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staunch [2020/08/12 15:10] – created maitregobstaunch [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +Staunch, Guerrier de Fer
 +Mercenary
 +
 +Not all criminals in Beaurefuge employ theft, blackmail, or trickery. Some simply seize what they want
 +with brute force—or with the aid of a blazing crossbow. Staunch, a crippled Guerrier de Fer artificer and
 +former artillerist of the Aundairian Army, is just such
 +an individual. Embittered by his injuries and less than
 +appreciative for what he considers “inadequate compensation,” he now hires himself out to anyone with
 +a bone to pick with the Aundairian crown. Staunch
 +usually serves as his employers’ armorer or sometimes as a head of operations for whatever thugs or
 +grunts they retain. Recently, he’s been in contact with
 +la Griffe d'Émeraude cell that hides within the ir’Uvanto
 +family estate.
 +Staunch’s lower left leg was destroyed by some
 +eldritch device of Cyran design during La Dernière Guerre.
 +No artificer, wizard, or Mage-artisan has ever been
 +able to repair or replace it, so he’s built a harness
 +around the stump with an enchanted wheel attached.
 +This repurposing has given Staunch a slow, distinctive gait—and a surprising edge in combat. But for this
 +unforgivable slight, he is delighted by the destruction
 +of Cyre and openly mocks its survivors; he applauds
 +Queen Aurala’s rejection of Cyran refugees. Staunch’s
 +nihilist worldview has made him resistant to intimidation and unafraid of death.
 +Staunch in Combat
 +Staunch shies from no fight. He was forged for war
 +and fully expects to meet oblivion in one. He uses
 +his customized armbow to launch fiery bolts or blast
 +opponents with incendiary spray. Although he moves
 +slowly, his wheel-foot allows him to pivot quickly and
 +keep his opponents at bay. Staunch uses grinding wheel
 +to knock his foes down.
 +Staunch’s Allies
 +When not surrounded by his employers’ goons,
 +Staunch shares the company of likeminded Guerrier de Fer
 +unsatisfied with sovereign authority. Many have even
 +defected from the organized service of the Lord of
 +Blades.
 +Level 10 Encounter (XP 2,975)
 +FStaunch (level 12 elite controller)
 +F5 Humain lackeys (level 7 minion; Monster
 +Manual, page 162)
 +F2 Humain slavers (level 8 brute; Monster Manual 2,
 +page 149)
 +F2 Guerrier de Fer captains (level 6 soldier; Monster
 +Manual, page 261)
 +Hook: Contending With
 +Staunch
 +Parties willing to treat with criminals might be
 +able to hire Staunch, though his price is exorbitant.
 +Employing this belligerent Guerrier de Fer is an ordeal
 +in itself. He is not content to take casual orders from
 +anyone, especially not breathers. As a construct and a
 +nihilist, he respects only power, magic, and material
 +wealth; spiritualism or higher ideals mean nothing to
 +him. Most characters will encounter Staunch in their
 +enemy’s service, overseeing the heavy lifting of some
 +deadly operation, and will probably exchange arrowfire before words. But . . . he can always be bought.
 +Staunch Level 12 Elite Controller
 +Medium natural Humainoïde XP 1,400
 +(living construct), Guerrier de Fer
 +Initiative +7 Senses Perception +10
 +HP 246; Bloodied 123
 +AC 26; Fortitude 26, Reflex 23, Will 25
 +Saving Throws +2
 +Speed 4
 +Action Points 1
 +m Icy Warhammer (standard; at-will) F Cold, Weapon
 ++17 vs. AC; 1d10 + 5 damage plus 1d6 cold damage, and
 +the target is slowed until the end of Staunch’s next turn.
 +r Fiery Armbow (standard; at-will) F Fire, Weapon
 + Rangeld 10; +17 vs. AC; 1d8 + 4 damage plus 1d6
 +fire damage.
 +C Incendiary Spray (standard; recharge 4 5 6 ) F Fire,
 +Zone
 +Close blast 3; +16 vs. Reflex; 2d8 + 5 fire damage, and
 +ongoing 5 fire damage (save ends). The burst becomes an
 +incendiary zone that lasts until the end of Staunch’s next
 +turn. Creatures that end their turns within the zone take
 +10 fire damage.
 +A Alchemical Blast (standard; encounter) F Acid, Thunder
 + Area burst 2 within 10; +16 vs. Reflex; 2d8 + 8 acid and
 +thunder damage, and the target is dazed (save ends).
 +Miss: Half damage.
 +M Grinding Wheel (move; at-will)
 +Staunch shifts up to 4 squares, making the following attack
 +against each creature he moves adjacent to during the
 +shift. Staunch can only target a given creature once during
 +each use of grinding wheel. +16 vs. Fortitude; the target
 +falls prone.
 +Uncanny Pivot (move; at-will)
 +Staunch gains a +2 bonus to AC, Fortitude, and Reflex until
 +he moves.
 +Guerrier de Fer Resolve (minor, usable only while bloodied;
 +encounter)
 +Staunch gains 14 temporary hit points.
 +Alignment Evil Languages Commun
 +Str 14 (+0) Dex 12 (+7) Wis 19 (+11)
 +Con 19 (+11) Int 19 (+11) Cha 12 (+7)
 +Equipment chainmail, warhammer