Kobold Shieldbearer

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Kobold Shieldbearer

Level 1 Defender
Humanoid, Kobold
  1. 1S Size
  2. 5 Speed
  3. 21 Stamina
  4. 0 Stability
  5. 2 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    2
  2. Agility

    1
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    0
  1. Gladius 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    Melee 1 One creature or object
    3 damage 5 damage 7 damage;
    taunted (EoT)
  2. Shield, Boss?

    While the shieldbearer is adjacent to their mentor, both have a +1 bonus to stability, have cover, and grant cover to allies.

  3. Level 4 Retainer Advancement Ability

    Shield Block 2d10 + 2 Encounter

    Ranged Triggered Action
    Ranged 5 The shieldbearer's mentor
    The mentor takes damage from a strike while within distance.
    Effect:

    The shieldbearer blocks the strike (if adjacent to the mentor) or throws their shield into the mentor's space. The triggering strike's damage is halved and the potency of any potency effects is reduced by 1. If the shieldbearer threw their shield, it bounces back to their hand.

  4. Level 7 Retainer Advancement Ability

    Living Backpack 2d10 + 2

    Melee Main Action
    Melee 1 The shieldbearer's mentor
    Effect:

    The shieldbearer straps their shield on their back and climbs onto their mentor's back, entering the mentor's space. While the shieldbearer is on their mentor's back, each of them gains 10 temporary Stamina and can use Shield Block as a triggered action targeting an ally instead of the shieldbearer's mentor. Additionally, the shieldbearer moves with the mentor, and they can't use main actions, maneuvers, or move actions except to end this effect as a maneuver. The effect also ends if the shieldbearer is force moved away from their mentor or knocked prone. If the shieldbearer is still in their mentor's space when the effect ends, they move into an adjacent unoccupied space of their choice.

  5. Level 10 Retainer Advancement Ability

    Let's Go Sledding 2d10 + 2 Encounter

    Charge, Melee, Strike, Weapon Main Action
    Melee 1 Three enemies
    6 damage;
    M < WEAK prone
    10 damage;
    M < AVERAGE prone
    14 damage;
    M < STRONG prone
    Effect:

    If this ability is used as part of the Charge main action, the shieldbearer gains 2 surges that can be used immediately.

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