MOOKS
The lowly thugs are hirelings, associates of Unit 13 who have demonstrated a certain level of ambition and loyalty. As
they have committed atrocities to join Unit 13 for a probation period, they think they have nowhere else to go, and their
loyalty is surprising. Some of them have had their loyalty reinforced with drugs, hypnosis, or charm spells.
Average Mook, human Warrior 2, NE.
Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 7
HD 2d8+9, hp 18. AC 18 (Dex, Breastplate, Mwk small steel shield), ACP = -4
Init +2, Move 20, SV F+6, R+2, W+0. BAB +2, Grp +4
Melee +4, d8+2 (19-20 crit for x2)
Ranged +4, d4+2 (same crit)
Sk&F: Climb +3, Jump +3, Swim +1. Toughness, Endurance
SQ: Morale saves (mundane not magical) made at +4
Equipment: Breastplate, mwk steel shield, longsword, throwing daggers, 15% of having a potion of cure light wounds d8+1,
torches, oil, tindertwig, backpack
Unit 13 Soldier
The lowest level of those accepted into Unit 13, the soldiers are almost exclusively human, and virulently racist. Years
of conditioning have left them hardened and cold. They are utterly dangerous and live to kill.
Average Unit 13 Soldier, Human Ranger 1/Rog 1, NE
Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 12
HD d8+d6+2, hp 16
AC = 18 (Dex, mwk chain shirt, mwk small shield), ACP = -1
Init +7, Move 30, SV F+3, R+7, W+1. BAB +1, Grp +3
Melee +5, d8+2
Ranged +5, d4+poison
Sk&F: Climb +6, Hide +7, Jump +6, Listen +6, Move Silently +7, Open Lock +5, Spot +6, Search +6, Survival +6. Track,
Weapon Focus longsword, Improved Initative
SQ: Morale saves at +4 (magical and mundane), saves versus ingested poisons at +1
Equipment: Mwk longsword, Mwk Chain shirt, Mwk small steel shield, thief tools, 40% potion cure light wounds d8+1, hand
crossbow, poisoned bolts (Fort DC 14 init & secondary d6 Dex)