DRAGON KNIGHT
AdversaryDH VOID AENV · p.2 · playtest
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!dh-import --name|DRAGON KNIGHT --HP|5 --Stress|3 --Difficulty|15 --Thresholds|Major 15 / Severe 30 --Attack_Dice|1d20+2 --Damage|2d12+3 --Experiences|Acrobatics +2 --Special_1|**High Ground (Passive):** The Knight gains a +2 bonus to attack rolls when attacking a target from above. --Special_2|**Enhanced Critical (Passive):** The Knight’s attack roll counts as a critical success if the result on the d20 is a 19 or a 20. --Special_3|**Leaping Strike (Action):** Mark a Stress and choose a target within Far range. The Knight moves into Melee range of the target and make a standard attack against them. On a success, gain a +1d12 bonus to the damage roll and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage).Tier 2 · Bruiser
ATK ·Lance: Very Close | phy
Motives & Tactics: Exploit an opening, get some distance, knock off-balance, strike from above
Experience: Acrobatics +2
High Ground Passive The Knight gains a bonus to attack rolls when attacking a target from above.
Enhanced Critical Passive The Knight’s attack roll counts as a critical success if the result on the is a 19 or a 20.
Leaping Strike Action Mark a Stress and choose a target within Far range. The Knight moves into Melee range of the target and make a standard attack against them. On a success, gain a + bonus to the damage roll and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage).
A knight clad in dragonplate armor and a helmet in the shape of a dragon’s head.
Motives & Tactics: Exploit an opening, get some distance, knock off-balance, strike from above
Difficulty: 15 | Thresholds: 15/30 | HP: 5 | Stress: 3
ATK: | Lance: Very Close | phy
Experience: Acrobatics
Features
High Ground - Passive: The Knight gains a bonus to attack rolls when attacking a target from above.
Enhanced Critical - Passive: The Knight’s attack roll counts as a critical success if the result on the is a 19 or a 20.
Leaping Strike - Action: Mark a Stress and choose a target within Far range. The Knight moves into Melee range of the target and make a standard attack against them. On a success, gain a + bonus to the damage roll and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage).