Deudroedig (unrhyw rhywogaeth) canolig, unrhyw aliniad oni bai cyfreithlon
Anhawster Curo 15 (studded leather)
Heini Presennol 65 (10d8 + 20)
Cyflymder 30 ft.
CRF | CHW | CYF | DLL | DTH | PRS |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
Cais achub Crf +4, Chw +5, Dth +2
Sgiliau Athletig +4, Twyll +4
Synhwyrau Canfyddiad goddefol 10
Ieithoedd any two languages
Sialens 2 (450 XP)
Amlymosod. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Ymosodiad Arf Sgarmes +5 i fwrw, cyrraedd 5 tr., un targed. Taro: 6 (1d6 + 3) difrod slasio.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, cyrraedd 5 ft. or range 20/60 ft., one target. Taro: 5 (1d4 + 2) piercing (tyllu) damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.