Age of Adventure

Sea Gate Order Of Gulam Guard

Medium Humanoid, Orc Orc (Legion), Order Of Gulam Guard, Sea Gate Metropolitan, Level 3

HP: 0 / 0
PoS: 

HP: 49 (1d8, 2d10)

DgC/BC: 9/21

Speed: Normal: 7

Initiative: 1

Carrying capacity: 80

Sanity: 6

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

0

STR

3

VIT

3

CHA

0

INT

-1

WIS

-1

Skills

Adventuring: 2, Allure: 1, Block: 9, Bravery: 1, Diplomacy: 3, Dodge: 1, Exertion: 6, Insight: 3, Life Force: 4, Perception: 1, Resilience: 2, Sleight: 1, Society: 4, Stamina: 2, Toughness: 2

Specialisations

Block Class: +2, Dodge Class: -2, Engineers Kit: +2, Hammers: +1, Maces: +1, Melee Attacks: +4, Staves: +1

Languages

Common, Language Of Choice1

Abilities

Bludgeoneer. When Sea Gate Order Of Gulam Guard attacks with a Mace, Hammer or Staff, 19 counts as a critical hit for it.

Dead Man's Fight. While critically wounded Sea Gate Order Of Gulam Guard retains full movement speed and gains additional ◆◆◆ on each of its turns, that can only be used for attack actions.

Devout of Gulam. All Sea Gate Order Of Gulam Guard's melee attacks deal 1d4 holy damage in addition to other damage they already deal.

Divine Favour. At the end of long rest Sea Gate Order Of Gulam Guard gains 1 FP towards Gulam, Boundless Strength. Maximum number of FP Sea Gate Order Of Gulam Guard can store towards Gulam is twice its level.

Master of Melee. Whenever a target in Sea Gate Order Of Gulam Guard's melee range makes ranged attack or melee attack against a different creature, Sea Gate Order Of Gulam Guard can immediately make attack of opportunity against that taget. If it does, it gains one level of advantage on that attack.

United Killing. Once per rest, when Sea Gate Order Of Gulam Guard kills a target, it may grant shielding to any number of creatures that witnessed the kill within 5 m. The total shielding granted cannot exceed the slain creature’s level.

Equipment

1x Chainmail

Level 0 Armour, Medium Armour

Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 19 Resilience(VIT) check to gain the benefits of the long rest.

10 min: Dress Or Undress. You dress or undress Chainmail.

1x Maul

Level 0 Weapon, Hammer

Coating: 2

Powerful Strikes. Whenever This creature completely hits with this weapon, the target must make an Toughness(VIT) check against the damage dealt, max 40. On failure the target cannot use reactions until the beginning of its next turn.

◆, 1 coating: Coat. This weapon gains 1 coating

◆: Pommel Strike. Two-handed melee weapon attack. Exertion(STR) with disadvantage to hit. STR bludgeoning damage. On full hit This creature's next attack during this turn against the same target gains one level of advantage.

◆◆: Bash. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit. 2d12 + STR bludgeoning damage.

◆◆, if the target is prone: Skull Breaker. Two-handed melee weapon attack. Reach: 2 m. Exertion(STR) to hit, 3d12 + STR bludgeoning damage.

◆◆◆: Knock Back. Two-handed melee weapon attack. Reach: 1 m. All targets in half circle. Exertion(STR) to hit. 2d6 + STR bludgeoning damage. Targets must make Toughness(STR) check equal to the damage taken, max 40, or be knocked back by 1 m. On complete failure they are also knocked prone. Targets get advantage for each size category they are bigger than This creature.

◆◆◆◆: Power Bash. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit, ⨂d6 bludgeoning damage where ⨂ is This creature's STR. The target must make a Toughness(STR) check equal to the damage taken, max 40, or be knocked 2 m away from This creature. On complete failure it is also knocked prone. Target gains one level of advantage for each size category it is bigger than This creature. This creature can move into its melee range of the target as a free action immediately after this attack.