Criminals


Name

HD (HP)

AR

SV

SK

ML

LD

Theif

1 (4)

0

2d

+2

5

0

Abilities: Nimble

Attacks:

  • Dagger, Melee. 1d, 2d4+2

  • Crossbow, Close. 1d, 1d6

Thug

1 (6)

1

2d

+2

6

0

Abilities: Dirty Fighting

Attacks:

  • Blackjack, Melee. 2d, 1d8+2

Veteran Thug

2 (8)

2s

2d

+2

7

0

Abilities: Dirty Fighting

Attacks:

  • Blackjack, Melee. 3d, 1d8+2

  • Old Pistol, Near. 2d, 1d10 Loading

Sharpshooter

1 (4)

0

1d

+1

7

0

Abilities: Crack Shot

Attacks:

  • Rifle, Far. 3d, 1d12(p2) Firearm, Loading

  • Derringer, Near. 3d, 1d8 Firearm, Nimble

Mage Dropout

1 (4)

0

1d

+1

5

0

Abilities: Dropout Magic

Attacks:

  • Cracked Wand, Near. 1d, 1d6, Nimble

Gang Boss

3 (12)

2s

2d

+3

8

+1

Abilities: Commander, Dirty Fighting

Attacks:

  • Weighted Cane, Melee. 3d, 1d8/1d10+3 Hooked

  • Stolen Revolver, Near. 2d, 1d10 Firearm

Abilities:

Nimble. After hitting a character with an attack they can move without provoking an attack of opportunity.

Dirty Fighting. Gain +1d to attacks against an opponent engaged with another ally.

Crack Shot. Can Aim as an action allowing each dice to be rerolled once on the next attack.

Commander. Each turn one ally to make a move or attack as a reaction

Dropout Magic. They can cast 2 spells each day.

  • Magic Bolt. Deals 1d4 damage to two targets, no save

  • Darkness. Block line of sight within or past 1 range area

  • Flashstep. Move 1 range without counting as movement.