Zenith
| Class | Progression |
| Panther [Tiger] | 20 |
| Move | Fight | Shoot | Armour | Will | Health | Current Health | RP |
| 6 | +5 | +0 | 10 | +1 | 15 | 15 | 25 |
| Heroic Abilities | Skills | |
| Acrobatics | +2 | |
| Stealth | +3 | |
| Spells | Swim | +5 |
| Items |
| Teeth & Claws (+2 dmg) |
An order to either Yasi or Zenith, no matter the distance to the Ranger, can either be considered as a Group Order for the two, or a Normal Order for one of them. In the latter case, the other Companion is not activated this turn. When the pair are targetted by Shooting (including Magic), randomly choose which one is affected. Alternatively, the shooter can select his or her target, but Yasi or Zenith are at +2. If any hits would cause Zenith to be reduced to 0, excess hits spill over to Yasi. When Yasi is removed, Zenith is also removed, no matter how many hit points he has left. |
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