Bandit Poacher

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength35Hit Points18Combat75
Endurance35Wound Thr.9Magic30
Agility45Magicka30Evade35
Intelligence30Stamina3Observe65
Willpower30Initiative+10Stealth65
Perception45Action Pts.3Knowledge30
Personality30Speed9mSocial35
Morale50SizeStd.Physical55

Weapons & Armor

  • Has:
  • • Wood Shortbow: 1d6; (20/100/200)m Range; Reload(1),
  • 2H
  • ▪ Includes 12 Splitting or Slashing Iron Arrows
  • • Net: Entangling, Thrown (3/4/5); Range 2m, 1H
  • Also has one of:
  • • Iron War Axe: 1d8; Splitting, Unwieldy; Reach 2m, 1H
  • • Iron Spear: 1d8(1d10); Impaling, Unwieldy; Reach 2-3m,
  • 1.5H
  • Also has one of:
  • • Partial Fur: AR 1 / Frost 1, Light
  • • Partial Leather: AR 1 / Fire 1, Light
  • • Partial Chitin: AR 1 / Fire 1
  • Bandit Ringleader
  • Ringleaders of bandit encampments or factions are fierce combatants

Encountering Bandit Poacher

5 Bandit Hedge Mage Just like any militant force, bandits in Tamriel need mages to deal out magical damage and provide support to their fellows. Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 35 Hit Points 18 Combat 65 Endurance 35 Wound Thr. 9 Magic 60 Agility 35 Magicka 30 Evade 35 Intelligence 30 Stamina 3 Observe 55 Willpower 30 Initiative +9 Stealth 55 Perception 35 Action Pts. 3 Knowledge 30 Personality 30 Speed 9m Social 35 Morale 50 Size Std. Physical 55 Weapons and Armor One of: • Iron Broadsword: 1d8; Slashing, Reach 2m, 1H • Iron War Axe: 1d8; Splitting, Unwieldy; Reach 2m, 1H • Iron Mace: 1d8; Crushing, Unwieldy; Reach 2m, 1H One of: • Partial Fur: AR 1 / Frost 1, Light • Partial Leather: 1 AR/1 Fire AR, Light • Partial Chitin: 1 AR/1 Fire AR, Light • Partial Iron: 3 AR, Medium • Partial Bonemold: 2 AR, Light May have one of: • Fur Shield: BR 7 / Frost BR 5, Light • Chitin Shield: BR 7 / Fire BR 5, Light • Iron Shield: BR 9, Medium Special Abilities • Refresh (1 AP + 1 SP): The Hedge Mage can drink a potion which either refreshes their MP to full or regain all of the casts for their Spellcaster trait as a Secondary Action. Spells • Fire Bolt 3: 8 MP; 1d8 Fire; Ranged (100m), Attack, Over- load • Frost Bolt 3: 8 MP; 1d8 Frost; Ranged (100m), Attack, Overload • Shock Bolt 3: 8 MP; 1d8 Shock; Ranged (100m), Attack, Overload • Ward 1: 3 MP; Reinforce, Instant; Generate shield with 6 Magical and Physical BR. Cannot Power Block. • Fire Ball 2: 10 MP; 1d6 Fire; AoE (2m, sphere), Attack, Overload, Target point in 100m • Frost Ball 2: 10 MP; 1d6 Frost; AoE (2m, sphere), Attack, Overload, Target point in 100m • Shock Ball 2: 10 MP; 1d6 Shock; AoE (2m, sphere), Attack, Overload, Target point in 100m 6