Unlike a normal reach weapon, the fiendbound marauder can be used against adjacent foes. A fiend’s grip has the grapple and reach weapon properties, and the fiendbound marauder gains the grab universal monster ability for attacks made with her fiend’s grip. It threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Manifesting a fiend’s grip is a move action, and dismissing one is a free action.Ī fiend’s grip is a light weapon that deals 1d8 points of bludgeoning or slashing damage (for a Medium-sized wielder). The warder can manifest up to one fiend’s grip for each gauntleted hand she has. To manifest her fiend’s grip, a warder must be wearing gauntlets or spiked gauntlets, which act as a focus for the weapon to come into the world. The signature feature of fiendbound marauders is the ability to manifest an oversized, spiny spectral claw, often wrapped in barbed chains. In addition, the fiendbound marauder’s fiend’s grip is considered a discipline weapon for the Black Seraph and Cursed Razor disciplines. She otherwise learns, readies, and initiates maneuvers as a standard warder. ![]() ![]() She gains Intimidate and Spellcraft as class skills. ManeuversĪ fiendbound marauder loses access to the Golden Lion and Iron Tortoise disciplines and adds Black Seraph, Cursed Razor, and Eternal Guardian to her list of available disciplines. Manifesting itself as a spectral weapon of otherworldly malice, these warders strike out with a grim purpose to use their powers to defend their flock – or to conquer another’s. Through direct purpose or trick of fate, some warders find themselves directly infused with a dark power that is theirs to wield.
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