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> NPC:s - Seanchan
Jahar
Posted: Jul 5 2004, 01:21 PM
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Seanchan

Seanchan Soldier
Armsman 1; HD 1d10 + 1; hp 6; Init +3; Defense 15; Spd 20ft; Atk +3 melee (1d8+2/x3, seanchan spear); SV Fort +3, Ref +2, Will +0; Str 14, Dex 12, Con 12,
Int 10, Wis 10, Cha 11.
Skills: Intimidate +2, Listen +2, Ride +5, and Swim +4, Spot +3.
Feats: Blooded, power attack.
Possessions: Seanchan spear, Seanchan armor and 1d6 mk.

This is the ordinary soldiers in the seanchan army. They where colourful lacquered armours and have helmets that almost make them look like insects. They are armed with spears.

Seanchan Cavalry
Armsman 1; HD1d10 + 1; hp 6; Init +3; Defense 15; Spd 20ft; Atk +3 melee (1d8+2/18-20, Seanchan scimitar) or +3 melee (1d6+2/x3, light lance); SV Fort +3, Ref +2, Will +0; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 11.
Skills: Intimidate +2, Listen +2, Ride +5, and Swim +4, Spot +3.
Feats: Blooded, Mounted Combat.
Possessions: Seanchan scimitar, Seanchan brigandine armor, light war horse, light lance and 2d6 mk.

This is the cavalry in the seanchan army. They wear colourful lacquered armours and have helmets that almost make them look like insects. They are armed with scimitars and light lances .


The Fists of Heaven
Armsman 1; HD 1d10; hp 5; Init +6; Defense 14; Spd 30ft; Atk +3 ranged (1d8/19-20,light crossbow) or +2 melee (1d6+1/19-20, short sword); SV Fort +2, Ref +3, Will +0; Str 12, Dex 15, Con 11, Int 10, Wis 10, Cha 10.
Skills: Intimidate +2, Listen +2, Swim +5, Spot +1 and Tumble +5.
Feats: Improved initiative, point blank shot.
Possessions: Seanchan shortsword, Seanchan leather armor, light crossbow, 20 bolts and 2d4 mk.

Lightly armed and lightly armored Seanchan infantry carried into battle on the backs of the flying creatures called to’raken. All are small men and woman, largely because of limits as to how much weight a to’raken can carry for any distance. Considered to be among the toughest soldiers, they are used primarily for raids, surprise assaults on positions at an enemy’s rear and where speed of getting into place is off the essence.

Ship archers
Armsman 1; HD 1d10 + 1; hp 6; Init +2; Defense 14; Spd 30ft; Atk +3 ranged (1d8+1/x3, composite longbow ) or +2 melee (1d6+1/19-20, short sword);
SV Fort +3, Ref +3, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 11.
Skills: Intimidate +2, Listen +2, Swim +5, Spot +1 and Balance +5.
Feats: Rapid shot, Point blank shot.
Possessions: Shortsword, Seanchan ship archer armor, Composite longbow, 30 arrows and 2d4 mk.

The Seanchan ship's archer wear segmented armor striped in blue banded at the bottom with silvery white and red banded with golden yellow, their helmets painted in all four colors so they resembled the faces of fearsome spiders. They are used as archer on ships, but also on land.
They are armed with composite bows and short swords.

Seanchan Officer
Armsman 3; HD 3d10 + 3 ; hp 18; Init +0; Defense 18; Spd 20ft; Atk +5 melee (1d8+2/19-20, seanchan curved sword); SV Fort +4, Ref +2, Will +5; Str 14, Dex 10, Con 12, Int 12, Wis 10, Cha 14.
Skills: Intimidate +6, Diplomacy +5, Ride +6, Swim +6, Spot +2, Knowledge (nobility and royalty [Seanchan]) +4 and Concentration +2.
Feats: Leadership, Iron will and Disciplined.
Possessions: Seanchan curved sword, Seanchan lacquered plate, light horse and 3d6 gc.

The officers in the Seanchan army wear a more colourful army then the common soldiers. Instead of spears they are armed with a curved two handed sword on their backs. Some of the officers are members in the true blood.

Deathwatch guards
Armsman 3; HD 3d10 + 6 ; hp 21; Init +1; Defense 18; Spd 20ft; Atk +6 melee (1d8+3/19-20, seanchan curved sword) or +6 melee (1d8+3/x3, seanchan spear); SV Fort +5, Ref +3, Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 14.
Skills: Intimidate +4, Ride +6, Swim +4, Spot +2 and Knowledge (nobility and royalty [Seanchan]) +4.
Feats: Power attack, Cleave, Mounted combat.
Possessions: Seanchan curved sword or spear, Deathwatch armor, light war horse, dagger and 5d6 mk.

The elite military formation of the Seanchan empire, including both human and ogier. The human members of the Deathwatch Guard are all da’covale, born as property and chosen while young to serve the Empress, whose personal property they are. Fanatically loyal and fiercely proud, they often display the ravens tattooed on their shoulders.
The Ogier members are known as Gardeners, and they are not da’covale.
The Gardeners are as fiercely loyal as the human Deathwatch Guard though and are even more feared. The Deathwatch Guard are not only ready to die for their Empress and the Imperial family, but believes that their lives are the property of the Empress to be disposed off as she wishes.

Deathwatch guards (Ogiers)
Armsman 4; HD 4d10 + 12 ; hp 32; Init -1; Defense 16; Spd 20ft; Atk +9 melee (1d12+5/x3, hafted axe); SV Fort +9, Ref +1, Will +2; Str 20, Dex 8, Con 16, Int 10, Wis 12, Cha 12.
Skills: Intimidate +6, Swim +6, listen +6, Knowledge (nature) +4 and Knowledge (nobility and royalty [Seanchan]) +4.
Feats: Power attack, Cleave, Improved
bull rush, Great cleave.
Possessions: Hafted axe, Large deathwatch armor, book and 3d6 mk.

Seeker
Expert 5; HD 5d6; hp 15; Init +2; Defense 13; Spd 30ft; Atk +3 melee (1d4, dagger); SV Fort +1, Ref +3, Will +5; Str 11, Dex 14, Con 10, Int 12, Wis 10, Cha 14.
Skills: Intimidate +14, Gather information +10, Use rope +6, Sense motive +8, Open Lock +6, Disguise +6, Diplomacy +6, Bluff +5, Knowledge (nobility and royalty [Seanchan]) +5 and Knowledge (Torture) +4.
Feats: Bullhead, Persuasive.
Possessions: Travellers outfit, Ink, Ink pen, notebook, Seeker badge, 1d4 gc and 3d6 mk.

More formally seekers for Truth, they are a police/spy organization of the Seanchan imperial throne. Although almost all seekers are the property of the imperial family, they have wide ranging powers.
Even one of the blood can be arrested for failure to answer any question put by a seeker, or for failure to fully cooperate with a seeker, this last defined by the seekers themselves, subject only to review by the Empress.

Morat’Torm
Armsman 2/Expert 1; HD 2d10 plus 1d6; hp 13; Init +2; Defense 16; Spd 30ft; Atk +3 melee (1d6+1/19-20,seanchan scimitar); SV Fort +3, Ref +4, Will +2; Str 12, Dex 14, Con 11, Int 12, Wis 10,
Cha 16.
Skills: Ride (Torm) +10, Handle animal +10, Animal empathy +8, Wilderness lore +6, Spot +5, Intuit direction +6 and Swim +6
Feats: Mounted combat, Handler and Ride by attack.
Possessions: Seanchan Scimitar, mail shirt and 2d8 mk.

The Morat’Torm is the handler that handles the creature Torm. The Torm is primarily used for scouting, although a excellent fighter it isn’t used in battle because if it is used in a battle to long it becomes frenzy and attacks everyone friends and enemies. The Morat’Torm rides on the animals back on a saddle.

Morat’Raken
Wanderer 1/Expert 2; HD 3d6; hp 9; Init +3; Defense 14; Spd 30ft; Atk +1 melee (1d4, dagger); SV Fort +0, Ref +5, Will +3; Str 10, Dex 16, Con 10, Int 12,
Wis 10, Cha 16.
Skills: Ride (Raken) +11, Handle animal +11, Animal empathy +7, Spot +6, Intuit direction +6, Tumble +9, Balance +9 and Search +2.
Feats: Mounted combat and Handler Possessions: Dagger, flyers outfit and 2d8 mk.

The Morat’Raken is the handler that handles the creature Raken. The Raken is a flying creature primarily used for scouting and carrying messages.
The Morat’Raken rides on the beast sitting in a saddle.

Morat’to’Raken
Wanderer 1/Expert 1; HD 2d6; hp 6; Init +2; Defense 13; Spd 30ft; Atk +0 melee (1d4, dagger); SV Fort +0, Ref +4, Will +3; Str 11, Dex 15, Con 10, Int 12,
Wis 10, Cha 16.
Skills: Ride (to’Raken) +9, Handle animal +10, Animal empathy +7, Spot +4, Intuit direction +5, Tumble +7 and Balance +7.
Feats: Handler
Possessions: Dagger, flyers outfit and 2d6 mk.

The Morat’to’Raken is the handler that handles the creature to’Raken. The to’Raken is a flying creature primarily used transporting.
Sometimes it is used in battles with archers and crossbow men sitting behind the Morat’to’Raken.

Morat’Grolm
Armsman 1/Expert 1; HD 1d10 + 1 plus 1d6 +1; hp 10; Init +1; Defense 15; Spd 30ft; Atk +2 melee (1d8+1/x3,seanchan spear); SV Fort +3, Ref +2, Will +2; Str 13, Dex 12, Con 12, Int 10, Wis 10,
Cha 16.
Skills: Ride (Horse) +5, Handle animal +10, Animal empathy +8, Spot +4, Jump +5, Hide +3 and Swim +6
Feats: Handler and Power attack.
Possessions: Seanchan Spear, light war horse, chain shirt and 2d8 mk.

The Morat’Grolm is the handler that handles the creature Torm. The Grolm is primarily used for guarding. Grolm are used in battle, though only against lightly armored opponents, to break holes in an enemy line which will be quickly exploited by human soldiers.
They can also be used against cavalry as horses often panics in their presence unless trained to tolerate them.

Morat’Lopar
Armsman 2/Expert 1; HD 2d10 + 4 plus 1d6 + 2; hp 19; Init +1; Defense 15; Spd 30ft; Atk +4 melee (1d6+2/19-20,seanchan scimitar); SV Fort +5, Ref +3, Will +2; Str 14, Dex 12, Con 15, Int 10, Wis 10,
Cha 16.
Skills: Ride (Horse) +7, Handle animal +10, Animal empathy +8, Intuit direction +6 and Swim +8
Feats: Mounted combat, Handler and Power attack.
Possessions: Seanchan Scimitar, seanchan chain shirt, light war horse and 2d8 mk.

The Morat’Lopar is the handler that handles the creature Lopar. The Lopar is primarily used in battles but also used as guard animal for the Blood.

Morat’Corlm
Wanderer 1/Expert 1; HD 2d6; hp 6; Init +2; Defense 15; Spd 30ft; Atk +1 melee (1d6+1/19-20, Seanchan scimitar); SV Fort +0, Ref +4, Will +4; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 16.
Skills: Ride (Horse) +6, Handle animal +9, Animal empathy +9, Spot +4, Intuit direction +6, Tumble +7, Swim +4, Wilderness Lore +6 and Move silently +7.
Feats: Handler, Track
Possessions: Seanchan leather, Seanchan scimitar and 2d8 mk.

The Morat’Corlm is the handler that handles the creature Corlm. The Corlm is primarily used in for tracking.

Sul’dam
Expert 4; HD 4d6 +4; hp 18; Init +1; Defense 11; Spd 30ft; Atk +2 melee (1d4, dagger); SV Fort +2, Ref +4, Will +5;
Str 10, Dex 12, Con 12, Int 11, Wis 14,
Cha 15.
Skills: Concentration +6, Handle Damane +8, Ride +5, Weave sight +4, Intimidate +2 and Knowledge (Customs [Seanchan]) +8.
Feats: Persuasive and Trustworthy.
Possessions: A’dam, Sul’dam dress, dagger, 1d4 gc and 1d6 mk


The Sul’dam is a woman who with a ter’angreal called A’dam controls a woman who can channel called Damane by the Seanchan.


Der’Sul’dam
Expert 7; HD 7d6; hp 21; Init +2; Defense 14; Spd 30ft; Atk +5 melee (1d4, dagger); SV Fort +3, Ref +4, Will +7;
Str 10, Dex 14, Con 10, Int 12, Wis 14,
Cha 16.
Skills: Concentration +10, Handle Damane +12, Ride +8, Weave sight +8, Intimidate +10, Knowledge (War) +6, Knowledge (Royalty and Nobility[Seanchan) +6, Sense Motive +10, Diplomacy +10 and Knowledge (Customs [Seanchan]) +8.
Feats: Persuasive, Strong soul and Trustworthy.
Possessions: A’dam, Der’Sul’dam dress, dagger and 3d6 gc

The Der’Sul’dam is a woman who have very high social status. The Der’Sul’dams forms the highest ranks among the Sul’dams. They are the best at their profession.
On the battle field they easily rank as high as a fare ranking officer.

Weak Damane
Initiate 5; HD 5d4; hp 10; Init +1; Defense 15; Spd 30ft; Atk +2 melee (1d3 subdual, unarmed);SQ Slow aging, weave sight; SV Fort +4, Ref +4, Will +8;
Str 10, Dex 14, Con 12, Int 13, Wis 14,
Cha 10.
Skills: Concentration +8, Weave sight +8,
Listen +9, Hide +9, Search +7, Knowledge (Customs [Seanchan]) +5.
Feats: Extra affinity, Extra Talent, Iron will, Multi weave, Tie off weave and Combat casting.
The one Power: Strength 5; Weaving
Skill 7; Weave DC 14 + weave level.
Affinities: Air, Fire
Talents: Elementalism, Warding
Weaves Known (4/3/3/1): Elementalism: arms of air, create fire, fireball, harden air, light, skyfire; Warding: Shield.
Possessions: Damane dress.

Moderate Damane
Initiate 7; HD 7d4 + 7; hp 21; Init +3; Defense 17; Spd 30ft; Atk +3 melee (1d3 subdual, unarmed); SQ Slow aging, Weave sight; SV Fort +6, Ref +7, Will +9;
Str 10, Dex 16, Con 12, Int 13, Wis 14,
Cha 10.
Skills: Concentration +11, Weave sight +11, Listen +9, Hide +7, Search +13, Knowledge (Customs [Seanchan]) +7
Feats: Extra affinity (x2), Extra Talent (x2), Iron will, Multi weave, Tie off weave and Combat casting.
The one Power: Strength 7; Weaving
Skill 9; Weave DC 15 + weave level.
Affinities: Air, Fire, Earth
Talents: Elementalism, Warding, Earth singing.
Weaves Known (4/3/3/2/1): Elementalism: arms of air, detonate structure, create fire, fireball, harden air, light, skyfire; Warding: Shield; Earth singing: riven earth.
Possessions: Damane dress.

Strong Damane
Initiate 9; HD 9d4 + 9; hp 27; Init +3; Defense 18; Spd 30ft; Atk +4 melee (1d3 subdual, unarmed); SQ Slow aging, Weave sight; SV Fort +7, Ref +7, Will +10;
Str 10, Dex 16, Con 12, Int 13, Wis 14,
Cha 11.
Skills: Concentration +13, Weave sight +13, Listen +10, Hide +7, Search +14, Knowledge (Customs [Seanchan]) +7
Feats: Extra affinity (x2), Extra Talent (x3), Iron will, Multi weave, Tie off weave and Combat casting.
The one Power: Strength 9; Weaving
Skill 11; Weave DC 16 + weave level.
Affinities: Air, Fire, Earth
Talents: Elementalism, Warding, Earth singing.
Weaves Known (4/4/3/3/2/1): Elementalism: arms of air, detonate structure, create fire, fireball, harden air, light, skyfire; Warding: Shield; Earth singing: riven earth Cloud dancing: harness the wind, lightning.
Possessions: Damane dress.

Damanes are woman who can channel. Channelers are believed dangerous in Seanchan so they are controlled by an A’dam used by a Sul’dam. They are used in battles by the Seanchan.

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Two Rivers Wolfbrother
Posted: Jul 6 2004, 04:06 AM
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These are awesome! Are these for the Encounters Handbook? Great job!


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Jahar
Posted: Jul 6 2004, 01:55 PM
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Thanks! Yes, you can put them in the encounter handbook if you want to.
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