shadow

Arecales

Arecales

Arecales is the soul of an ancient lich, reborn and diminish into an Awakened Shrub (small plant, unaligned) as divine punishment for blasphemous hubris. Arecales seeks a means to undo the curse, though reversing the wrath of the gods is no easy feat.

An “out of the box” idea is to ally with an individual who possesses the potential to become an archimage and freed via wish. Yet there in lies the danger of becoming enslaved, or worst, to someone with unscrupulous designs. For this plan, Arecales patiently monitors the closest backwater villages for someone to nurture into a hero, and more importantly, set into motion pathways to freedom.

Arecales serves as an excellent sidekick to fill the mentorship role. It can be higher level than the apprentice, and provide the source for learnt spells. While an invaluable ally, Arecales avoids winning the PC’s battles for them, as doing so limits growth and potential. If an apprentice were to die, a more worthy candidate should be found. Eventually the PC will surpass the mentor, bring Arecales’ end goal into closer reach.


Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

Skills Arcana +2, History +2
Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 10
Languages Common


False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

ACTIONS

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) slashing damage.

Level Class Bonus Features
1 Spellcaster +2 Bonus Proficiencies (Intelligence; Arcana, History)
2 Spellcaster +2
3 Spellcaster +2
4 Spellcaster +2 Ability Score Improvement: +2 Intelligence
5 Spellcaster +3
6 Spellcaster +3 Potent Cantrips
7 Spellcaster +3
8 Spellcaster +3 Ability Score Improvement: +2 Intelligence
9 Spellcaster +4
10 Spellcaster +4
11 Spellcaster +4
12 Spellcaster +4 Ability Score Improvement: +2 Intelligence
13 Spellcaster +5
14 Spellcaster +5 Empowered Spells
15 Spellcaster +5
16 Spellcaster +5 Ability Score Improvement: +2 Intelligence
17 Spellcaster +6
18 Spellcaster +6 Ability Score Improvement: +2 Intelligence
19 Spellcaster +6
20 Spellcaster +6 Focused Casting

Jaguar Warrior

Jaguar Warrior

The temple priest proclaimed your birth occurred under the most fortuitous celestial alignment. That prophetic claim proved true during adolescence; when unworked timber became deadlier than sharpen obsidian in your hands. You inevitably sought to hone the talent, at the exclusion of all else, to become a warrior worthy of the gods’ blessings.

This build utilizes player options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Human (Variant): Ability Score Increase: +1 Constitution, Ability Score Increase: +1 Wisdom, Feat: Magic Initiate (guidance, shillelagh, healing word), Language: Sylvan

Alignment: Lawful Evil

Background: Hermit; Medicine, Religion, Herbalism Kit, Language: Celestial

Personality Traits I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideal Self-Knowledge. If you know yourself, there’s nothing left to know.
Bond I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw I like keeping secrets and won’t share them with anyone.

Starting Equipment: macuahuitl (club), chimalli (shield), ichcahuipilli (scale mail), explorer’s pack, herbalism kit, traveler’s clothes, and a pouch containing 42 gp.

Trinket: A dead sprite inside a clear glass bottle.

Ability Scores
Strength 8 Intelligence 12
Dexterity 14 Wisdom 16
Constitution 14 Charisma 10
Level Class Damage Features
1 Fighter 9 Acrobatics, Perception, Fighting Style: Dueling, Second Wind
2 Fighter 9 Action Surge
3 Fighter 13 Martial Archetype: Eldritch Knight, Spellcasting, Weapon Bond; booming blade, prestidigitation, absorb elements, protection from evil and good, shield
4 Fighter 13 Feat: War Caster; magic missile
5 Fighter 19 Extra Attack
6 Fighter 21 Ability Score Improvement: +2 Wisdom
7 Fighter 21 War Magic; warding wind
8 Fighter 28 Ability Score Improvement: +2 Wisdom; enlarge/reduce
9 Fighter 28 Indomitable
10 Fighter 28 Eldritch Strike; green-flame blade, darkness
11 Fighter 41 Extra Attack II; shatter
12 Fighter 41 Ability Score Improvement: +2 Intelligence
13 Fighter 52 Indomitable II; shatter, fireball, haste
14 Fighter 52 Ability Score Improvement: +2 Intelligence; protection from evil and good, fly, rime’s binding ice
15 Fighter 52 Arcane Charge
16 Fighter 52 Ability Score Improvement: +2 Intelligence; counterspell
17 Fighter 66 Action Surge II, Indomitable III
18 Fighter 66 Improved War Magic
19 Fighter 66 Ability Score Improvement: +2 Intelligence; darkness, banishment, fire shield
20 Fighter 66 Extra Attack III; polymorph

Patrician Musket Line

Patrician Musket Line
Ready! Aim! Fire! If you are a firearm loving fanatic, then Patricians are your faction of choice in Carnevale. With 150 Ducats you can replicate a musket line. The core firepower of this gang are six Guard Marksmen led by a Guard Commander and a Captain of the Guard. Three Venetian Spies serve as snipers who can maintain distance with their deadly Long Rifles, though a Damascus Steel Schiavona allows one positioned closer to the frontline.
Leader Guard Commander 20 dt
Heroes Captain of the Guard, Venetian Spy (3) 59 dt
Henchmen Guard Marksman (6) 66 dt
Equipment Damascus Steel Schiavona 5 dt

Action Life Will Command Size
3 14 2 5 30
MOV DEX ATK PRO MND
4 4 4 4 5
Gilded Sabre Range Evasion Damage Penetration
0″ -1 +1 -1

Character Abilities:
Brave, Parry (2)

Command Abilities:
Aim Fire (PULSE Command Ability): Any friendly characters with the soldier keyword in line of sight increase any Reload (X) numbers by +1 until the end of the round.

Take Arms (PULSE Command Ability): Until the end of the round, all friendly characters with the soldier keyword within 3″ gain +1 ATTACK.

Keywords:
Faction (Patricians), Leader, Officer


Action Life Will Command Size
2 13 2 3 30
MOV DEX ATK PRO MND
4 4 4 4 3
Officer Sabre Range Evasion Damage Penetration
0″ +1 -1

Character Abilities:
Bodyguard (Officer), Companion (Officer)

Command Abilities:
Take Aim (AURA Command Ability): Until the end of the round, all friendly characters with the Soldier keyword within 6″ gain Expert Marksman (1) and Expert Offence (1).

Unique Abilities:
Chain of Command: This Character may only use the ORDER or COUNTER Commands on characters with the Soldier keyword.

Keywords:
Faction (Patricians), Hero, Soldier


Action Life Will Command Size
2 12 2 1 30
MOV DEX ATK PRO MND
4 4 4 3 4
Long Rifle Range Evasion Damage Penetration
Black Powder, Knockback, Reload (1), Two-Handed 30″ +1 -1

Character Abilities:
Concealment (+1), Expert Marksman (2), Infiltration

Unique Abilities:
Unwieldy: This character may only make Combat actions with the Long Rifle as the first action of their turn (including using it for Attacks of Opportunity).

Keywords:
Faction (Patricians), Hero


Action Life Will Command Size
2 12 1 30
MOV DEX ATK PRO MND
4 4 3 4 2
Musket Range Evasion Damage Penetration
Black Powder, Reload (1), Two-handed 24″ +1 +1 -1
Bayonet Range Evasion Damage Penetration
1″

Character Abilities:
Companion (Officer)

Keywords:
Faction (Patricians), Henchman, Soldier

Strigoi Noble Entourage

Strigoi Noble Entourage
Imagine an elite of Dracula’s aristocracy, who at the promise of prophetic victory, strolls confidently into the Venetian night with her deadliest handmaidens. This is possible with 75 Ducats in Carnevale from TTCombat. At the noble’s side is a fate weaving Tarot Reader who leverages Blessing of the Sky, Curse of the Rent, and Cantrip of the Chariot to alter destiny. Common Strigoi serve as faithful maidservants, while a Newborn Strigoi follows his mistress like an obedient puppy.
Leader Noble Strigoi 22 dt
Heroes Tarot Reader 16 dt
Henchmen Common Strigoi (2), Newborn Strigoi 34 dt
Equipment Lantern 3 dt

Action Life Will Command Size
3 12 0 4 30
MOV DEX ATK PRO MND
5 5 4 4 4
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)

Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly character with the Vampire keyword within 6″ increase their Vampiric Attack by 1 to a maximum of 2.

Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword within line of sight to this character gain Companion (Noble Strigoi).

Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.

Keywords:
Faction (Strigoi), Leader, Vampire


Action Life Will Command Size
2 11 4 30
MOV DEX ATK PRO MND
4 4 3 3 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Mage (2), Expert Sorcerer (1), Slippery

Unique Abilities:
Minor Arcana: When picking spells for this character, you must also choose 1 additional Cantrip for it to know from a different available Discipline.

Cartomancy: If this character successfully casts a Cantrip, this character or any friendly character within 6″ replenishes 1 Will Point.

Keywords:
Faction (Strigoi), Hero, Discipline (Runes of Sovereignity, Wild Magic, Fateweaving)


Action Life Will Command Size
2 10 0 30
MOV DEX ATK PRO MND
4 5 4 3 2
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (1), Frenzied, Vampiric Attack (1)

Keywords:
Faction (Strigoi), Henchman, Vampire


Action Life Will Command Size
2 8 0 30
MOV DEX ATK PRO MND
5 4 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Mindless, Vampiric Attack (1)

Keywords:
Faction (Strigoi), Henchman, Vampire

Strigoi Inner Circle

Strigoi Inner Circle
Blood in the Water makes it possible to acquire Vlad Dracula, Ceres, Cibele, and Miriam in a 100 Ducats scenario… at the cost of an Ill Tide. Though the Strigoi have seen significant nerfs since their initial debut, the Lord of Vampires and his Brides remain among the deadliest melee combatants. Therefore taking an Ill Tide is worth the -5 rebate, as most penalties are single turn affairs the Brides’ collective abilities offset. Choose between Starved Dhampir and Harpies for Henchmen. Harpies are Flight capable, but also Mindless and cannot score Victory Points. Starved Dhampir begin weak, but receive Bodyguard and Companion from Vlad Dracula at onset.
Leader Vlad Dracula 27 dt
Heroes Ceres, Cibele, Miriam 57 dt
Henchmen Starved Dhampir (3) 21 dt
Equipment Ill Tide -5 dt

Action Life Will Command Size
3 14 0 5 30
MOV DEX ATK PRO MND
4 5 5 5 5
Wallachian Halberd Range Evasion Damage Penetration
Two-handed 2″ +1 -2

Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied

Command Abilities:
Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.

Unique Abilities:
Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).

Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).

Keywords:
Faction (Strigoi), Leader, Unique, Vampire


Action Life Will Command Size
2 11 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Concealment (+2), Slippery, Frenzied, Infiltration, Vampiric Attack (2)

Command Abilities:
Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Action Life Will Command Size
2 11 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Mage (2), Expert Sorcerer (1), Frenzied, Vampiric Attack (1)

Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride, Discipline (Runes of Sovereignity, Blood Rites, Fateweaving)


Action Life Will Command Size
2 11 0 4 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (1)

Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.

Unique Abilities:
Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Action Life Will Command Size
2 10 0 30
MOV DEX ATK PRO MND
4 3 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (2)

Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with full Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK and MIND by 1 until the start of their next turn.

Keywords:
Faction (Strigoi), Henchman, Vampire

Tenebrae

Tenebrae

Tenebrae is an anomalous Shadow (medium undead, chaotic evil) who develops nonlethal attachment towards a PC. The chosen adventurer sparks memories of someone she adored in life; and inexplicably believes said person to be. Tenebrae then stalks and assists the individual with her own unfathomable reasoning.

Tenebrae is a potential sidekick who provides aid as the DM requires. She is content to remain in a person’s shadow, quite literally, with blissful silence. The inability to communicate with Tenebrae means she acts independent of the party, though behavior that upsets her beloved is often avoided (at least when in sight), as she tries tasks to earn acceptance.

Nonetheless, one should never forget Tenebrae remains driven by undead instinct and vague memories. Her actions are borne from selfish satisfaction, not altruism, and becomes irrational when upset. Those who harm the shadow’s beloved suffer inconsolable retribution. More concerning, if Tenebrae believes someone else has acquired her beloved’s affection, the perceived rival could suffer unprovoked violence.


Armor Class 12
Hit Points 16 (3d8+3)
Speed 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Acrobatics +4, Perception +2, Stealth +4
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages


Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Level Class Bonus Features
1 Warrior +2 Bonus Proficiencies (Dexterity; Acrobatics, Perception), Martial Role (Attacker)
2 Warrior +2 Second Wind
3 Warrior +2 Improved Critical
4 Warrior +2 Feat: Skill Expert (+1 Constitution, Performance, Stealth)
5 Warrior +3
6 Warrior +3 Extra Attack
7 Warrior +3 Battle Readiness
8 Warrior +3 Ability Score Improvement: +2 Dexterity
9 Warrior +4
10 Warrior +4 Improved Defense
11 Warrior +4 Indomitable
12 Warrior +4 Ability Score Improvement: +2 Dexterity
13 Warrior +5
14 Warrior +5 Ability Score Improvement: +2 Dexterity
15 Warrior +5 Extra Attack Improvement
16 Warrior +5 Ability Score Improvement: +2 Constitution
17 Warrior +6
18 Warrior +6 Indomitable Improvement
19 Warrior +6 Ability Score Improvement: +2 Constitution
20 Warrior +6 Second Wind Improvement

Orc Horde Emissary

Orc Horde Emissary

In contrast to your kinsmen, you do not find sedentary culture contemptuous. When the Orc Horde withdrew for conquest elsewhere, you chose to remain behind as the Khan’s emissary to indulge your unslaked curiosity for civilization.

This build utilizes player options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Half-Orc: Ability Score Increase: +2 Strength, Ability Score Increase: +1 Constitution, Darkvision, Language: Orc, Menacing, Relentless Endurance, Savage Attacks

Alignment: Chaotic Neutral

Background: Outlander (tribal marauder); Athletics, Language: Giant, Musical Instrument: Horn, Survival

Personality Traits I’m driven by a wanderlust that led me away from home.
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal Might. The strongest are meant to rule.
Bond My tribe is the most important thing in my life, even when they are far from me.
Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Starting Equipment: handaxe (4), studded leather, bukkehorn (horn), explorer’s pack, thieves’ tools, traveler’s clothes, and a pouch containing 14 gp.

Trinket: A scrap of cloth from an old banner.

Ability Scores
Strength 17 Intelligence 8
Dexterity 14 Wisdom 12
Constitution 14 Charisma 10
Level Class Damage Features
1 Rogue 13 Insight, Perception, Persuasion, Stealth, Thieves’ Tools, Expertise (Perception, Stealth), Sneak Attack 1d6, Thieves’ Cant
2 Rogue 13 Cunning Action
3 Rogue 17 Roguish Archetype: Scout, Skirmisher, Sneak Attack 2d6, Survivalist (Nature, Survival)
4 Rogue 21 Feat: Fighting Initiate (Thrown Weapon Fighting)
5 Rogue 24 Sneak Attack 3d6, Uncanny Dodge
6 Rogue 24 Expertise (Insight, Persuasion)
7 Rogue 28 Evasion, Sneak Attack 4d6
8 Rogue 28 Feat: Moderately Armored
9 Rogue 31 Sneak Attack 5d6, Superior Mobility
10 Rogue 32 Feat: Slasher (+1 Strength)
11 Rogue 36 Reliable Talent, Sneak Attack 6d6
12 Rogue 37 Ability Score Improvement: +2 Strength
13 Rogue 40 Ambush Master, Sneak Attack 7d6
14 Rogue 40 Blindsense
15 Rogue 44 Slippery Mind, Sneak Attack 8d6
16 Rogue 44 Feat: Mobile
17 Rogue 47 Sneak Attack 9d6, Sudden Strike
18 Rogue 47 Elusive
19 Rogue 51 Feat: Dual Wielder, Sneak Attack 10d6
20 Rogue 51 Stroke of Luck

Nomadic Bladesmith

Nomadic Bladesmith

You drift from battlefield to battlefield, seeking martial challenges to perfect your unique swordsmanship. Firsthand knowledge gleaned from each conflict is applied in the forge, guiding you closer to crafting a peerless blade and become immortalized as a legendary weaponsmith.

This build utilizes player options from Eberron: Rising from the Last War and Tasha’s Cauldron of Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Variant Human (Mark of Making): Ability Score Increase: +1 Dexterity, Ability Score Increase: +2 Intelligence, Artisan’s Gift: Woodcarver’s Tools, Artisan’s Intuition, Language: Draconic, Spellsmith (mending, magic weapon), Spells of the Mark

Alignment: Lawful Evil

Background: Guild Artisan (smiths and metal-forgers); Artisan’s Tools: Smith’s Tools, Insight, Language: Dwarvish, Persuasion

Personality Traits I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist.
I like to talk at length about my profession.
Ideal Aspiration. I work hard to be the best there is at my craft.
Bond One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Starting Equipment: shikomizue (rapier), o-kote (shield), gyorin kozane (scale mail), explorer’s pack, traveler’s clothes, smith’s tools, woodcarver’s tools, and a pouch containing 15 sp.

Trinket: A hilt from a broken sword.

Ability Scores
Strength 10 Intelligence 15
Dexterity 16 Wisdom 12
Constitution 14 Charisma 8
Level Class Damage Features
1 Fighter 10 Acrobatics, Perception, Fighting Style: Dueling, Second Wind
2 Fighter 10 Action Surge
3 Fighter 15 Martial Archetype: Psi Warrior, Psionic Energy d6, Psionic Power (Protective Field, Psionic Strike, Telekinetic Movement)
4 Fighter 16 Feat: Telekinetic (+1 Intelligence)
5 Fighter 28 Extra Attack, Psionic Energy d8
6 Fighter 30 Ability Score Improvement: +2 Dexterity
7 Fighter 30 Telekinetic Adept (Psi-Powered Leap, Telekinetic Thrust)
8 Fighter 32 Ability Score Improvement: +2 Dexterity
9 Fighter 32 Indomitable
10 Fighter 32 Guarded Mind
11 Fighter 45 Extra Attack II, Psionic Energy d10
12 Fighter 46 Ability Score Improvement: +2 Intelligence
13 Fighter 46 Indomitable II
14 Fighter 47 Ability Score Improvement: +2 Intelligence
15 Fighter 47 Bulwark of Force
16 Fighter 47 Feat: Alert
17 Fighter 48 Action Surge II, Indomitable III, Psionic Energy d12
18 Fighter 60 Telekinetic Master
19 Fighter 60 Feat: Fighting Initiate (Blind Fighting)
20 Fighter 73 Extra Attack III

Minoan Tauran Brigand

Minoan Tauran Brigand

Sold to nomadic mercenaries as a child, Boreas’ developed into a hardened veteran. He fought in the throne room of the Naga King during the Battle of the Serpent Kingdoms. He served alongside Andamen soldiers to cull ghoul hordes in the Great Darkness War. Yet it was not until Boreas shipwrecked along the shore of a Mediterranean temple that he experienced freedom. Recovering from his injuries the Minotaur adventured across Europa, eventually discovering the truth behind his enslavement.

Atlantis: the Second Age, is a tabletop role-playing game published by Khepera Publishing. It falls within the same genre as Conan: Adventures in an Age Undreamed Of, published by Modiphius Entertainment. The rules in Atlantis are notably more time consuming to resolve than Conan; however that complexity facilitates player character diversity. Khepera Publishing also tackles integration of unsavory setting elements (such as drugs, incest, and slavery) more directly than Modiphius Entertainment.

INT PER WIL CHA STR DEX CON SPD CR MR
–1 +0 +0 +0 +7 +0 +5 +0 +3 –2
Hit Point Hero Points Renown WR
30 5 7 +1
Skills Athletics +2, Evade +8, Influence +5, Instinct +3, Investigate/Search +2, Language (Atlantean) +10, Language (Hellene) +10, Literacy (Hellene) +2, Lore (Navigation) +3, Lore (Theology) +2, Parry +4, Pilot (Boat) +2, Profession (Criminal) +10, Unarmed Fighting +5, Weapon (Melee) +10, Weapon (Ranged) +10
Talents Cleave, Second Wind
Starting Gear Full Suit of Heavy Armor, Dagger, Great Sword, Traveler’s Gear, Horse
Racial Abilities Blood of the Andaman, Bull Charge, Natural Weapons, Silver Allergy, Strong as a Bull

Upbringing [4]: Savage. Born a slave. +1 Language (Atlantean)

Childhood Encounter [6,3]: Met someone you believed to be a god in a grove of trees. He told you a story of your future.

Family Status [10]: Family status is on the rise but tenuous.

Previous Adventure I – The Warrior Path [16,19,11]: Sold into slavery where you toiled for years (double the time spent) and branded on your face as a slave. +1 Weapon (Ranged), +8 Years to Age

Previous Adventure II – The Warrior Path [10,20,13]: You were instrumental in the downfall of the Naga King in the Battle of the Serpent Kingdoms. +1 Weapon (Ranged), +3 Years to Age

Previous Adventure III – The Warrior Path [8,14,7]: Fought bravely during the Great Darkness War and killed many revenants. +1 Weapon (Ranged), +2 Renown, Full Suit of Heavy Armor, +4 Years to Age

Previous Adventure IV – The Warrior Path [1,12,16]: Studied at a small temple in the Mediterranean Sea for a year and learned at the feet of a wise old woman. +1 Weapon (Ranged), +4 Language (Atlantean), +3 Years to Age

Previous Adventure V – The Warrior Path [7,3,17,8]: A parent is your enemy because you foiled their insidious plot and were hailed as a Hero. They will work with your other enemies to kill you. +1 Weapon (Ranged), +4 Years to Age

Customization Points: +2 STR, +3 CON, Cleave

Disadvantages Level Notes
Relationship 2 Remains indebted to comrades from the Great Darkness War and Battle of the Serpent Kingdoms. If asked for help, he will do everything possible to assist them.
Internal 2 Experiences blood lust in battle. Inflicts excessive injuries and revels in the carnage unleashed. Enjoys the thrill of mindless combat.
External 1 Body occasionally aches from old wounds… especially those of spell origin. No amount of medicine or treatment seems to cure them.

Destiny: Control the city-states of Minoa through extortion and blackmail as Overlord of the criminal syndicates.

Fate: Castrated and sold as a eunuch slave to work the copper mines of Athens.

Renown Improvement
50 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
100 +1 CON, +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
150 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
200 +1 CON, +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
250 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
300 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
Great Sword (2H) WR DoD –2
Acc DR WT STR RoF AMMO Rng
12 b   9.7 kg +3
Dagger WR DoD +0
Acc DR WT STR RoF AMMO Rng
+2 6 ✓⭍† 0.9 kg +0
Heavy Full Suit WR DoD –4
PR WT STR
10 20 kg +6

Conan of Cimmeria

Conan of Cimmeria

Conan: Adventures in an Age Undreamed Of, is a tabletop role-playing game published by Modiphius Entertainment, based upon the iconic barbarian and legendary world created by Robert E. Howard. Each major sourcebook features a short section entitled, “Hihter Came Conan…“, which catalogs an evolving character sheet for the Cimmerian. Chronologically this begins with Conan the Thief and ends with Conan the King.

Interesting enough, Conan has an illegal build, even if one ignores talents not cited elsewhere in the product line (except his character sheets). In addition, Conan, as featured in Conan the Thief, is not an example of him at his earliest start. The entry has applied dozens of experience points. I made an attempt to extrapolate an inexperienced version of Conan, based on “Hihter Came Conan…” without the house rules. One who is a young man yet to begin the world spanning adventures that transform him into a timeless legend.

“Jack of all trades, master of none,” describes the Modiphius framework for their Conan. Strong an ox, multiple skills, decent swordsmanship; but lacks charisma and fails to dominate in combat.

Homeland Cimmeria Archetype Barbarian
Attributes Fast and Fit, Fast and Fit Nature Proud (CONAN the Barbarian, page 13)
Caste Barbaric (CONAN the Barbarian, page 6) Education Educated on the Battlefield
Story Born on a Battlefield War Story Defeated a Savage Beast
Trait Born to Battle Language Cimmerian, Aquilonian
Agi Awr Brw Cor Int Per Wil
10 9 13 8 8 7 8
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 2 2 12 Melee 4 4 14
Animal Handling 2 2 9 Observation 1 1 10
Athletics 1 1 14 Parry 2 2 10
Command 1 1 8 Resistance 1 1 14
Counsel 1 1 8 Society 1 1 8
Discipline 1 1 9 Stealth 1 1 11
Healing 1 1 9 Survival 2 2 11
Insight 1 1 10 Thievery 1 1 10
Lore 1 1 9
Talents
Ancient Bloodline (Atlantean): Conan is quick to anger, fierce and indomitable, and he often experiences glimpses into the vastness of time, insights at times of extreme peril or danger.
Courageous: Conan may re-roll a single d20 on any Discipline test, though the second result stands. He gains 1 Courage Soak.
Deflection: When making a Defend Reaction using the Parry skill, Conan can reduce the number of points added to Doom by 1, to a minimum of 0. This stacks with the weapon’s Parrying quality.
Hunter: When in the rural parts of Cimmeria, the number of successes required for any Survival tests Conan attempts is reduced by 1, even if this reduces the Difficulty of the test to Simple (D0).
No Mercy: When making a Melee attack, Conan may re-roll one damage dice, if desired. You must accept the results of the re-rolls.
Savage Dignity: Conan may roll an additional d20 for any test to resist being intimidated, persuaded, or impressed by a “civilized” person. This is usually a Discipline test, but can extend to Personality-based tests such as Command or Society. (CONAN the Barbarian, page 7)
Sharp Senses: Conan may re-roll one d20 when making an Observation test, but he must accept the new result.
Uncivilized: Conan suffers one step of Difficulty in Social tests when dealing with people from more civilized countries. On the other hand, his Upkeep cost is reduced by 2 Gold. (CONAN the Barbarian, page 7)
Fortune Renown Standing Gold Upkeep
2 0 1 7 2
Belongings
broadsword still stained in places with the blood of those it has slain, 2 daggers, shield, ragged furs which count as Heavy Clothing (Armor 1: Torso/Arms/Legs), deerskin leggings and a heavy hooded cloak, a solid well-crafted armband made of copper, battlefield honor
Courage Vigor Resolve
1 14 9
Attacks
Broadsword (M): Reach 2, 7D, Unbalanced, Parrying
Shield (M): Reach 2, 5D, 1H, Knockdown, Shield 2
Dagger (M): Reach 1, 6D, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1
Steely Glare (T): Range C, 2D mental, Stun