melee: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.

Heavy Crossbow. Ranged: +4 to hit, range 100/400 ft., one target. Hit 6 (1d10 + 2) piercing damage.

Sneak Attack (1/turn). Drummone deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of him that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Welcomer Thief. Drummone is part of the thieves’ guild known as the Welcomers that are based in the city of Phlan. His knowledge of the shadowy alleyways and back room happenings in Phlan gives him advantage during supply runs made within the city, however due to his past reputation Drummone has disadvantage on any negotiation due to disputes with the local law enforcement.


Snapjaw (Lizardman Shaman)
Medium humanoid (Half-Orc), Neutral

Armor Class 13 (natural armor)
Hit Points 27
Speed 30 ft., Swim 30 ft.

STR        DEX       CON       INT         WIS        CHA
15 (+2)    10 (+0)   13 (+1)    10 (+0)     15 (+2)    10 (+0)

Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
Languages Common, Draconic

Weapons.
Totem Club. Melee: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage.

Bite. Melee: +4 to hit, reach 5 ft., one target. Hit 7 (1d10 + 2) piercing damage.

Change Shape. Shoalar's innate spellcasting ability allows him to change into the form of a crocodile, for up to 1 hour. His statistics, other than size, remain the same and any equipment not carried or worn isn't transformed.

Spellcasting. Snapjaw is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He knows the following druid spells:

Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): entangle, fog cloud, speak with animals
2nd level (3 slots): beast sense, heat metal, spike growth
3rd level (2 slots): conjure animals (reptiles only), plant growth


Swamp Hunter. Snapjaw is part of the Jarr Jarr clan known to dwell in the Mere of Dead Men. His experience hunting down the bullywug enemies of his clan have given him advantage on exploring heavy terrain areas such as forests, swamps, and caves.

Revived Life. Snapjaw was brought back to life several times in a matter of minutes. The deliberate trauma placed upon him has made him a loyal servant of the Equality Brigade, however his understandable cautiousness causes disadvantage during combat on missions.

Shoalar Quanderil (Lvl 5 Sorcerer)
Medium humanoid (Water Genasi), Lawful Evil

Armor Class 10(13 with mage armor)
Hit Points 60
Speed 30 ft., swim 30 ft.

STR        DEX       CON       INT         WIS        CHA
11 (+0)    12 (+1)    16 (+3)    14 (+2)    10 (+0)    17 (+3)

Skills Arcana +4, Deception +5, Insight +2, Persuasion +5
Damage Resistances acid
Senses passive Perception 10
Languages Aquan, Common

Weapons.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.

Ex-Cultist. Shoalar was once part of the water cult that plagued the city of Mulmaster. His knowledge of the watery passages of the Moonsea gives him advantage during exploring, however due to his past reputation Shoalar has disadvantage on any negotiation missions.

Amphibious. Shoalar can breathe air and water.

Innate Spellcasting. Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells (an asterisked spell is from appendix B):

At will: shape water* 1/day: create or destroy water

Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost
1st level (4 slots): disguise self, mage armor, magic missile
2nd level (3 slots): hold person, misty
3rd level (2 slots): tidal wave*

Spernik (Lvl 2 Cleric/Lvl 2 Rogue)
Medium humanoid (Human), Chaotic Neutral

Armor Class 13 (Leather Armor)
Hit Points 33
Speed 30 ft.

STR        DEX       CON       INT         WIS        CHA
 11 (+0)   14 (+2)    12 (+1)    10 (+0)    13 (+1)    14 (+2)

Skills Deception + 4, Persuasion +4, Religion +2
Senses passive Perception 10
Languages Common

Spellcasting. Spernik is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Spernik has the following cleric spells prepared: 
Cantrips (at will): light, sacred flame, thaumaturgy 
1st level (4 slots): command, inflict wounds, shield of faith 
2nd level (3 slots): hold person, spiritual weapon


Multiattack. Spernik makes two melee attacks.

Weapons.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

Ex-Cultist. Having once been a member of the Dragon Cultists, Spernik is experienced with finding hidden caches of goods hidden in areas such as forests, swamps, and ghettos.

Coward. Spernik is a man that will only fight if there is no other chance to save his own skin. His constant whining and attempts to weasel out of fights gives him disadvantage on any combat encounters.

Thump-Thump (Lvl 3 Fighter)
Medium humanoid (Half-Orc), Chaotic Neutral

Armor Class 16 (Chainmail, 18 with shield)
Hit Points 22
Speed 30 ft.

STR        DEX       CON       INT         WIS        CHA
 16 (+3)   13 (+1)    16 (+3)    10 (+0)    8 (-1)       12 (+1)

Skills Athletics + 4, Animal Handling +4, Survival +3
Senses Darkvision 60ft, passive Perception 9
Languages Common, Orc



*P.S. Thump-Thump has not been finished because she is a character of JoDee and I do not have the proper stats to fill her out.