BT-Humanoids

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2 Bandit Archer CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 5 / - Init: 8 Move Spd: 12 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 4 (11) 2d+1 3 (10) 2 18 10
Weak Point: None
Unique Skills
↝[Archery]
Bandit Archer can make a ranged attack with its bow, with a range of 20m, and it has the same Accuracy and Damage as a Weapon attack.
○[Precise Shot]
Ranged attacks fired into a skirmish cannot misfire.
▼[Sword's Salvation / Change Fate]
Once per day, a Bandit Archer may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 10 Bag of Silver (50G/-)
11+ Bag of Silver (50G/-) x 1d

Bandit Archers tend to stay behind the front lines, taking aim at those on the battlefield. As befitting cowardly bandits, their targets will tend to be who they perceive as the weakest in the group. This data may also be used for low-level soldiers, as well as armed villagers.

2 Bandit Trooper CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 5 / - Init: 9 Move Spd: 14 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 4 (11) 2d+2 3 (10) 3 20 10
Weak Point: None
Unique Skills
▼[Sword's Salvation / Change Fate]
Once per day, a Bandit Trooper may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 10 Bag of Silver (50G/-)
11+ Bag of Silver (50G/-) x 1d

Thugs with a single weapon and leather armor. Typically attacking peddlers, traders and lone travelers, Bandit Troopers tend to act in groups of 3-5, and will more likely go after smaller groups than not. This data may also be used for low-level soldiers, as well as armed villagers.


3 Corrupted Priest CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 6 / - Init: 8 Move Spd: 12 Fort: 4 (11) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Staff 4 (11) 2d 3 (10) 2 22 25
Weak Point: None
Unique Skills
↝[Divine Magic (Level 3) / Magic Power 5 (12)]
A Corrupted Priest may cast Divine Magic as a third-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
▼[Sword's Salvation / Change Fate]
Once per day, a Corrupted Priest may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 10 Bag of Silver (50G/-) x 1d
11+ Bag of Silver (50G/-) x 2d

These Corrupted Priests spread evil and destruction where they go. Whether they've been turned from the way of the righteous and fallen in with bandits, or are followers of the Malevolent Gods and living among the Barbarous, there is naught but darkness where these Priests go.

3 Mounted Bandit CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 6 / - Init: 11 Move Spd: 16 / 33 (Horse) Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Spear (Rider) 5 (12) 2d+6 5 (12) 4 25 13
Hoof (Horse) 4 (11) 2d+1 3 (10) 2 28 9
Sections: 2 (Rider / Horse) Main Section: Rider Weak Point: None
Unique Skills

●Rider
▼[Sword's Salvation / Change Fate]
Once per day, a Mounted Bandit may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.

●Horse
○[Downswing]
As long as the Horse's HP is 1 or higher, the Rider deals an extra +2 damage. When the Horse falls to 0 HP or lower, this ability cannot be used.

Loot
2 - 6 None
7 - 12 Weapon (30G/Black White B)
13+ Bag of Silver (50G/-) x 1d

A thug on horseback, this bandit attacks travelers and merchants for money. Armed with a simple spear, the Mounted Bandit can use their horse to block off escape routes while their friends to the robbing. This data may also be used for low-level soldiers, as well as armed villagers.

4 Bandit Chief CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 7 / - Init: 12 Move Spd: 14 Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+7 6 (13) 4 30 15
Weak Point: None
Unique Skills
☑[Power Attack]
A Bandit Chief can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Bandit Chief this turn receives a -2 penalty.
▼[Sword's Salvation / Change Fate]
Once per day, a Bandit Chief may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 10 Bag of Silver (50G/-) x 1d
11+ Bag of Silver (50G/-) x 2d

The leader of a group of bandits, a Bandit Chief is always followed by a group of 3-5 other bandit followers, and may have a spellcaster or two in the group as well. They will stand on the front lines and fight, though if the tides turn they may try to run and live to fight another day.

4 Blackhearted Sorcerer CRI
Int: Human Perc: 5 Senses Lang: Trade Common, Arcana, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 8 / - Init: 14 Move Spd: 15 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Staff 4 (11) 2d + 1 5 (12) 2 26 32
Weak Point: None
Unique Skills
↝[Magic (1 Skill) (Level 4) / Magic Power 7 (14)]
A Blackhearted Sorcerer can choose one of the following and cast as a fourth-level caster: Truespeech Magic, Spiritualism Magic, Divine Magic, or Fairy Magic. For individual spell effects, refer to that spell's description.
▼[Sword's Salvation / Change Fate]
Once per day, a Blackhearted Sorcerer may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 3 None
4 - 8 Bag of Silver (30G/-) x 1d
9 - 10 Large Bag of Silver (100G/-) x 1d
11+ Gems (150G/Gold A) x 1d

This is a human magician with a fair amount of magic experience. You may encounter them in various situations and settings. It can be an evil sorcerer or grim conjurer.

5 Skilled Mercenary CRI
Int: Average Perc: 5 Senses Lang: Trade Common
Hab: Various Disp: Neutral
Rep/Weak: 8 / - Init: 14 Move Spd: 20 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword 8 (15) 2d + 10 8 (15) 5 52 12
Weak Point: None
Unique Skills
☑[Aimed Attack]
When attacking, the Skilled Mercenary can gain a +2 bonus to Accuracy but receives a -4 penalty to damage dealt when doing so.
☑[Power Attack]
A Skilled Mercenary can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Mercenary this turn receives a -2 penalty.
▼[Sword's Salvation / Change Fate]
Once per day, a Skilled Mercenary may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 3 None
4 - 7 Bag of Silver (30G/-) x 1d
8 - 9 Ancient Knife (380G/Black White A)
10+ Gems (150G/Gold A) x 1d

With sword and shield at the ready, this mercenary relies on his sword arm and leather armor to protect him from the dangers of the road.

7 Knight CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: City Disp: Neutral
Rep/Weak: 10 / - Init: 14 Move Spd: 15 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 10 (17) 2d+9 9 (16) 10 66 18
Weak Point: None
Unique Skills
☑[Aimed Attack]
When attacking, the Skilled Mercenary can gain a +2 bonus to Accuracy but receives a -4 penalty to damage dealt when doing so.
☑[Cover]
Knight can use [Cover] combat feat (see CR I: p. 286-291)
▼[Sword's Salvation / Change Fate]
Once per day, a Knight may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
Always Bag of Silver (1d x 100G)
2 - 6 None
7 - 12 Bag of Silver (2d x 100G)
13+ Well-Kept Weapon (1,000G/Black White S)

An ordinary knight, given leave from the castle they typically protect. Known for having both a noble personality and a strong sword arm, knights are seen as reliable protectors of the weak. Knights often take pains to keep their weapons and armor well maintained, so they don't give off a weak appearance and cause the public to worry about their safety.

7 Famous Hunter CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Forest, City Disp: Neutral
Rep/Weak: 10 / - Init: 15 Move Spd: 20 Fort: 10 (17) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bow 11 (18) 2d+8 10 (17) 7 42 14
Weak Point: None
Unique Skills
↝[Archery]
Bandit Archer can make a ranged attack with its bow, with a range of 20m, and it has the same Accuracy and Damage as a Weapon attack.
○[Precise Shot & Hawk Eye]
Attacks fired into a battlefield cannot misfire. The Famous Hunter can attack characters in front of it that are outside the battlefield or under cover.
▼[Sword's Salvation / Change Fate]
Once per day, a Famous Hunter may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 12 Bag of Silver (2d x 100G)
13+ Well-Kept Weapon (1,000G/Black White S)

A master of hunting, they know every inch of the forest like the back of their hand. These outdoorsmen are incredibly knowledgeable about every facet of hunting wild game, and put it to use to bring game meat and pelts into local villages.

9 Proud Strongman CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 12 / - Init: 15 Move Spd: 18 Fort: 14 (21) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 13 (20) 2d+12 12 (19) 5 72 18
Weak Point: None
Unique Skills
↝[Double Attack]
A Proud Strongman can attack the same target twice inone action with its Fists.
☑[Power Attack]
The Proud Strongman can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Proud Strongman this turn receives a -2 penalty.
▼[Counter]
A Proud Strongman can use [Counter] combat feat (seeCR II: p. 156-161)
▼[Sword's Salvation / Change Fate]
Once per day, a Proud Strongman may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 12 Bag of Silver (2d x 100G)
13+ Large Bag of Silver (2d x 300G)

This brave man is one who has become proud of his power, training his body to the maximum. Traveling across the Terastieran continent, the Proud Strongman is in search of a worthy rival. Having steeled his mind and honed his body, his physique will undoubtedly remain in one's mind long after he passes through.

10 Heretic Priest CRI
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 13 / - Init: 7 Move Spd: 12 Fort: 12 (19) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Prayer Staff 4 (11) 2d+5 4 (11) 10 65 74
Weak Point: None
Unique Skills
↝[Divine Magic (Level 10) / Magic Power 15 (22)]
A Heretic Priest may cast Divine Magic as a tenth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
↝[Spiritualism Magic (Level 7) / Magic Power 12 (19)]
A Heretic Priest may cast Spiritualism Magic as an seventh-level Conjurer. For individual spell effects, refer to that spell's description.
○☑↝[Magic Aptitude]
A Heretic Priest can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Distance》, 《Guided Magic》, 《Hawk Eye》 and 《Wordbreak》.
▼[Sword's Salvation / Change Fate]
Once per day, a Heretic Priest may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
Always Bag of Silver (2d x 100G)
2 - 6 None
7 - 12 Bag of Silver (2d x 200G)
13+ Large Gem (4,000G/Gold S)

A priest who found the calling of the Malevolent Gods, such as Metissier and Bragzabas, powerful and alluring. However, such faiths are not permitted among humanity, and so the priest must keep their worship a secret. These heretics also serve as Barbarous spies, able to pass through the barriers from the Swords of Protection, and deliver information to the enemy.