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Sir Marrok Lancer

Sep 23rd, 2019
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  1. Sir Marrok (female) Lancer
  2. HP: 30+40+3d10
  3. Movement: 100 meters.
  4. Mana: 30+20+3d6
  5.  
  6. STR D
  7. END B
  8. AGI A
  9. LCK E
  10. MAN D
  11.  
  12. Skills
  13. (35) Martial Skill A: Gives +10 to hit, +5 to block
  14. Magic Resistance D: Adds resistance to spell casting of ranks D or below.
  15. Riding B: Grants access of using anything other than phantasmal beasts as a mount.
  16. (25)Animal Dialogue B: You gain the ability to communicate with sentiant animals, if do not have a language you can communicate simple idea's and understand their thoughts. otherwise it's the same as talking to a person.
  17. (35)Instinct B: gain the following benefits
  18. you are warned of unexpected attacks or the release of a noble phantasm, suprise attacks do not get advantage.
  19. You are warned of anything dangerous to yours or your allies wellbeing, from being able to detect a poisonious plant within the vicinity, to having someone eat something toxic, to the ground collapsing or other traps.
  20. One per short rest, as a reaction you can dodge any single target attack that isn't a sure hit noble phantasm. you can make this decision after making your roll but before you see your opponents roll.
  21.  
  22.  
  23. Noble Phantasm
  24. The wolf that once knew love.
  25. B+ rank anti-unit
  26. As a bonus action you can shapeshift into a wolf form between 2 stages, wolf and werewolf.
  27. In wolf form you lose your weapons and martial skill but you gain an additional 20 meters of movement, your weapons become a light weapon with no features and the benefits of Presence concealment A. you can shift back into human form as a free action.
  28. In werewolf form you lose your weapons and martial skill, but your STR, END and AGI reach A+ rank, you gain resistance to all damage, you regenerate 2d12 Hitpoints at the start of your turn, your weapon becomes a light weapon with the dualwield feature, you gain the detriments of Mad Enhancement A and you gain vulnerability to holy weapons and symbols. this form lasts between 1 minute and 9 hours, determined by Marrok on transformation. she cannot shift back until the time for the form runs out, or she is clothed.
  29. While it is night time and the moon is visible all forms (Human, Wolf and werewolf) gain the following benefits:
  30. You regenerate 1d12 hitpoints at the start of your turn in combat, or at a rate of 50 hitpoints per hour out of combat.
  31. You take 10 less damage from all non-holy sources of damage.
  32. your plus modifiers gain unlimited charges.
  33.  
  34. Anyone who sees the activate of this noble phantasm becomes aware of your identity and werewolf nature.
  35.  
  36. Apex of the wilderness.
  37. C rank anti-unit
  38. as an action you can summon the ancestral spirits of wolves to aid you in battle. these wolves share your initiative and obey your commands, you can command them for their turn as a bonus action, otherwise they remain with their previous action.
  39. The wolves have a movement of 30 meters, and have the following actions they can take.
  40. Attack: the wolves attack a target with a d6 as their STR modifier, if the attack hits the targets are grappled by the wolves, reducing their movement by 20 meters, and when they move more than 10 meters, they take 1d6 physical damage for every 10 meters they travel.
  41. Shield: they position themselves around a target you can see, the target gains 1d6 to their defense rolls and when they are hit they take 5 less damage
  42. Track: the wolves enter an ethereal form and track up to 3 separate targets, they gain the benefits of presence concealment A and Spirit form. the wolves will follow the target until you recall them. while the wolves are tracking a target you have knowledge of where the wolves are.
  43.  
  44. anyone who sees the activation of this noble phantasm must make a DC 30 check to uncover your idenitty.
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