This is the forty-sixth 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.
Everything contained here is the work of a fan and not associated with FASA Games.Like other entries in the Rogues' Gallery [Alt] series, this presents NPCs in a different fashion easier to use in combat. Essentially, these are disposable opponents who don't need to have skills referenced. They are also written to be more appropriate as combat challenges for the given Circle.
This particular entry presents an Eighth Circle dwarf Nethermancer. This entry is functionally the same concept as the previous windling Nethermancer: harass and apply penalties to the opposition. They're tougher, but lack the inherent evasion of the windling. Though the hurt they can lay down is no joke.
Nethermancer, Dwarf
Challenge: Journeyman (Eighth Circle)
DEX: 5 Initiative: 3 Unconsciousness: 61
STR: 5 Physical Defense: 15 Death Rating: 68
TOU: 7 Mystic Defense: 19 Wound Threshold: 7
PER: 8 Social Defense: 13 Knockdown: 5
WIL: 8 Physical Armor: 9 Recovery Tests: 2
CHA: 5 Mystic Armor: 10 Karma: 4 (8)
Movement: 10
Actions: 1; Astral Spear (40 yards): 20 (20), Pattern Spike (20 yards): 20 (19), Spirit Dart (20 yards): 20 (18)
Powers:
Astral Sight (16): As the talent, Player’s Guide, p. 129.
Astral Spear: This attack is made against Mystic Defense and affects Mystic Armor.
Awareness (16): As the talent, Player’s Guide, p. 129.
Death's Head (12): This power can be dispelled and Frighten becomes a Standard action.
Dispel Magic (16, Standard): As the talent, Player’s Guide, p. 139.
Feast of Suffering: The dwarf Nethermancer gains +1 to Attack and Damage tests for each Wound the target has.
Frighten (20, Simple): As the talent, Player’s Guide, p. 149. The dwarf Nethermancer gains an additional success on Frighten tests.
Pain (20, Standard): This power is used against the Mystic Defense of a target within 10 yards. The target suffers 1 Wound per success until the end of the encounter. Multiple uses of this power on the same target don’t stack.
Pattern Spike: This attack is made against Mystic Defense and affects Mystic Armor. As a Free action, the dwarf Nethermancer can inflict a -4 penalty to the result of one test the target makes by the end of the next round.
Spirit Dart: This attack is made against Mystic Defense and affects Mystic Armor. The target also suffers -4 Mystic Armor until the end of the next round.
Stealthy Stride (13): As the talent, Player's Guide, p. 170.
Powers:
Dispiriting Dart (DwarfNethermancer, Spirit Dart): The dwarf Nethermancer may spend two additional successes on a Spirit Dart test to extend the Mystic Armor penalty until the end of the encounter.
Pattern Skewer (Dwarf Nethermancer, Pattern Spike): The dwarf Nethermancer may spend additional success on a Pattern Spike test to increase the penalty by -2 per success.
Equipment: Crystal ringlet armor
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