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Creature

Kaer Warriors

Four military profiles from Jax infantry to an Elyr commander

Kaer warfare is built around disciplined units. A Jax holds formation, a Veyr links willing minds into one command network, and an Elyr decides where the entire force will appear. Their natural Feather Fall and short Teleport let them use heights, broken ground, and sudden changes of position without turning every soldier into a studied sorcerer.

These are natural NPC profiles, not Summon or Polymorph patterns. Every profile possesses Rift Sense and innate telepathy. Their other racial awakenings are listed individually. Awakening follows experience rather than character level: these sheets describe typical soldiers, not a universal Kaer progression.

All four profiles possess Basic Fighting Style and use its Fighter grade. The bonuses are already included in the weapon damage below.


Jax Line Soldier, Level 1

A Jax Line Soldier is the ordinary professional warrior of a Kaer expedition. They drill with the same squad, eat with it, and expect orders to arrive through voice or an authorized telepathic network. Crimson or dark blue cloth identifies the expedition; black armor and gold fittings belong to the Kaer military style.

Attributes: STR +5 · DEX +4 · CON +4 · INT +4 · WIS +3 · CHA +3
Caster Level: 2 · Spell DC: 15
Speed: 38 ft per tick
HP: 50
DR: 2, segmented light armor and shield
Saves: Fortitude +5 · Reflex +5 · Will +4
Action Board: 3 attacks · 2 spells · 1 dedicated dodge · 3 general actions—1 slot per tick.

Weapons

  • Long spear: 1d10 + 7
  • Arming sword: 1d8 + 7

Psychic reserve: 5 Level 1 slots. The soldier has awakened telepathy but normally no other racial spell.

Formation Training. A line soldier carrying a shield uses attacks to parry for themself or an adjacent ally under the normal shield rules. Several Jax overlap spear reach and shields instead of pursuing enemies alone.

Tactics. The squad advances as one body. Front soldiers parry, rear soldiers attack with spears, and nobody breaks formation unless a Veyr gives the order. A lone Jax withdraws toward their unit rather than proving personal courage.


Jax Rift Skirmisher, Level 3

A Rift Skirmisher has survived enough foreign ground to awaken all three racial powers. They scout beyond the line, seize roofs and walls, and attack enemies who thought distance or elevation offered safety.

Attributes: STR +7 · DEX +8 · CON +6 · INT +5 · WIS +4 · CHA +4
Caster Level: 6 · Spell DC: 18
Speed: 46 ft per tick
HP: 140
DR: 4, fitted medium armor
Saves: Fortitude +9 · Reflex +11 · Will +7
Action Board: 4 attacks · 2 spells · 1 dedicated dodge · 4 general actions—2 slots per tick.

Weapons

  • Salk war spear: 1d10 + 12
  • Shortbow: 1d6 + 12

Psychic reserve: 5 slots at each spell level through Level 2. The skirmisher knows racial Feather Fall and the personal Level 2 version of Teleport.

Tactics. The skirmisher uses Teleport to cross the last stretch of exposed ground, reach a ledge, or appear beyond one defender. Feather Fall turns a retreat from a wall or cliff into ordinary movement. They attack from a new angle but return before the line loses sight of them.


Veyr Unit Captain, Level 5

A Veyr commands one unit of soldiers or sorcerers. The title grants real authority but remains close to the fighting: a Veyr sees the same ground as the Jax and is expected to correct a failing formation personally.

Attributes: STR +9 · DEX +10 · CON +8 · INT +7 · WIS +7 · CHA +7
Caster Level: 11 · Spell DC: 22
Speed: 50 ft per tick
HP: 360
DR: 8, officer's heavy armor
Saves: Fortitude +13 · Reflex +15 · Will +12
Action Board: 6 attacks · 2 spells · 2 dedicated dodges · 6 general actions—2 slots per tick.

Weapons

  • Command spear: 1d10 + 18
  • Officer's sword: 1d8 + 18

Psychic reserve: 5 slots at each spell level through Level 2. The Veyr knows racial Feather Fall and personal Teleport.

Command Network. The Veyr possesses Silent Network and can connect up to seven willing creatures within Far range. Orders, warnings, and images move through the network without revealing hidden thoughts. Entering it is part of accepting battlefield command, not permission for the Veyr to search a soldier's mind.

Tactics. The Veyr keeps the unit synchronized, shifts a threatened Jax backward, and orders several spears onto one opening. If the network is broken, they return to shouted commands rather than attempting forbidden telepathy.


Elyr Expedition Commander, Level 7

An Elyr leads armies, mercenary forces, and conquests. The commander does not need to be the expedition's greatest sorcerer. Their profession is choosing the objective, keeping several Veyrs aligned, and knowing when a new world is worth the soldiers it consumes.

Attributes: STR +12 · DEX +12 · CON +11 · INT +10 · WIS +10 · CHA +10
Caster Level: 16 · Spell DC: 28
Speed: 55 ft per tick
HP: 960
DR: 16, aristocratic war armor
Saves: Fortitude +18 · Reflex +19 · Will +17
Action Board: 7 attacks · 2 spells · 2 dedicated dodges · 7 general actions—3 slots per tick.

Weapons

  • Elyr great spear: 1d12 + 28
  • Heavy crossbow: 1d10 + 28

Psychic reserve: 6 slots at each spell level through Level 2. The Elyr knows racial Feather Fall and personal Teleport.

Expedition Network. The Elyr possesses Silent Network. They normally connect the Veyrs rather than every Jax; each Veyr carries the command into a smaller unit network. Disabling one captain isolates a squad without silencing the entire army.

Tactics. An Elyr does not spend the first round proving their damage. They identify the enemy commander, protect the Gate team, and move reserves through openings created by their Veyrs. Once the plan is stable, their own spear joins the strongest point of the line.

Encounter Groups

  • First patrol: one Rift Skirmisher leading four Line Soldiers.
  • Disciplined raid: one Veyr, two Rift Skirmishers, and six Line Soldiers.
  • The command survives: one Elyr and two Veyrs, each leading a separate group of Jax. Breaking one network changes the encounter without ending it.
  • A landing force: one Veyr holds the opening while Line Soldiers form around it and Rift Skirmishers secure nearby heights.

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Feats

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