Government: Theocracy (Fzoul Chembryl)
Homeland tax: 25%
Base corruption: 4%
Prestige points: pp costs 10,000 gp and can be sold for 5000 gp
Values: Zhentarim places some value in high trade, but is more impressed with conquest and spreading of the Bane faith.
Diplomacy: Very difficult to influence
Bribe: Difficult to bribe
Military: Heavy disciplined units and strong clerics
Relations: Evermeet – hostile, Neverwinter - war, Waterdeep- hostile, The Pirate Alliance - hostile Calimshan - neutral
Special: Lower rebellion threshold
Zhentarim light infantry
Human level 1 warriors (20) (max level 4)
Hp: 36
AC 14, touch 10, flatfooted 14
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (720 gp): studded leather, light wooden shield, morningstar
Feats: Weapon Focus (morningstar), Disciplined
Attacks: 4x morningstar +3 (1d8+1)
Skills: Detection (cc) +1, Stealth (cc) -1, climb +1, swim -1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3000 gp, (replacements 125 gp)
Upkeep: 250 gp
Possible upgrades:
Masterwork morningstar (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp
Zhentarim spearmen
Human level 1 warriors (20) (max level 4)
Hp: 36
AC 13, touch 10, flatfooted 14
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (600 gp): studded leather, longspear
Feats: Spear Wall, Disciplined
Attacks: 4x longspear +2 (1d8+1)
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3000 gp, (replacements 125 gp)
Upkeep: 250 gp
Possible upgrades:
Masterwork longspear (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp
Zhentarim light crossbowmen
Human level 1 warriors (20) (max level 4)
Hp: 32
AC 14, touch 11, flatfooted 13
Abilities: str 12, dex 13, con 10, int 10, wis 11, cha 10
Saves: fort +2, ref +1, will +0
Equipment (1300 gp): studded leather, light crossbow, light mace
Feats: Weapon Focus (light crossbow), Disciplined
Attacks: 4x light crossbow +3 (1d8) 80 ft or 4x light mace +2 (1d6+1)
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 3500 gp, (replacements 150 gp)
Upkeep: 300 gp
Possible upgrades:
Masterwork light crossbow (+1 attack): 6000 gp
Masterwork light mace (+1 attack): 6000 gp
Masterwork chain shirt (+1 AC): 4500 gp
Zhentarim medium infantry
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 17, touch 11, flatfooted 16
Abilities: str 14, dex 12, con 13, int 10, wis 11, cha 8
Saves: fort +3, ref +1, will +0
Equipment (1700 gp): scale mail, heavy steel shield, longsword
Feats: Weapon Focus (longsword), Disciplined, Shield Wall
Attacks: 4x longsword +4 (1d8+2)
Skills: Detection (cc) +2, Stealth (cc) -5, climb +0, swim -10
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 4500 gp, (replacements 200 gp)
Upkeep: 400 gp
Possible upgrades:
Masterwork longsword (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp
Zhentarim heavy crossbowmen
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 16, touch 12, flatfooted 14
Abilities: str 12, dex 15, con 12, int 10, wis 11, cha 8
Saves: fort +3, ref +2, will +0
Equipment (2160 gp): scale mail, heavy crossbow, morningstar
Feats: Weapon Focus (heavy crossbow), Disciplined, Rapid reload (heavy crossbow)
Attacks: 4x heavy crossbow +4 (1d10) 120 ft or 4x morningstar +2 (1d8+1)
Skills: Detection (cc) +2, Stealth (cc) -2, climb +1, swim -7
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 5000 gp, (replacements 200 gp)
Upkeep: 400 gp
Possible upgrades:
Masterwork heavy crossbow (+1 attack): 6000 gp
Masterwork morningstar (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp
Zhentarim heavy infantry
Human level 1 fighters (20) (max level 4)
Hp: 48
AC 18, touch 10, flatfooted 18
Abilities: str 15, dex 10, con 14, int 10, wis 11, cha 8
Saves: fort +4, ref +0, will +0
Equipment (5100 gp): splint mail, heavy steel shield, bastard sword
Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Disciplined
Attacks: 4x bastard sword +4 (1d10+2)
Skills: Detection (cc) +2, Stealth (cc) -9, climb -3, swim -16
Base speed: 20 ft
Charge: 40 ft
Run: 60 ft
Price: 7500 gp, (replacements 250 gp)
Upkeep: 500 gp
Possible upgrades:
Masterwork bastard sword (+1 attack): 6000 gp
Halfplate (+1 AC): 8000 gp
Zhentarim halberdiers
Human level 1 fighters (20) (max level 4)
Hp: 44
AC 15, touch 11, flatfooted 16
Abilities: str 16, dex 11, con 12, int 10, wis 11, cha 8
Saves: fort +3, ref +0, will +0
Equipment (4200 gp): breastplate, halberd
Feats: Weapon Focus (halberd), Disciplined, Formation Defense
Attacks: 4x halberd +5 (1d10+4)
Skills: Detection (cc) +2, Stealth (cc) -4, climb +3, swim -5
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 6000 gp, (replacements 200 gp)
Upkeep: 400 gp
Possible upgrades:
Masterwork halberd (+1 attack): 6000 gp
Zhentarim Cavalry
Human level 1 fighter (10) (+10 heavy warhorses) (max level 4)
Hp: 110
AC 17, touch 11, flatfooted 16
Abilities: str 15, dex 12, con 12, int 10, wis 11, cha 8
Saves: fort +5, ref +3, will +1
Equipment (2050 gp): scale mail, heavy steel shield, bastard sword, (studded leather barding)
Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Disciplined
Attacks: 2x bastard sword +4 (1d10+2) and 2x hoof +6 (1d6+4)
Full attacks: 2x bastard sword +4 (1d10+2) and 4x hoof +6 (1d6+4) and bite +1 (1d4+2)
Skills: Detection (cc) +4, Stealth (cc) -5, swim +2, ride +5
Special Qualities: Low-light vision, scent
Base speed: 50 ft
Charge: 100 ft
Run: 250 ft
Price: 9500 gp, (replacements 800 gp)
Upkeep: 700 gp
Possible upgrades:
Masterwork longsword (+1 attack): 3000 gp
Breastplate (+ masterwork chain mail barding): 6000 gp
Zhentarim necromancers
Human level 1 wizards (10) (+ human fighters (10)) (max level 4)
Hp: 38
AC 13, touch 12, flatfooted 14
Abilities: str 10, dex 12, con 11, int 16, wis 11, cha 8
Saves: fort +1, ref +1, will +1
Equipment (1220 gp): light crossbow, dagger, (longsword, leather armor, heavy steel shield)
Feats: Spell focus (necromancy), Spell focus (evocation)
Attacks: 2x light crossbow +1 (1d8) or 2x longsword +3 (1d8+1) and 2x dagger +0 (1d4)
Skills: Detection (cc) +3, Stealth (cc) +0, climb (cc) +2, concentration +5, swim (cc) +0
Special Qualities: Familiar (toad), specialist (necromancy), forbidden schools: Illusion, enchantment
Spells:
Level 0: 3 (Acid Splash, Disrupt Undead, Flare, Ray of Frost, Resistance, Touch of Fatigue)
Level 1: 2+1 (Burning Hands, Mage Armor, Shocking Grasp, Cause Fear, Chill Touch, Ray of Enfeeblement)
Level 2: 0
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 9500 gp, (replacements 900 gp)
Upkeep: 900 gp
Bane clerics
Human level 1 cleric (10) (+ human level 1 fighter (10)) (max level 4)
Hp: 42
AC 17, touch 10, flatfooted 17
Abilities: str 13, dex 10, con 12, int 9, wis 14, cha 10
Saves: fort +3, ref +0, will +2
Equipment (4560 gp): Breast plate, heavy steel shield, morningstar
Feats: Weapon focus (morningstar), Disciplined
Attacks: 2x morningstar +2 (1d8+1) and 2x morningstar +4 (1d8+2)
Skills: Detection (cc) +2, Stealth (cc) -6, climb (cc) -6, concentration +6, swim (cc) -12
Special attacks: Rebuke undead 3/day
Special Qualities: Domains: Law and Hatred*
Spells:
Level 0: 3 (Cure Minor Wounds, Guidance, Inflict Minor Wounds, Resistance, Virtue)
Level 1: 2+1 (Bless, Bane, Cause Fear, Cure Light Wounds, Divine Favor, Doom, Hide from Undead, Inflict Light Wounds, Summon Monster I, Magic Weapon, Protection from Chaos/Evil, Remove Fear, Shield of Faith, Magic Stone + Bane, Protection from Chaos)
Level 2: 0 (Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Eagle’s Splendor, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Summon Monster II, Resist Energy, Lesser Restoration, Silence, Sound Burst, Spiritual Weapon, Remove Paralysis + Calm Emotions, Scare)
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 10000 gp, (replacements 800 gp)
Upkeep: 800 gp
Possible upgrades:
Masterwork morningstar (+1 attack): 6000 gp
* Once per day, as a free action, choose one opponent (unit). Against that opponent you gain a +1 profane bonus on attack rolls, saving throws, and Armor Class. This supernatural ability lasts 1 minute.
Bane war clerics
Human level 2 cleric (10) (+ Heavy warhorse (10)) (max level 4)
Hp: 124
AC 19, touch 10, flatfooted 17
Abilities: str 14, dex 10, con 12, int 10, wis 15, cha 9
Saves: fort +5, ref +2, will +3
Equipment (12280 gp): Halfplate, heavy steel shield, morningstar, (chain mail barding)
Feats: Weapon focus (morningstar) (DP), Disciplined
Attacks: 2x morningstar +4 (1d8+2) and 2x hoof +6 (1d6+4)
Full attacks: 2x morningstar +4 (1d8+2) and 4x hoof +6 (1d6+4) and bite +1 (1d4+2)
Skills: Detection (cc) +3, Stealth (cc) -8, concentration +7, swim (cc) -9, ride +5
Special attacks: Rebuke undead 2/day
Special Qualities: Domains: War and Hatred*
Spells:
Level 0: 4 (Cure Minor Wounds, Guidance, Inflict Minor Wounds, Resistance, Virtue)
Level 1: 3+1 (Bless, Bane, Cause Fear, Cure Light Wounds, Divine Favor, Doom, Hide from Undead, Inflict Light Wounds, Summon Monster I, Magic Weapon, Protection from Chaos/Evil, Remove Fear, Shield of Faith, Magic Stone + Bane, Protection from Chaos)
Level 2: 0 (Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Eagle’s Splendor, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Owl’s Wisdom, Remove Paralysis, Summon Monster II, Resist Energy, Silence, Sound Burst, Spiritual Weapon + Calm Emotions, Scare)
Level 3: 0 (Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III, Water Walk, Wind Wall, Water Breathing + Bestow Curse, Magic Vestment)
Base speed: 40 ft
Charge: 80 ft
Run: 160 ft
Price: 26000 gp and 1 pp, (replacements 2000 gp)
Upkeep: 2000 gp
Possible upgrades:
Masterwork morningstar (+1 attack): 3000 gp
Full plate (+ masterwork banded barding) (+1 AC, run -40 ft): 14500 gp
* Once per day, as a free action, choose one opponent (unit). Against that opponent you gain a +1 profane bonus on attack rolls, saving throws, and Armor Class. This supernatural ability lasts 1 minute.
[This message has been edited by Kris Lighthawk (edited 01-13-2008 @ 11:59 AM).]