Jeriloth will not hesitate to flee if a battle is going against him, and makes a point of planning his escape route well before the opening of hostilities. He'll charge his foe, using the Emerald Razor strike, as his first move. Tactics: Jeriloth opens most combats with a Duel of Wills, and in the Absolute Steel Stance (giving him a 10' bonus to his speed, and +2 to his AC if he moves at least 10'). Nor is he above waylaying a wealthy-looking stranger in an alleyway, if he sees an opportunity. He is generally hired to kill a specific individual he'll track his target down, goad him into a challenge, and then kill him.quickly, if he feels threatened, or slowly if he knows that he has his foe outclassed. Role: Jeriloth is a duelist by trade, and a sadistic bastard by hobby. Tends to dress rather shabbily, using his Hat of Disguise to blend into whatever company he happens to be keeping. Martial Manuevers Known: All readied, plus Steely Strike, Ruby Nightmare Blade, and Dazing Strikeĭescription: 5'10", with sandy brown hair, brown eyes, and a frequently broken nose. Possessions: Belt of Strength +2, Gloves of Dexterity +2, Mithril Chain Shirt +2, Longsword +1, Ring of Protection +1, Hat of Disguise, Potion of Cure Moderate Wounds, Potion of Barkskin +4, 17 GP, 12 SP Skills: Balance +15, Concentration +14, Diplomacy +14,ĭisguise (untrained)+11 Intimidate +14, Jump +19, Knowledge (Local) +15, Swim +7, Tumble +15 Special Qualities: Human Traits, Weapon Aptitude, Battle Ardor +2, Battle Cunning +2, Battle Skill+2,įeats: Weapon Focus: Longsword, Goad, Unnerving Calm, Improved Initiative, Martial Stance, Adaptive Style, Lightning Reflexes Martial Stances Known (IL 10): Stance of Clarity, Punishing Stance, Absolute Steel Stance, Dancing Blade FormĪbilities: Str 18 (+4), Dex 10 (+0), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 13 (+1) Typical Martial Manuevers Readied (IL 14): Moment of Perfect Mind, Emerald Razor, Wall of Blades, Iron Heart Surge, Lightning Recovery Special Actions: Martial Stances, Martial Manuevers, Goad (DC 16), Duel of Wills +18 Ranged: Thrown Masterwork Dagger +12( 1d4+4 (19-20x2)Ĭombat Gear: Potion of Cure Moderate Wounds, Potion of Barkskin +4 Thanks to David B for pointing out some of the changes needed, especially catching that I used the wrong word for horde. A warforged takes the same damage from a rust. In 5e, each class should play differently and have certain things that define the class, making it a unique experience. And before multiple stabs in the back, as well. The creature takes 2d6 points of damage from the spell (Reflex half save DC 14 + casters ability modifier). Resist: Improved Uncanny Dodge, Moment of Perfect Mind (Maneuver), Iron Heart Surge (Maneuver) If someone is, or has some ability to use it untrained, the DC is a 13 for basic info. Cause us no trouble and no harm shall befall you this I swear. untrustworthy alliances.AC: 19, touch 11, flat-footed 19 (Armor +7, Dexterity +1, Deflection +1) The warblade takes the warriors fallen weapons and stows them in his handy haversack, then gazes back to Wuh: In goblin: 'You will have to accompany us for a time as our hostage, Wuh. Formed by Emp of Khera, the team was made up of several Kherubum half-breeds, including Spartan, Zealot, Maul, Grifter and Voodoo. Sure, there might be alliances established in the Colony, but they are all very tenuous marriages of convenience. First appearance WildC.A.T.s 1 ( August, 1992) The Wildcats, officially the Wild Covert Action Team ( WildC.A.T.s ), is a team created for the Kherubim - Daemonite war. It is clear that everyone here views each other with suspicion. Some are metahuman, some are human, some have cybernetic implants and some are alien/human combinations as the result of being infected with the Hypertaxis virus.Įven the metahuman teenagers have restraining devices meant to dampen their powers inside the Colony. Most of the kids here are hungry and dirty and dressed in N.O.W.H.E.R.E.-provided clothing. The Colony is like a ghetto of horror and despair, as dozens of teenagers go about their daily business here in "hell." Warblade ( Tome of Battle: The Book of Nine Swords variant, p. The trick is to avoid the towers of volcanic glass, walls of volcanic rock, the mysterious vents, and the lava, falling everywhere. There are platforms built high up into the walls and tendrils, used as ladders, that reach to the ground. The Colony (Harvest's Underground Empire) is based on terraforming technology and goes on for miles underground. The strongest among them are graduated to being members of the Ravagers, N.O.W.H.E.R.E.'s private army. Once capturing people of interest, they conducted experiments to either enhance or inject supernatural abilities among their captives. It was founded by Harvest, a mysterious human being who has ties to the 31st Century.
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