Wild Hunter (Faerie)

(Generated 47 times)
Namelist None
Rank Master
Race Human
Cult rank None
Notes Description: A pack of large, fiery-eyed black dogs led by the enigmatic Wild Hunter, wearing a mask with deer antlers and wielding a moonlit lance. Lore: The Hunt targets corrupted souls, but all fear them. Those witnessing the Hunt risk being swept into its ranks, ending up miles from their start point by dawn. The Wild Hunter: Personality: Seeks to destroy evil, terrorizes anyone outdoors during his hunts. Powers: Wields a returning lance and a terrifying gaze. ***Gaze of the Hunter*** Any creature that locks eyes with the Hunter for the first time must make a Willpower check. On a fumble, the creature faints for an hour. On a failure, it's paralyzed with fear for 1d6 rounds. On a success, it flees screaming for 1d6 rounds. On a critical success, it's unaffected. ***Metamorphose Target to Dog*** The Hunter can only transform a target into a flying dog similar to those in his pack. Use the stats of a wolf (page 250 of Mythras) and add the Flight ability. ***Unbreakable Lance*** During his combat round, the Hunter can summon it back to his hand as a free action. If another creature holds it, they must succeed in a Raw Strength opposed check against the Hunter's Willpower to keep it. The Hunter can try again in the next round. Source : Bestiaire Faerique
STR 25
CON 25
SIZ 14
DEX 20
INT 18
POW 30
CHA 3d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6
Natural armor No

Non-random features

Ability **Faerie Resistance** Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level.
Ability **Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*. *Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled *Zone:* The power affects all targets within the specified radius. Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions. *Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour. Source: Bestiaire Faerique
Ability ***Allergy to Salt and Iron*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Faerie Magic ***Faerie Metamorphosis*** Contact, Duration (one day), 5 MP, Resistance (Will) The faerie transforms its physical body or that of the targeted creature into that of another species. An unwilling target creature gets a resistance roll. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+4d10 Brawn STR+SIZ+8d10+10 Conceal DEX+POW+1d2
Deceit INT+CHA+1d4 Endurance CON+CON+6d10 Evade DEX+DEX+6d10
Insight INT+POW+4d10+10 Perception INT+POW+8d10+10 Stealth DEX+INT+4d10+40
Swim STR+CON+1d10 Unarmed STR+DEX+3d10 Willpower POW+POW+2d10+20

Magic skills

Folk Magic POW+CHA+6d10+10

Professional skills

Survival CON+POW+45

Custom skills

Passion: Hunting Evil POW+POW+2d10+25 Passion: Terrifying Humans POW+POW+2d10

Combat styles

Wild Hunter90

Weapon options

1-handed weapons

Amount: 1
Lance (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Folk spells

Amount: 5
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Bladesharp 1 Darkness 1 Demoralise 1 Extinguish 1
Might 1