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Human, Glantrian

by John Walter Biles

Glantri is a hodgepodge of many cultures; a few typical Glantrians are given below.

Aalbanese Military Wizard Captain, Level 4 Artillery
Medium natural humanoid XP 175
Initiative +6 Senses Perception +8
HP 45; Bloodied 22
AC 16; Fortitude 16, Reflex 18, Will 15
Speed 6 (8 on horse)
m Dagger (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d4+4
R Ray of Frost (standard; at-will) | Arcane, Cold
Ranged 10; +9 vs. Reflex; 1d6+5 Cold Damage and Slow until the end of his next turn
A Lightning Storm (standard; at-will) | Arcane, Lightning
Area Burst 1 within 10; +11 vs. AC; 1d6+4 Lightning Damage and –2 to hit until the end of their next turn
r Magic Missile (standard; at-will) | Arcane, Force
Ranged 20; +11 vs. AC; 2d4+5 Force Damage
R Rain of Daggers (standard; encounter) | Arcane, Force
Area Burst 2 within 10; +9 vs. Fortitude; 3d6+5 Force Damage and 5 ongoing Force damage (save ends)
Wand of Accuracy (Free; Encounter)
The Wizard adds +4 to hit with his next Arcane attack.
Ritual Magic
Typically they know: Animal Messenger, Secret Page, Eye of Alarm, Arcane Lock, Hand of Fate, and Knock. Possibly others.
Alignment Unaligned Languages Common, Glantrian
Skills Arcana +11, Heal +8, History +11, Stealth +11
Str 14 (+4) Dex 18 (+6) Wis 13 (+3)
Con 15 (+4) Int 18 (+6) Cha 12 (+3)
Equipment Cloth Armour, Wand, Dagger, Warhorse

Aalban has a strong military bent and Prince Jaggar has pressed the men of Aalban to rise to hold as many military wizard officer ranks as possible. Military Wizards like to fight from horseback so as to avoid contact with enemies.

Blackhill Air Elementalist, Level 6 Controller
Medium natural humanoid XP 250
Initiative +5 Senses Perception +12
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 18, Will 18
Speed 6
m Quarterstaff (standard; at-will) | Weapon
+11 vs. AC; 1d8+5 damage
R Tiny Air Elemental (standard; at-will) | Arcane, Cold, Conjuration
Ranged 10; +10 vs. Reflex; This summons a tiny air elemental, which on its appearance does 1d6+4 Cold Damage to anyone in its square; it can be moved with a move action up to 6 squares; anyone who enters its square or starts their turn in it takes 4 Cold Damage. It remains until the end of his next turn.
A Gust of Wind (standard; at-will) | Arcane, Cold
Ranged 10; +10 vs. Fortitude; 1d6+4 Cold Damage and push 3
C Wind Storm (standard; at-will) | Arcane, Cold
Close Blast 3; +11 vs. AC; 1d6+4 Cold Damage and Push 1
A Wind Storm (standard; Refresh 5-6) | Arcane, Cold, Zone
Area Burst 2 within 10; +10 vs. Reflex; 1d6+4 Cold damage and prone (save ends). Anyone who begins their turn inside the zone or enters it is attacked again. The zone counts as difficult terrain. The effect lasts until the end of the wizard’s next turn.
Orb of Command (Minor; encounter)
The Wizard may either impose a -4 penalty on a single target to saves made against a single effect until they make a successful save or they can extend an at-will effect with a duration by one more turn.
Ritual Magic
Blackhill Mages tend to have Air-themed rituals, including air-themed versions of common rituals, such as a whirlwind which floats around hauling goods for them.
Alignment Unaligned Languages Common, Glantrian, Primordial
Skills Arcana +12, Dungeoneering +12, History +12, Religion +12
Str 12 (+4) Dex 15 (+5) Wis 16 (+6)
Con 14 (+5) Int 19 (+7) Cha 19 (+7)
Equipment Cloth Armour, Orb, Quarterstaff

The Alphatian descended magi of Blackhill enjoy commanding the powers of the Air and summoning air elementals to DO THEIR BIDDING. At least the elementals obey them as they should.

Boldavian Gentleman Vampire Necromancer, Level 12 Controller
Medium natural humanoid XP 1400
Initiative +11 Senses Perception +13; darkvision
HP 248; Bloodied 124
Regeneration 10 (regeneration does not function while the vampire lord is exposed to direct sunlight)
AC 28; Fortitude 24, Reflex 26, Will 26
Immune Disease; Poison
Resist Necrotic 10
Vulnerable Radiant 10
Saving Throws +2 Action Points 1
Speed 6
m Life-Draining Touch (standard; at-will)
+16 vs. AC; 2d6+5 Necrotic damage
R Ray of Darkness (standard; at-will) | Arcane, Necrotic
+16 vs. Reflex; 1d8+5 Necrotic Damage and Slow until the end of his next turn
A Lightning Storm (standard; at-will) | Arcane, Lightning
Area Burst 1 within 10; +17 vs. AC; 1d8+5 Lightning Damage and –2 to hit until the end of their next turn
R Kiss of the Darkness (standard; Refresh 5-6) | Arcane, Necrotic, Zone
Area Burst 2 within 10; +16 vs. Fortitude; 3d8+5 necrotic damage and Immobilised until the end of his next turn. The area lasts until the end of his next turn; anyone who enters or begins his turn inside it is attacked: +10 vs. Fortitude; 1d8+5 Cold damage and Immobilised until the end of his next turn. Sustain Minor: The Zone lasts another turn.
Life-Draining Aura (Minor; encounter) | Arcane, Conjuration, Necrotic
Until the end of his next turn, anyone who begins their turn adjacent to the vampire is attacked by a soul-draining aura: +16 vs. Fortitude; 1d8+5 Necrotic and lose 1 healing surge. Sustain Minor: The aura lasts another turn.
M Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) | Healing
Requires combat advantage. +14 vs. Fortitude; 2d12 + 6 modifier damage, and the target is weakened (save ends), and the vampire lord may spend a healing surge.
R Dominating Gaze (minor, Recharge 6) | Charm
Ranged 5; +14 vs. Will; the target is dominated (save ends, with a –2 penalty to the saving throw). After-effect: The target is dazed (save ends). The vampire lord can dominate only one creature at a time.
Mist Form (standard; encounter) | Polymorph
The vampire lord becomes insubstantial and gains a fly speed of 12, but cannot make attacks. The vampire lord can remain in mist form for up to 1 hour or end the effect as a minor action.
Orb Wizard (Minor; at-will)
The Orb wizard may extend an at-will by one turn.
Ritual Magic
The Gentleman Vampire knows a mixture of rituals to sustain a luxurious lifestyle and necromantic rituals to raise and control the dead as his undead slaves.
Alignment Unaligned Languages Common, Glantrian, Elven, Primordial, Abyssal
Skills Arcana +18, Bluff +17, Diplomacy +17, Dungeoneering +18, History +18
Str 19 (+10) Dex 21 (+11) Wis 24 (+13)
Con 20 (+11) Int 25 (+13) Cha 23 (+12)
Equipment Cloth Armour, Orb, Court Clothing

Boldavia's highest nobility are also vampires, but of the elegant gentlemanly kind who treat everyone with good manners and good hospitality before turning them into zombies.

Caurenze Poison Magus, Level 6 Lurker
Medium natural humanoid XP 250
Initiative +6 Senses Perception +13
HP 61; Bloodied 30
AC 20; Fortitude 18, Reflex 18, Will 18
Resist Poison 5
Saves +1 vs. Anything; +6 vs. Poison
Speed 6
m Quarterstaff (standard; at-will) | Martial, Weapon
+11 vs. AC; 1d8 + 1 damage and prone
R Poison Bolt (standard; at-will) | Arcane, Poison
Ranged 10; +9 vs. Reflex; 1d6+4 Poison Damage. The target suffers –1 to hit on the first round of effect, -3 on the second, then it ends.
Poison Wood (Minor; at-will) | Arcane, Poison
Until the end of his next turn, his quarterstaff attacks also do 5 ongoing Poison damage (save ends). Sustain Minor: The effect lasts another turn.
R Mobility-Sapping Poison (standard; Refresh 5-6) | Arcane, Poison
Ranged 10; +9 vs. Fortitude; 3d6+4 damage and slow and prone (save ends both)
Killer Instinct
+2d6 damage against foes he has combat advantage on
Staff of Defence (Immediate Interrupt; encounter)
The Wizard gains +1 AC whenever he holds his staff and once per encounter, as an Immediate Interrupt, he can add +4 to all defences against a single attack; this can even be used after damage has been rolled to negate the attack's success.
Ritual Magic
Poison Mages usually have a mix of luxury and security rituals. Arcane Lock is a MUST.
Alignment Unaligned Languages Common, Glantrian
Skills Arcana +12, Bluff +10, Stealth +11, Thievery +11
Str 12 (+4) Dex 16 (+6) Wis 14 (+5)
Con 19 (+7) Int 19 (+7) Cha 15 (+5)
Equipment Cloth Armour, Quarterstaff, Poisons, Fancy Court Clothing

Paranoid magi in Caurenze study the arts of poison so it can't easily be used on them but can be used to slay their foes. However, since many of their foes do the same thing this isn't as useful as you might think.

Flaemish Fire Wizard, Level 6 Controller
Medium natural humanoid XP 250
Initiative +5 Senses Perception +12
HP 70; Bloodied 35
AC 20; Fortitude 16, Reflex 18, Will 18
Speed 6
m Dagger (standard; at-will) | Weapon
+11 vs. AC; 2d4 +2 damage
R Finger of Flame (standard; at-will) | Arcane, Fire
+10 vs. Reflex; 1d6+4 Fire Damage and –2 to AC until the end of his next turn
A Flame Burst (standard; at-will) | Arcane, Fire
Area Burst 1 within 10; +10 vs. Fortitude; 1d6+4 Fire Damage and –2 to hit until the end of his next turn
C Burning Hands (standard; at-will) | Arcane, Fire
Close Blast 3; +11 vs. AC; 1d6+4 Fire Damage and Push 1
C Fire Shroud (standard; Refresh 5-6) | Arcane, Fire
Close Burst 3; +10 vs. Reflex; 1d6+4 damage and 5 ongoing Fire damage (save ends)
Orb of Command (Minor; encounter)
The Wizard may either impose a -4 penalty on a single target to saves made against a single effect until they make a successful save or they can extend an at-will effect with a duration by one more turn.
Ritual Magic
Fire Mages tend to have fire-themed rituals, including fire-themed versions of common rituals, such as a circle of flame which floats around hauling goods for them.
Alignment Unaligned Languages Common, Glantrian, Primordial
Skills Arcana +12, Dungeoneering +12, History +12, Religion +12
Str 12 (+4) Dex 15 (+5) Wis 19 (+7)
Con 14 (+5) Int 19 (+7) Cha 16 (+6)
Equipment Cloth Armour, Orb, Dagger

The Flaems of Bergdhoven are originally from Alphatia, descendents of the Followers of Fire whose struggle with the Followers of Air destroyed Alphatia. Many among them specialise in Fire magic, especially those connected to the Secret Craft of Masters of Fire.

Glantrian Military Wizard, Level 2 Artillery
Medium natural humanoid XP 125
Initiative +4 Senses Perception +7
HP 31; Bloodied 16
AC 14; Fortitude 13, Reflex 15, Will 14
Speed 6 (8 on horse)
m Dagger (standard; at-will) | Martial, Weapon
+7 vs. AC; 1d4+3
R Ray of Frost (standard; at-will) | Arcane, Cold
Ranged 10; +7 vs. Reflex; 1d6+4 Cold Damage and Slow until the end of his next turn
A Lightning Storm (standard; at-will) | Arcane, Lightning
Area Burst 1 within 10; +9 vs. AC; 1d6+3 Lightning Damage and –2 to hit until the end of their next turn
r Magic Missile (standard; at-will) | Arcane, Force
Ranged 20; +9 vs. AC; 2d4+4 Force Damage
R Rain of Daggers (standard; encounter) | Arcane, Force
Area Burst 2 within 10; +7 vs. Fortitude; 3d6+4 Force Damage and 5 ongoing Force damage (save ends)
Wand of Accuracy (Free; Encounter)
The Wizard adds +3 to hit with his next Arcane attack.
Ritual Magic
Typically they know: Animal Messenger, Secret Page, and Eye of Alarm. Possibly others.
Alignment Unaligned Languages Common, Glantrian
Skills Arcana +9, Heal +7, History +9, Stealth +9
Str 14 (+3) Dex 17 (+4) Wis 12 (+2)
Con 15 (+2) Int 17 (+4) Cha 11 (+1)
Equipment Cloth Armour, Wand, Dagger, Warhorse

Glantrian military mages form the first banner (120 Magi) of each Division of the Glantrian Grand Army. They use their horses to improve their mobility and stay out of reach of foes. They typically save their Rain of Daggers to use to support a push by Glantrian infantry, while using Ray of Frost to slow key enemies when they try to escape, Magic Missile to shell enemy officers and Lightning Storm to break up enemy attacks.

Human Student at the Great School of Magic, Level 1 Controller
Medium natural humanoid XP 100
Initiative +1 Senses Perception +2
HP 26; Bloodied 13
AC 13; Fortitude 11, Reflex 14, Will 15
Speed 6
m Quarterstaff (standard; at-will) | Weapon
+5 vs. AC; 1d8 damage
R SONIC BEAM (standard; at-will) | Arcane, Thunder
+5 vs. Reflex; 1d6+3 Thunder Damage and Slow until the end of his next turn
A Nausea Strike (standard; at-will) | Arcane, Poison
Area Burst 1 within 10; +5 vs. Fortitude; 1d6+3 Poison Damage and Prone until the end of his next turn
C Magic Missile Storm (standard; at-will) | Arcane, Force
Close Blast 3; +6 vs. AC; 1d6+3 Force Damage and Push 1
Charm Person (standard; encounter) | Arcane, Charm
Ranged 10; +5 vs. Will; the target attacks someone of the caster’s choice each round on his own action time with a free basic ranged or melee attack (save ends)
Ritual Magic
Students know a few rituals. Tenser’s Floating Disc and Comprehend Languages are very common.
Alignment Unaligned Languages Common, Glantrian
Skills Arcana +8, Diplomacy +7, Dungeoneering +7, History+8, Streetwise +7
Str 10 (+0) Dex 12 (+1) Wis 15 (+2)
Con 11 (+0) Int 16 (+3) Cha 14 (+2)
Equipment Cloth Armour, Orb, Pointy Hat which says ‘Wizzard’ on it, Quarterstaff with a knob on the end

Glantrian Cavalryman, Level 1 Skirmisher
Medium natural humanoid XP 100
Initiative +5 Senses Perception +1
HP 29; Bloodied 14
AC 15; Fortitude 16, Reflex 14, Will 12
Speed 6 (8 on horseback)
m Longsword (standard; at-will) | Martial, Weapon
+6 vs. AC; 1d10 +3 damage. 1d10+8 on a charge action.
r Shortbow (standard; at-will) | Martial, Weapon
Ranged 20; +6 vs. AC; 1d10+3 damage
Downward Strike (standard; at-will) | Martial, Weapon
+4 vs. Fortitude; 1d10+3 damage and prone
Trample (standard; at-will) | Martial
The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack: +4 vs. Reflex; 1d6 + 6 damage, and the target is knocked prone.
Swift Shooting (standard; encounter) | Martial, Weapon
The Cavalryman fires off three shots at the same or different targets. +6 vs. AC; each hit does 1d6+3 damage. If all three hit the same target, he is slowed (save ends)
Warhorse Mount
+5 to charge damage when riding a warhorse.
Alignment Unaligned Languages Common, Glantrian
Skills Athletics +8, Endurance +6, Intimidate +5
Str 16 (+3) Dex 16 (+3) Wis 12 (+1)
Con 13 (+1) Int 10 (+0) Cha 11 (+0)
Equipment Chainmail, Shortbow, Longsword, Warhorse

Glantrian cavalry avoids close contact, sniping at range with their bows when possible, though it fights decently in hand to hand. When possible, melee is initiated by launching a trample attack first. They are basically an attempt to counter Ethengarian horse archers, rather than to provide a heavy shock cavalry. They make up the 240 man second banner of any division.

Glantrian Human Gentleman (Typical Graduate of the Great School of Magic), Level 6 Controller
Medium natural humanoid XP 250
Initiative +5 Senses Perception +7
HP 70; Bloodied 35
AC 20; Fortitude 16, Reflex 18, Will 18
Speed 6
m Quarterstaff (standard; at-will) | Weapon
+10 vs. AC; 1d8 damage
R Ray of Frost (standard; at-will) | Arcane, Cold
+10 vs. Reflex; 1d6+4 Cold Damage and Slow until the end of his next turn
A Lightning Storm (standard; at-will) | Arcane, Lightning
Area Burst 1 within 10; +11 vs. AC; 1d6+4 Lightning Damage and –2 to hit until the end of their next turn
C Burning Hands (standard; at-will) | Arcane, Fire
Close Blast 4; +6 vs. AC; 1d6+4 Fire Damage
R Ice Tendrils (standard; Refresh 5-6) | Arcane, Cold, Zone
Area Burst 2 within 10; +10 vs. Fortitude; 3d6+4 Cold damage and Immobilised until the end of his next turn. The area lasts until the end of his next turn; anyone who enters or begins his turn inside it is attacked: +10 vs. Fortitude; 1d6+4 Cold damage and Immobilised until the end of his next turn. Sustain Minor: The Zone lasts another turn.
Orb of Command (Minor; at-will)
The Wizard may either impose a –4 penalty on a single target to saves made against a single effect until they make a successful save or they can extend an at-will effect with a duration by one more turn.
Ritual Magic
The average graduate knows a fair number of rituals. Tenser’s Floating Disc, Arcane Lock, Traveller’s Feast, and Etienne’s Magnificent Carriage (Level 6, summons up a 4 passenger, 2 driver carriage pulled by four horses in tandem) are extremely common.
Alignment Unaligned Languages Common, Glantrian, Elven
Skills Arcana +12, Diplomacy +11, Dungeoneering +12, History +12, Streetwise +11
Str 13 (+4) Dex 15 (+5) Wis 18 (+7)
Con 14 (+5) Int 19 (+7) Cha 17 (+6)
Equipment Cloth Armour, Orb, Court Clothing, Quarterstaff

Any Glantrian who graduates from the Great School of Magic may call himself a Gentleman and now holds the lowest rank in the Glantrian aristocracy. Most go on to use their magic for profits and politics and comfort rather than high adventure.

Glantrian Mobile Archer, Level 1 Artillery
Medium natural humanoid XP 100
Initiative +3 Senses Perception +1
HP 25; Bloodied 12
AC 15; Fortitude 16, Reflex 14, Will 12
Speed 6 (10 on horseback)
m Battleaxe (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10 +3 damage.
r Longbow (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10 +3 damage
Find the Weak Spot (standard; at-will) | Martial, Weapon
+6 vs. Reflex; 1d6 +3 damage and target is –2 to AC until the end of his next turn.
Rattle the Foe (standard; encounter) | Martial, Weapon
+6 vs. Will; 3d6+3 damage and the target is –2 to hit (save ends)
Vault From the Saddle (Minor; at-will) | Martial
As a Minor action, the Glantri Mobile Archer can dismount from a horse and shift two. He can also shift 1 and mount a steed as a minor action.
Alignment Unaligned Languages Common, Glantrian
Skills Athletics +8, Endurance +6, Intimidate +5
Str 16 (+3) Dex 16 (+3) Wis 12 (+1)
Con 13 (+1) Int 10 (+0) Cha 11 (+0)
Equipment Leather Armour, Longbow, Battleaxe, Riding Horse

Glantrian mobile footmen and archers both ride their horses to the battlefield, then dismount for actual combat. They are medium infantry. Mobile forces make up the third and fourth banner of any Glantrian division to the tune of 240 per banner.

Glantrian Mobile Footmen, Level 1 Soldier
Medium natural humanoid XP 100
Initiative +3 Senses Perception +1
HP 32; Bloodied 16
AC 17; Fortitude 16, Reflex 12, Will 12
Speed 5 (10 on horseback)
m Bastard Sword (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10 +3 damage.
Tide of Iron (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10 +3 damage and push any target of equal or lesser size one square, moving into that vacated square if desired.
Cleave (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10 +3 damage. Secondary Target: 3 damage.
Shield Parry and Strike (Immediate Interrupt; at-will) | Martial, Weapon
If a melee attack on him misses by 1 or 2 points, the Glantrian Mobile Footman gets to make a basic attack against the person who missed.
Vault From the Saddle (Minor; at-will) | Martial
As a Minor action, the Glantri Mobile Footman can dismount from a horse and shift two. He can also shift 1 and mount a steed as a minor action.
Alignment Unaligned Languages Common, Glantrian
Skills Athletics +8, Endurance +8, Intimidate +5
Str 16 (+3) Dex 13 (+1) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 11 (+0)
Equipment Chainmail, Bastard Sword, Heavy Shield, Riding Horse

Glantrian mobile footmen and archers both ride their horses to the battlefield, then dismount for actual combat. They are medium infantry. Mobile forces make up the third and fourth banner of any Glantrian division to the tune of 240 per banner.

Klantyre Footman Captain, Level 3 Brute
Medium natural humanoid XP 150
Initiative +2 Senses Perception +2
HP 57; Bloodied 28
AC 15; Fortitude 15, Reflex 12, Will 13
Speed 6 (10 on horseback)
m Claymore (standard; at-will) | Martial, Weapon
+6 vs. AC; 2d6+3 damage
M Crushing Blow (standard; at-will) | Martial, Weapon
+6 vs. AC; 2d6+3 damage and the Klantyre Footman Captain gains 3 temp HP
M Reaping Strike (standard; at-will) | Martial, Weapon
+6 vs. AC; 2d6+3 damage Miss: 3 damage
Over The Head Weapon Charge (standard; encounter) | Martial, Weapon
The KFC moves up to his full move +2 and attacks; he suffers –2 to AC until the beginning of his next turn, but does not grant combat advantage. +7 vs. AC; 3d8+3 damage and push 1 and prone; this counts as a charge. Miss: The KFC DOES grant combat advantage until the start of his next turn, but does push his foe 1 square.
Vault From the Saddle (Minor; at-will) | Martial
As a Minor action, the Glantri Mobile Footman can dismount from a horse and shift two. He can also shift 1 and mount a steed as a minor action.
Alignment Unaligned Languages Common, Glantrian
Skills Athletics +9, Endurance +9, Intimidate +8, History +6
Str 17 (+4) Dex 12 (+2) Wis 14 (+2)
Con 17 (+4) Int 11 (+1) Cha 14 (+3)
Equipment Chainmail, Claymore, Riding Horse

Klantyre has a strong warrior tradition and many Klantyre folk who can’t make it as wizards go into the military and rise in the ranks by their bravery and skill.

Krondaharan Cavalry Officer, Level 3 Skirmisher
Medium natural humanoid XP 150
Initiative +5 Senses Perception +1
HP 46; Bloodied 23
AC 17; Fortitude 18, Reflex 16, Will 14
Speed 6 (8 on horseback)
m Longsword (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10 +3 damage. 1d10+8 on a charge action.
r Shortbow (standard; at-will) | Martial, Weapon
Ranged 20; +8 vs. AC; 1d10+3 damage
Downward Strike (standard; at-will) | Martial, Weapon
+6 vs. Fortitude; 1d10+3 damage and prone
Trample (standard; at-will) | Martial
The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack: +4 vs. Reflex; 1d6 + 6 damage, and the target is knocked prone.
Swift Shooting (standard; encounter) | Martial, Weapon
The Cavalryman fires off three shots at the same or different targets. +8 vs. AC; each hit does 1d6+3 damage. If all three hit the same target, he is slowed (save ends)
Warhorse Mount
+5 to charge damage when riding a warhorse.
Alignment Unaligned Languages Common, Glantrian
Skills Athletics +9, Endurance +8, Intimidate +7
Str 17 (+4) Dex 17 (+4) Wis 13 (+2)
Con 14 (+3) Int 11 (+1) Cha 12 (+2)
Equipment Chainmail, Shortbow, Longsword, Warhorse

The officer positions in the Glantrian Cavalry are strongly dominated by Krondaharans, since the Glantrian Cavalry basically tries to copy the skill set and tactics of the Ethengarians, though with less yak butter and fancier uniforms.

New Averoigne Foppish Gentleman, Level 4 Skirmisher
Medium natural humanoid XP 175
Initiative +8 Senses Perception +1
HP 55; Bloodied 27
AC 19; Fortitude 15, Reflex 17, Will 17
Speed 6 (10 on horseback)
m Rapier (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d10 +4 damage.
M Cunning Thrust (standard; at-will) | Martial, Weapon
+7 vs. Reflex; 1d6+4 damage and his target has –2 to AC until the end of his next turn.
M Nimble Thrust (standard; at-will) | Martial, Weapon
The Fop may shift 1 before or after the attack; +9 vs. AC; 1d10+4 damage
R Word of Wrath (standard; at-will) | Arcane, Fear; Psychic
Ranged 10; +7 vs. Will; 1d6+4 Psychic Damage and push 2
Flaming Blade (Minor; Refresh 6) | Arcane, Fire, Martial, Weapon
Until the end of his next turn, all of the Fop's attacks do +2d6 Fire damage and he may shift up to 3 before or after them. The shift 3 adds to any shifting from other powers.
Rapier Mage (Immediate Interrupt; encounter) | Arcane
The Gentleman adds +1 to his AC all the time and once per encounter, as an immediate interrupt, he can add +4 to his defences against a single attack, which can negate the attack even if damage has already been rolled.
Vault From the Saddle (Minor; at-will) | Martial
As a Minor action, the Foppish Gentleman can dismount from a horse and shift two. He can also shift 1 and mount a steed as a minor action.
Ritual Magic
The New Averoigne Foppish Gentleman is a mere dabbler at ritual magic. Still, virtually all of them know: Freshen Up (level 1 ritual to look your very best), Tenser's Floating Disc, and Arcane Lock.
Alignment Unaligned Languages Common, Glantrian, New Averoignian (French)
Skills Acrobatics +11, Arcana +5, Bluff +11, Diplomacy +11, Streetwise +11
Str 14 (+4) Dex 18 (+6) Wis 9 (+1)
Con 15 (+4) Int 15 (+0) Cha 18 (+6)
Equipment Cloth Armour, Rapier, Court Clothing, Hat with Feather, Riding Horse

New Averoigne is riddled with dabblers in magic, nobles who know just enough magic to keep some degree of noble rank, though none of them will ever be great and few ever manage to actually get a proper Gentleman's Degree unless forced. However, many of these young indolent nobles have studied an art developed in Belcadiz to enable the use of rapiers as a focus for magic.