Marauder
Starting HP : 4 + d6
HP Per Level/Resting : 1d6
Weapons & Armor : Anything that can be swung or thrown & No armor.
Attack Damage : 1d6 (See special features)
Special Features
When a Marauder is reduced to 0hp they are not taken Out of Action - Instead every time they would either Move or perform an Action, they must pass a CON test - if successful the action has succeeded. If they fail they are taken OofA and roll on the OofA table as per normal.
A Marauder may go into a rage for the duration of a combat, giving them:
- Advantage on all tests to deal damage, Disadvantage on all tests to avoid damage.
- 1d12 damage instead of their normal 1d6.
- They may rage once at level 1, twice at level 3, three times at level 6 and four times at level 9 - per day.
If they receive any healing whilst in a rage it comes to an end.
A Marauder gains an AP for every severed head (of a sufficiently powerful enemy they have defeated) that they keep upon their person as a trophy - upto a maximum equal to their level.
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