HD 4-6 (1d3+3)
AC 4 (Hide armour [AC 7] and protective tattoos)
#ATT 2
DMG As weapon (spear or short sword) +2
*Has a steed with 3 HD and 2 attacks doing d3/d6 damage (bite and kick)
*His tattoos offer:
-Protection from Fire
-Jump if leaping
-Spider Climb if climbing
-Shocking Grasp if grabbing/grappling
-Water Breathing if submerged
*Like all Emishi, he can Speak With Animals at will and Charm Mammal once per day
-
Emishi knights always have three items of jewelry (randomly determined).
If met as a random encounter a solitary Emishi knight will be 1 - Carrying out a command under oath; 2 - Hunting; 3 - Defending his honour. Roll on the sub-tables below for more details:
Carrying out a command under oath:
1 - To rescue a woman kidnapped by another local Emishi tribe
2 - To track down and kill or capture an outlaw
3 - To kill a man-eating bear or wolf pack
4 - To recover a lost treasure stolen by an animal spirit
5 - To steal something from a wizard
6 - To investigate tales of mysterious travellers from the South
Hunting: the Emishi knight is 1 - Currently stalking prey; 2 - Carrying home a kill; 3 - Decides to stalk the PCs
Defending his honour:
1 - By challenging men he meets to wrestle
2 - By challenging men he meets to fight to the death
3 - By kidnapping a woman from another local Emishi tribe
4 - By climbing a mountain
5 - By exploring a cave
6 - By sailing across the sea to an uninhabited island
No comments:
Post a Comment