Sunday, 21 June 2015

Hellknight

Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d12, Climbing d10, Knowledge (Things Man was not meant to Know) d12, Persuasion d10, Repair d8, Survival d12, Notice d10, Stealth d8, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 8; Toughness: 11 (3)

Gear: Demonic Armour Symbiote (+3, Counts as having an additional ally for gang up bonus), Longsword (Str+d8), Shield (+2 Parry, +1 Armour vs ranged Attacks)

Edges: Alertness, Arcane Background (Magic), Sweep, Trademark Weapon (longsword)
Powers:  (20 Power Points) Dispel (Axiom of Despair), Jet (I am 87% confident you will burst into flames.), Mind Reading (Taste the seeds of cowardice), Puppet (Categorical Imperative: Murder)

Special Abilities
• Slams: Str+d6.
• Vision of the Unholy Twilight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Create Spawn: Anything slain by the Hell knight who has had Taste the seeds of cowardice cast on them must make a Spirit check or rise next round as a Flaming Skull
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.

"I am compelled to do evil, regardless of its utility."