Notes |
They wear cowled robes of oily-looking leather, supple gloves, and wide black hats. Some grip heavy canes, others dark satchels. Each of them, though, wears a dark-goggled mask tapering to a pointed beak.
During Combat The Queen’s Physicians work together in combat, seeking to team up and flank foes with their clubs to make sneak attacks. They fight with an eerie silence, coordinating their attacks with a series of hand gestures and speaking only when forced to.
Morale In the presence of a superior, the physicians follow orders to the letter out of fear and fight to the death. On their own, they attempt to flee into hiding if reduced to fewer than -3 hit points on a location.
Gear leather armour, mwk club (added), plaguebringer’s mask (+1 shift resistance to smells), healer’s kit
Evasion: If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if s wearing light armour or no armour. If helpless does not gain the benefit of evasion.
Combat Reflexes: When an opponent tries to change range and you attack him, you gain a bonus dice.
Dodge: You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat.(added)
Improved Initiative: You get a +4 bonus on initiative checks.
Sneak attack: +1d2+1 damage
Inflict harm: Negates any STR damage bonus, but victim must make an END roll vs the attack or suffer agony to that location. Any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails, and they moan or scream in pain. lasts 1d3 turns.
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