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HP 47; Bloodied 23
Speed 5
+10 vs. AC; 1d12 + 3 damage (Brutal 2 High Crit), and the target is marked until the end of the human
Requires war axe; +10 vs. AC; 1d12 + 7 damage, and the
Requires heavy shield; +8 vs. Fortitude; 1d6 + 3 damage and the target is pushed back 2 squares and
Special: For each tooth that assists with the bash, the target is pushed an additional square. Allies who
Shield Wall
When three or more Teeth are adjacent to each other, their formation grants each of them an additional
+2 to AC and reflex defenses and any opponents adjacent to two or more Teeth in the formation take 5
damage on the start of their round if they remain adjacent to the patrols’ shield wall.
Equipment platemail, executioners axe, heavy spiked shield, crossbow with 20 bolts
Teeth are determined foes. They fight well together, standing close enough to protect their comrades.
They use powerful strike against mobile enemies and use their crossbows only when foes are beyond
their reach.
1 2 3 4 5 6
47 47 47 47 47 47
7 8 9 10 11 12
47 47 47 47 47 47
HP 144; Bloodied 72
ACTION POINT 1
Speed 5
+10 vs. AC; 1d12 + 3 damage (Brutal 2 High Crit), and the target is marked until the end of the human
M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon Requires war axe; +10 vs. AC; 1d12 + 7
Shield Bash (standard; at-will) Weapon Requires heavy shield; +8 vs. Fortitude; 1d6 + 3 damage and
the target is pushed back 2 squares and the Captain moves with the target.
Special: For each tooth that assists with the bash, the target is pushed an additional square. Allies who
Bum Rush (immediate reaction; recharge ⚄ ⚅) Weapon When an ally within 10 squares is
damaged, the patrol captain can charge the attacker (and can maneuver around obstacles during the
charge even if there is no direct line of attack) with a basic attack. If the attack hits, it allows a secondary
attack vs. Fortitude. If the secondary attack is successful, the target takes 5 ongoing damage (save ends)
R Superior Crossbow (standard; at-will) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 2
damage.
Cruel Taskmaster- Raised in the House of Scarlet Hooks, this captain knows how to persuade his men
to perform. All allies who start their turn within 5 squares of the captain gain a +2 to attack and speed.
Shield Wall- When three or more Teeth are adjacent to each other, their formation grants each of them
an additional +2 to AC and reflex defenses and any opponents adjacent to two or more Teeth in the
formation take 5 damage on the start of their round if they remain adjacent to the patrols’ shield wall .
Alignment Evil Languages Common Skills Insight +7, Intimidate +8, Streetwise +8
Str 17(+5) Dex 14 (+4) Wis 11 (+2) Equipment platemail, executioners axe, heavy spiked shield,
The Patrol Captain stays close to his men so as to use his Cruel Taskmaster ability to its fullest. He will
Bum Rush any foe that he deems as one that can outclass his men. Patrol Captains will always be at the
head of a charge and will remain to hold off opponents if they command their men to retreat.
Patrol Captain
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