Dwarf Mortar

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Dwarf Mortar

Level 1 Hexer
Dwarf, Humanoid
  1. 1M Size
  2. 5 Speed
  3. 21 Stamina
  4. 3 Stability
  5. 3 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    2
  2. Agility

    0
  3. Reason

    0
  4. Intuition

    1
  5. Presence

    0
  1. Armor-Piercing Shell 2d10 + 2 Signature Ability

    Ranged, Strike, Weapon Main Action
    Ranged 15 One creature or object
    3 damage 5 damage 7 damage
    Effect:

    This ability ignores cover and bypasses temporary Stamina.

  2. Voice Rune

    The mortar can use a magical rune inscribed on their skin to talk to their mentor over any distance as long as both are in the same world.

  3. Level 4 Retainer Advancement Ability

    Signal Shell 2d10 + 2 Encounter

    Area, Ranged, Weapon Main Action
    Special; see below Each enemy in the area
    5 fire damage 8 fire damage 11 fire damage
    Effect:

    The mortar fires a shell straight upward, which hovers 3 squares up in the air and sheds light below it in a 3 cube. Enemies illuminated by this light can't hide or turn invisible and can't benefit from concealment or cover. At the start of the mortar's next turn, the shell explodes to deal damage to enemies in the area.

  4. Level 7 Retainer Advancement Ability

    Screaming Shell 2d10 + 2 Encounter

    Area, Weapon Main Action
    10 x 1 line within 1 Each enemy in the area
    6 damage;
    P < WEAK frightened
    9 damage;
    P < AVERAGE frightened
    13 damage;
    P < STRONG frightened
    Effect:

    Until the start of the mortar's next turn, strikes made against the mortar or any ally adjacent to them take a bane.

  5. Level 10 Retainer Advancement Ability

    Pacifier Shell 2d10 + 2 Encounter

    Area, Ranged, Weapon Main Action
    3 cube within 15 Each enemy in the area
    8 damage;
    I < WEAK dazed (save ends)
    12 damage;
    I < AVERAGE dazed (save ends)
    16 damage;
    I < STRONG dazed (save ends) and prone

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