Hammer Spike Thug
Towering brute, likes to be the meanest in where ever he's at.
Motives & Tactics: I'm paid to do this and I love it, It's ok to scream I'm a professional, I always get my way
Towering brute, likes to be the meanest in where ever he's at.
Big strong right arm for those with zero morals and an interest in expediency over ethics. These hulking, moderately armoured professional commands a presence when it comes to violence. Armed with iron spikes and hammer they leave a trail of carnage on their way to thier objective.
They work for gold and the chance to maim and torment those weaker than themselves. They have zero issues in harming innocents or threatening to harm them for leverage. They need a strong leader in charge of them, or they can get carried away with causing mayhem.
This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
Throws a spike up to close range, doing 2d8+4 damage and restraining them until the PC pulls or has the spike pulled out, with a Strength check. Flying characters are grounded by this.
Unleashes a howl of pent up rage, anger and fury.All PCs in close range roll a Presence reaction roll, those that fail loses 1 hope and you gain 1 fear. For those that have no hope you gain 2 fear
When the standard attack inflicts at least 1hp to a PC in melee range. Spend a fear to Hammer it home. The PC makes a agility or strength reaction roll or takes 2d8+6 Direct Damage.
Tier 2 solo
Towering brute, likes to be the meanest in where ever he's at.
Motives & Tactics: I'm paid to do this and I love it, It's ok to scream I'm a professional, I always get my way
Difficulty: 15 | Thresholds: 14/26 | HP: 10 | Stress: 5
ATK: +3 | Iron Spike: Melee | 2d8+4 Physical
Experience: Bring the pain +3
HP:
STRESS:
Towering brute, likes to be the meanest in where ever he's at.
Motives & Tactics: I'm paid to do this and I love it, It's ok to scream I'm a professional, I always get my way
Big strong right arm for those with zero morals and an interest in expediency over ethics. These hulking, moderately armoured professional commands a presence when it comes to violence. Armed with iron spikes and hammer they leave a trail of carnage on their way to thier objective.
They work for gold and the chance to maim and torment those weaker than themselves. They have zero issues in harming innocents or threatening to harm them for leverage. They need a strong leader in charge of them, or they can get carried away with causing mayhem.
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No subclasses available.
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