Notes |
Girrigz always hated the sewers. A natural lycanthrope, he has spent his entire 29 years of life as a wererat, feeling trapped beneath the boots of the people above. More than once, the rebellious wererat has sneaked up onto the streets to take out his hatred on beggars and other unsuspecting humans, seeing his predations as just revenge. Less than a year ago, he took two silver crossbow bolts from a well-equipped guard who came upon him savaging a dockside vagrant. Barely escaping with his life, Girrigz has since been a fiery and vocal member of the wererat community, urging his people to strike back against the weak humans above. The lack of reason and the cowardice of elder lycanthropes have long stifled Girrigz’s warmongering, but the attacks from those above have finally given the savage wererat revolutionary the following he needs. While he lacks the numbers and skill to truly threaten the city above, his blind hatred could easily lead to the deaths of hundreds.
Before Combat
Given advance warning, such as by the sounds of fighting, Girrigz imbibes a potion of bear’s endurance, a potion of blur, and a potion of shield of faith +3 before stealthily moving in to join the battle.
During Combat
Girrigz fights ferociously, taking particular pleasure in using his bite attack. He drinks his potion of cure moderate wounds if reduced to fewer than 0 hit points.
Morale A total fanatic, Girrigz fights to the death.
Combat Gear potions of bear’s endurance (2), potion of blur, potion of cure moderate wounds, potion of shield of faith +3; Other Gear +1 chain shirt, +1 mithral rapier, 23 gp
Stats include potions.
Agile defender, weapon spec rapier (+1 Action to parry), light armour specialist
Dodge: +1 AP, Weapon finesse (DEX + DEX in combat)
Mobility
You can easily move through a dangerous melee.You get a +4 bonus to Armor Points against attacks caused when you move out of or within a threatened area. A condition that makes you lose your ability to vade makes you lose dodge bonuses.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Vital Strike
You make a single attack that deals significantly more damage than normal. Once per round When you use the attack action, before you roll to hit you can declare a vital strike. Take a -1 step penalty to hit, but if successful Roll the weapon’s damage dice for the attack twice and take the highest, before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
Blur
The subject’s outline appears blurred, shifting, and wavering. This distortion causes any attack attack roll to be one grade harder. A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
Luck:5 |