The Panther

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Description

Physiologus speaketh of the Panther and saith that when he hath eat enough at full, he hideth him in his den, and sleepeth continually nigh three days, and riseth after three days and crieth, and right good air and savour cometh out his mouth, and is passing measure sweet, and for the sweetness all beasts follow him. And only the dragon is afeared when he heareth his voice, and fleeth into a den, and may not suffer the smell thereof, and faileth in himself, and looseth his comfort. All four-footed beasts have liking to behold the divers colours of the panther.

Comments

The Panther is a Great Beast, and at some level, represents all creatures, except fantastical ones.

Abilities

No non-sentient animal can be made to harm the Panther, non-sentient draconids do not get a Fright Check to avoid rolling on the Fear Table, however sentients are entitled to a 1 x WP Fright Check.
The Force of any draconid attack (physical or magical) is reduced by 100 and this reduction is always applied after all other modifications. (Treat this as Damage Reduction.)
Any Strike Check from a draconid which is higher than 60 automatically misses. Otherwise, Defence is 90 which may be increased vs a physical attack at a cost of 1 FT for every point of Defence increased.
Any Strike Check against a draconid which is 50 or less is a blow directly to EN, any Strike Check of 16 or less is a Possible Specific Grievous Injuries.
Draconid magic always fails before it can be cast if the Panter is in the Area of Effect or one of the targets. Otherwise, Magic Resistance is 60 which may be increased vs a magical attack at a cost of 1 FT for every point of Magic Resistance increased.
The Panther may speak to any beast, magical or otherwise.
The Panther's comings and goings are mysterious and none may tell how he travels.

The size of the Panther varies from the size of a large dog up to 4 hexes in size. When in battle, size is usually 3 hexes, presumably because this preserves some balance of Strength against Size and speed. However, other sizes may be assumed with a Pass Action, if that would provide a combat advantage.

PS: 450 MD: 38 AG: Special MA:  10 EN:   240 FT:    3,000
WP:  25 PC: 38 PB:    23 TMR: 12/6 NA: 20 Prot/20 SA*/10 DR
Weapons
Bite: BC 187%, [D% + 30], Melee & Close, Rank 15.
Claw: BC 185%, [D% + 20], Melee Rear, Rank 15.
Initiative Value is 187 except against draconids, against whom the Panther always wins. Serpent Strike and Lightning Strike, however, when used, will strike before him, Mantis Strike will not.
The Panther may take 3 Actions each Pulse. A further Extra Action in a Pulse may be bought by spending 100 FT. Note that this means that as many as 9 attacks may be delivered in a Pulse, perhaps more. If a one hex creature is successfully hit by both Claw attacks in the same attack routine, a successful Bite attack will decapitate the victim unless they have special defences against such things.
The Panther is a Rank 15 Beast Master and Rank 15 Ranger specialising in Jungle environments.
If he is surprised, he only has 1 Action in that Pulse.
  • SA = Spell Armour