====== Standard Troops ====== Light troops are all level 3 warriors, they share their basic characteristics but are differentiated by the peacetime role they perform. Light Foot are the main utility unit and come automatically with all buildings that have Def points. They might be used to - guard buildings, carry out countryside patrols, police a city, staff watchtowers, guard gates, patrol city walls, etc. Light Cavalry are messengers and fast scouts. * Town Guards are the default troops for Urban defence developments * Scouts are the default troops in Wilderness and Rural areas * Private Guards are the default for House Guards, Personal Guards and Mercenary Units * Basic Troops or Duellist will be the default in most other cases * All Standard troops are built using the [[.trooptemplate#standard_troops|Standard]] Troop Template. * Light Cavalry must have the [[.trooptemplate#cavalry_troops|Cavalry]] Troops Template applied as well. ------ ===== Troop Units ===== All troops are trained to fight as a unit, so if you face a unit of Light Troops in combat, I shall treat them as a swarm, using the following stat blocks. ++++ Light Foot (Unit) | * N Medium humanoid (human, troop) * Init +1; Senses Perception +7 * Unit Size:13 * Gear: See Individual Listing * __DEFENSE__ * AC 16 * hp 58 * Fort +4: Ref 1: Will +3 * Defensive Abilities troop traits * __OFFENSE__ * Speed 30 ft. * Damage: 3d6 * Space 20 ft.; Reach 5 ft. * __STATISTICS__ * See Individual Listing * __SPECIAL ABILITIES__ * None ++++ ++++Light Cavalry (Unit)| * N Medium humanoid (human, troop) * Init +1; Senses Perception +1 * Unit Size:7 + 7 * Gear: See Individual Listing * __DEFENSE__ * AC 18, touch xx, flat-footed xx (+3 armor, +1 Shield, +1 Dex, +2 Cav) * hp 73 * Fort +4: Ref 1: Will +3 * Defensive Abilities troop traits * __OFFENSE__ * Speed 50 ft. * Damage (2d6) * Space 20 ft.; Reach 5 ft. * __STATISTICS__ * See Individual Listing * __SPECIAL ABILITIES__ * None ++++ ------ ==== Individual Troop Types ==== Light Troops are built using the [[campaign_systems_kingdombuilding:masscombat:trooptemplate#standard_troops|Standard]] Troop Template. === Basic Troops === ++++ Sell Sword (Basic Warrior) | Role: These soldiers have completed their non-specialist training, but not yet chosen their career. Many go on to further specialist training (and make up the defence points associated with their school / college) others leave at this point and get specialist training 'on the job' somewhere. * Warrior L3 * Initiative: +1 Perception: * AC: 14, HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Longsword +4 (d8+1 19-20 x2 | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 20 |||| Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 (not yet spent) * Skills: Profession(Soldier) +5, Intimidate +5, Climb+5, Swim +5 | (+5 spare), * Favoured Class: HPx3 * Gear: leather Armour, light shield, Longsword, LXB, Dagger ++++ === Soldiers === State troops, who form the basis of the standing army. There is no requirement for independent cities or landowners to use these models, however, unless you specify it somewhere, these are the default. Towns and Private estates (such as a Noble's holdings) are normally patrolled by Guards, rather than State Troops. ++++ Light Foot | Role: These soldiers have decided to join the army. * Warrior L3 * Initiative: +1 Perception: * AC: 17, HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Longsword +6 (d8+1 19-20 x2 | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 20 |||| Dagger +4 (d4+1 19-20 x2) Range 10 * Trait – Sword Scion +1 attack with Longsword * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Weapon Focus (Longsword(+1 att) * Skills: Profession(Soldier) +5, Intimidate +5, Climb+5, Swim +5 | (+5 spare), * Favoured Class: HPx3 * Gear: Chain Shirt, Heavy Shield (Wooden), Longsword, LXB, Dagger ++++ ++++Chasseurs (Light Cavalry)| **Role:** Messengers, patrolling roads and into wilderness areas. * Warrior L3 * Initiative: +1 Perception: * AC: 13 HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: MW Scimitar +4 (d6 18-19 x2) |||| Dagger +4 (d4 19-20 x2) * Ranged: Javelins +4 (d6 x2) Range 30 |||| Dagger +4 (d4 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Skill focus (ride) * Skills: Climb +4 (+5), Handle Animal +5, Intimidate +5, Profession(Soldier) +5, Ride +9 (+10), Swim +4 (+5) :::: (without AC penalty) * Favoured Class: HPx3 * * Gear: Light Warhorse, Military Saddle. Studded leather, Small Shield (steel), Scimitar, Javelin x5, Dagger. * Notes: All three L3 skill points spent on Ride. ++++ ++++ Scout (Light Foot)| **Role:** Patrolling outside the settlement and into wilderness areas. These troops use the [[pathfinder:npc_classes:warriors#scout_warrior_archetype|Scout Archetype]]. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Machete +4 (d6+1 19-20 x2) |||| Dagger +3 (d4+1 19-20 x2) * Ranged: Shortbow +4 (d8 20 x3) Range 60 |||| Dagger +3 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (Militia veteran (Survival), Eyes & Ears of the City) * Skills: Climb +5 (+6), Know (Local) +1, Perception +7, Profession(Soldier) +5, Ride +5 (+6), Stealth +5, Survival +7, Swim +4 (+5) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded Leather, Buckler, Short Bow, Machete, Dagger ++++ ++++Marine (Light Foot)| **Role:** Specialist water-borne troops. Many are employed to crew and guard trading vessels. ++Note|(See the merchant Rules)++ Others are employed to guard lakes, rivers and waterways – almost a Coast Guard. They are intended to board enemy vessels (or those under investigation) rather than make shore based attacks. NOTE: You must have a Military Jetty or an armed vessel to employ Marines. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Boarding Axe +4 (d6+1 x3) | Dagger +4 (d4+1 19-20 x2) * Ranged: Darts +4 (d4 20 x2) Range 20 | Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Perception +7, Profession(Soldier) +5, Profession(Sailor) +5, Ride +4 (+5), Sense Motivel +7, Swim +5 (+6) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded leather, Light Shield (steel), Boarding Axe, Dagger, Hunga Munga. ++++ === Guards === Fully Trained Soldiers, who expect to be used on guard and defensive duties in Cities, towns and private estates. ++++Town Guard (Light Foot) found guarding Cities, Towns and Villages.| **Role:** Guarding Cities, Towns and Villages. Patrolling streets, Guarding gates and generally low-level police enforcement. The mace is their symbol of authority around town, think of it as a nod towards the truncheon/baton that were carried by many traditional police forces. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Light Mace +4 (d6+1 x2) | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 80 | Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Know (Local) +1, Perception +7, Profession(Soldier) +5, Ride +5 (+6), Sense Motive +7, Swim +4 (+5) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded leather, Light Shield (steel), Light Mace, Dagger (plus Light Crossbow for gate guard, defending town walls etc) ++++ ++++ Private Guard (Light Foot) Found as House Guards, Private Guards, Mercenaries and Guarding Ships| **Role:** Private Guards who can serve aristocrats (as House or personal guards), guard mule or ox trains, guards for hire or serve as simple mercenaries. These are the default for personal, corporate or mercenary guards. While they have has training that is similar to the state's local guard, they have a better understanding of the nobility, but are less well-trained as soldiers. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Short Sword +4 (d6+1 19-20x2) | Dagger +4 (d4+1 19-20 x2) * Ranged: Short Bow +4 (d6 20 x3) Range 15 | Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp), Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Knowledge(Nobility+ +2, Perception +7, Profession(Soldier) +4, Ride +5 (+6), Sense Motive +7, Swim +5 (+6) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded leather, Buckler, Short Sword, Dagger, Short Bow. ++++ ++++Caravan Guard (Light Foot) Merchant Caravans with wagons| **Role:** Caravan Guards are specialist troops trained to guard Mule Trains, Ox Trains and Caravans. They are the default for full trade caravans working out of Caravanserai. Mule and Ox trains default to the Private Guard model described above. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Hand Axe +4 (d6+1 20x3) | Dagger +4 (d4+1 19-20 x2) * Ranged: Short Bow +4 (d6 20 x3) Range 15 | Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Handle animal +5, Perception +7, Profession(Soldier) +4, profession(Teamster) +5, Ride +5 (+6), Sense Motive +7, Swim +4 (+5) | (in brackets - without AC Penalty) * Favoured Class: HPx3 * Gear: Studded leather, Buckler, Hand Axe, Dagger, Short Bow. ++++ ++++ Pharasma's Crypt Guard (Light Foot) Specialists: RESTRICTED TO Pharasmin Priests | Role: These soldiers have been trained by a Pharasman religious school to guard crypts and deal with incursions by the undead. They can only be trained in Pharasmin Sword Scools, or emplyed by a ++Priest of Pharasma|(Either your PC, an Entourage-Assistanr or an Entourage All - who 'own' an established Pharasmin property)++. NOTE: Built using the Equerry (Warrior Archetype) and this version has been ‘flavoured’ to suit a Pharasmin setting. * Warrior L3 * Initiative: +1 Perception: * AC: 17, HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Light Flail +4 (d8+1 120 x2 (trip, disarm)| Dagger +4 (d4+1 19-20 x2) * Ranged: Sling +4 (d4 20 x2) Bludgeoning, Range 50 |||| Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Charge of the Righteous * Skills: Climb+2, Diplomacy +5, Heal +7, Knowledge:Relgion +7, Profession(Soldier) +5 * Favoured Class: HPx3 * Gear: Chain Shirt, Heavy Shield, Light Flail, Sling, Dagger ++++ ++++ Duellists (Light Foot) - Specialists: RESTRICTED TO Duelling Salons || Role: These troops are only produced from Duelling Salons, they are semi-professional Duellists and are treated as Individuals. Anyone graduating from a duelling school //might// have any of these archetypes. However, there is no standard pattern, and it could be something completely different. Units from Military colleges and academies often contain a few duellists. * **Aldori Duellist** (warrior L3) * Initiative: +3, Perception: +7 * AC: 15 HP: 24 (3d10+6) (Takes hp as favoured class benefit per level) * Fort +4: Ref 1: Will +3 * Melee: Aldori Sword +4 (d6+1 19-20 x2) |||| Dagger +3 (d4+1 19-20 x2) * Ranged: Shortbow +4 (d8 20 x3) Range 60 |||| Dagger +3 (d4+1 19-20 x2) Range 10 * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Aldori Sword (+1) Race: Iron Will (Will save +2), Reactionary (+2 to Initiative) * Skills: Climb +5, Perception +7, Ride +3, Stealth +5, Intimidate +5, Swim +5 * Favoured Class: HPx3 * Gear: Studded Leather, Aldori Sword, Short Bow, Dagger * **Rapier Duellist 1** * human Warrior, Level 3, Init 1, HP 24/24 (3d10+6), Speed 30ft (20ft in armour) * AC 16, Touch 11, Flat-footed 15, CMD 15, Fort 4, Ref 2, Will 2, CMB +4, Base Attack Bonus 3 * masterwork rapier +5 (1d6+1, 18-20/x2) * rapier (piranha strike) +4 (1d6+3, 18-20/x2) * masterwork armored coat, masterwork buckler (+4 Armor, +1 Shield, +1 Dex) * Abilities Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12 * Feats Piranha Strike, Weapon Finesse, Weapon Focus (rapier) * Skills Acrobatics +3, Climb +6, Intimidate +7, Perform (dance) +4 * **Rapier Duellist 2** * Male Human aristocrat 3 Init +5; Senses Perception +0, * AC 15, touch 13, flat-footed 12 hp 19 (3d8+3) Fort +1, Ref +4, Will +3 * Melee masterwork rapier +6 (1d6+2/18-20) * Base Atk +2; CMB +3; CMD 17 Abilities Str 14, Dex 14, Con 10, Int 11, Wis 10, Cha 11 * Feats (class) Armor Proficiency (Heavy, Medium, Light) Weapon Proficiency (Martial, Simple), Weapon Proficiency, Shield Proficiency (all & Tower): * Feats (other) Dodge, Shield Focus, Weapon Finesse * Skills Acrobatics +6, Appraise +6, Climb +2, Diplomacy +6, Escape Artist +3, Fly +3, Intimidate +6, Knowledge (Nobility) +6, Ride +3, Stealth +2, Swim +2, * Possessions masterwork rapier; Leather, explorer's outfit; masterwork buckler; * Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. ++++ === Aldori Troops === This category of troops can only be trained, or employed, by recognised Aldori. They tend to serve in Aldori Armies and Mercenary Units. ++++ Aldori Guards (Light Foot) Found as House Guards, Private Guards and Guarding Ships| **Role:** Private Guards who can serve Aldori Houses (as House or personal guards), or guard armed vessels. While they have has training that is similar to other guards, they have a better understanding of the nobility, but are less well-trained as soldiers. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Duelling Sword +4 (d8+1 19-20x2) | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 80 | Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp), Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Knowledge(Nobility+ +2, Perception +7, Profession(Soldier) +4, Ride +5 (+6), Sense Motive +7, Swim +5 (+6) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded leather, Buckler, Duelling Sword, Dagger, LXB. ++++ ++++ Aldori Soldier (Light foot) found in Aldori mercenary units. | Role: The fully trained Aldori Soldier can fight as well as any professional soldier. They make up the bulk of Aldori mercenary units. * Warrior L3 * Initiative: +1 Perception: * AC: 15, HP: 27 (3d+6) * Fort +4: Ref 1: Will +1 * Melee: Duelling Sword +6 (d8+1 19-20 x2 | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 80 |||| Dagger +4 (d4+1 19-20 x2) Range 10 * Trait: Sword Scion - (You begin play with a longsword or duelling sword and gain a +1 trait bonus on all attacks and combat manoeuvres made with such weapons.) * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Exotic Weapon: Duelling Sword, Race: Weapon Focus: Duelling sword +1 bonus on all attack rolls, Weapon Finesse * Skills: Acrobatics 6, Intimidate 6, Knowledge (nobility) 5, Sense Motive 6 * Favoured Class: HPx3 * Gear: Studded leather Armour, Shield (light), Duelling sword, LXB, Dagger ++++ ++++ Aldori Chasseur (light Cavalry) Aldori messengers and light cavalry | Role: The fully trained Aldori Chasseur is a match for any professional light cavalryman. * Aristocrat L3 * Initiative: +1 Perception: * AC: 15, HP: 27 (3d+6) * Fort +4: Ref 1: Will +1 * Melee: Duelling Sword +5 (d8+1 19-20 x2 | Dagger +3 (d4+1 19-20 x2) * Ranged: Shortbow +3 (d6 20 x3) Range 60 |||| Dagger +3 (d4+1 19-20 x2) Range 10 * Trait: Sword Scion - (You begin play with a longsword or duelling sword and gain a +1 trait bonus on all attacks and combat manoeuvres made with such weapons.) * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: Class: Exotic Weapon: Duelling Sword, Race: Weapon Focus: Duelling sword +1 bonus on all attack rolls, L1:Weapon Finesse, L3: (spare) * Skills: Acrobatics 6, Intimidate 6, Knowledge (nobility) 5, Sense Motive 6, Ride 7. Handle Animal 5, Diplomacy 5, Swim 5. * Favoured Class: HPx3 * Gear: Studded leather Armour, Shield (light), Duelling sword, LXB, Dagger, Light War Horse, Military saddle. ++++ === Non-Human Troops === This category of troops can only be trained, or employed, by members of the same race. They may well have slightly different roles to the Human equivalents. ++++ Dwarf Prospector (Light Foot) | Role:Their primary role is to explore hills, mountains and cave systems for usable mineral deposits. They make decent 'Combat Miners' for those seams that might be claimed by other groups. They guard ore and mineral caravans that leave the mines, and can fill a 'policing role' if required. Dwarf Prospector: Male Dwarf Warrior3 ; CR 1 ; Init +1; Spd Walk 20 ft.; **Defence** * HD (3d10)+9; hp 30; * AC 14, touch 11, flat-footed 13, * CMB +4; CMD +15;: * SV Fort +5, Ref +2, Will +3 **Offence** - +4 Melee (1d6+1/20/x4, *Pick, Heavy ) or +4 Melee (1d3/20/x2, *Shield, Light Steel ) or - +4 Ranged (1d10/19-20/x2, Heavy Crossbow: Range 120 ft.) **Statistics** * SA: Darkvision (Ex), Defensive Training (Ex), Greed (Ex), Hardy (Ex), Hatred (Ex), Highlander (hills or mountains), Language, Stability (Ex), Steady (Ex), Stonecunning (Ex), Tunnel Fighter, Weapon Familiarity (Ex), ; SQ: Darkvision (60 ft.); AL: None;; * STR 12, DEX 12, CON 14, INT 12, WIS 14, CHA 10 . * Skills: Appraise +3, Climb +4, Knowledge (Dungeoneering) +5, Profession (Miner) +8, Ride +4, Stealth +6; * Feats: Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Breadth of Experience, Improved Stonecunning, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency. * Possessions: Heavy Pick; Shield (Light Steel); Outfit (Explorer's); Leather Armout; Heavy Crossbow **Traits** * **Tunnel Fighter** Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). * **Highlander** (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. ++++ ++++ Dwarf Stalker (Light Foot) | Role:Their primary role is to patrol the hills and mountains around a settlement. However, they are expected to return with game and foraged food for the settlement and most are skilled hunters or trappers. They monitor (and guard) trade caravans that leave the settlement, and can fill a 'policing role' if required. Their //Improved Stonecunning// means they can generally identify stone that is wroth quarrying. Dwarf Stalker: Male Dwarf Warrior3 ; CR 1 ; Init +1; Spd Walk 20 ft.; **Defence** * HD (3d10)+9; hp 30; * AC 14, touch 11, flat-footed 13, * CMB +4; CMD +15;: * SV Fort +5, Ref +2, Will +3 **Offence** - +4 Melee (1d8+1/20/x3, Battle Axe ) or +4 Melee (1d3/20/x2, *Shield, Light Steel ) or - +4 Ranged (1d8/19-20/x2, Light Crossbow: Range 80 ft.) **Statistics** * SA: Darkvision (Ex), Defensive Training (Ex), Greed (Ex), Hardy (Ex), Hatred (Ex), Highlander (hills or mountains), Language, Stability (Ex), Steady (Ex), Stonecunning (Ex), Tunnel Fighter, Weapon Familiarity (Ex), ; SQ: Darkvision (60 ft.); AL: None;; * STR 12, DEX 12, CON 14, INT 12, WIS 14, CHA 10 . * Skills: Appraise +3, Climb +4, Knowledge (nature) +5, Survival 8, Ride +4, Stealth +6; * Feats: Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Breadth of Experience, Improved Stonecunning, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency. * Possessions: Battle Axe; Shield (Light Steel); Outfit (Explorer's); Leather Armour; Light Crossbow **Traits** * **Militia Veteran**: Select one of the following skills: Profession (soldier), Ride, or **Survival**. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. * **Highlander** (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. ++++ * Halfling Dogriders (Light Cavalry) ++Note|(No stats for these yet, but they fill the same roles as Light Cavalry)++ * Koblold Raiders (Light Foot) ++Note|(Scout/Spy/Raider Archetype)++