The Adventurers' Guild
Formerly the Bounty Hunters' Guild, the rebranded guild now also has quests available for greener recruits as well as less nefarious jobs, though they do still exist if you know where to go.
Immune to Poison, Poisoned, and suffocation due to lack of outside air.
- •Shimmer-Knife.2d10+5.
On Damage: No Heroic Reactions until their next Turn.
- •Snare Crossbow.3d10+5.
(Range 6) 4d10+5 non-lethal, Restrained (Escape DC13).
- •Stun Bomb.
(Range 6, 3x3 Area) DC13 STR save or Dazed and can't Move until the end of their next Turn.
Attacks miss her on a 1 or 2 and she ignores Opportunity Attacks after attacking.
- •Suckerpunch (2x).2d4.
On Damage: Dazed.
- •Hans.
(Reach 3) 2d4v+6. Advantage vs Distracted.
- •Greta.
(Range 6) 3d4+5. Advantage vs Distracted
Crits on 19 or 20.
- •"Moving to Position".
Move 6 to cover or other hiding spot, then Hide (Spot DC15).
- •Dual Pistols (2x).
(Range 4) 1d20+5.
- •Long Rifle.
(Range 16) 2d20+10
Starts combat Invisible and immune to Opportunity Attacks.
- •Shadow Step.
Teleport 6 and become Invisible.
- •Shadow Shiv (3x).3d4+5 (Vicious) Necrotic
- •Shadow Strikes.
(Reach 3) d44+10 Necrotic. On Damage: Reduce Max HP by the same amount (Safe Rest ends).
- •BLOODIED: Die, Die, DIE!! (1 use).
(Reach 3, AoE) DC17 DEX save or 4x(4d4) Necrotic, half on save.
When damaged by Lightning, gain Charged. While Charged, attackers take 2d6 Lightning damage when he's Crit.
Gain access to abilities that require or have a special bonus for being Charged. Charged ends after using an ability with Charged.
- •Greatsword (2x).3d6+5.
On miss: 5 damage.
- •Shocking Surprise!3d6+20.
On miss: damage self instead. Use Charged to gain Reach 3.
- •Thunderblade.
(Charged) 6d6+20, Knockback 3.
Can't be Dazed or Frightened.
- •Greatsword (2x).2d12+5.
On miss: 5 damage.
- •Thunder Knuckler.4d12+10.
Knockback 3. On Crit: Dazed.
- •Heavy Crossbow.2d12+20.
(Range 8)
Immune to Poison, Poisoned, and suffocation.
- •Shimmer-Knife.1d10+10.
On Damage: No Heroic Reactions until their next Turn.
- •Neural Inhibitor.
(Range 3) 1d10+10 Lightning. On Damage: Dazed.
- •Dart-Launcher.
(Range 6) 1d10+10 Poison. On Damage: Poisoned.
- •Mana Rifle.
(Range 9) 2d10a+10
Attacks miss him on a 1 or 2.
Starts combat Hidden and end his Turns Hidden when ending in a valid location (Spot DC18)
- •Repeating Shot (4x).
(Range 8) 2d4v+5
- •Deathblade.4d4+40.
On Crit: +1 Wound.
- •Smokepowder Bomb (1 use).
(Range 6, 3x3 Area) DC18 DEX save or 4d4+30, half on save.
Negates the die Explosion of Crits.
- •Repeating Crossbow (2x).1d10+5.
(Range 12) 1d10+5 Force.
- •Flamethrower.
(Cone 3) DC19 DEX save or 4d10+5 Fire damage, half on save.
- •Concussion Bomb.
(Range 6, 3x3 Area) DC19 STR save or 4d10 Thunder damage, Knockback 3 and Prone. Half damage only on save.
- •Seeker Missile (1 use).
(Range 9, 3x3 Area) DC19 STR save or 4d10+5 Fire damage, half on save.
- •Disintegration Ray (1 use, counts as 2 choices).
(Range 6) DC19 DEX save or 1d10+50 Force damage. On 0 HP: Monsters disintegrate, Heroes/Companions take +1 Wound, disintegrating if they mark their last Wound. Magic Items are safely left behind.