![]() Soon afterwards the team disbanded following the apparent death of their teammate Zealot. The WildC.A.T.s left Khera soon afterwards and returned home.īack home, Reno stayed with the team and began a relationship with Jules, Emp's assistant. He was disappointed when fellow WildC.A.T.s members Voodoo and Spartan uncovered the darker side of Kheran society. He became an apprentice to the ancient shapeshifter Lord Proteus at the Shaper's Guild and learned many new ways to use his powers. Reno went with the WildC.A.T.s to Khera, home of the Kherubim, where he met other shapeshifters like himself. During a Native American ritual, Pike had taken the drug peyote and had a vision of himself killing a WildC.A.T.s member, a goal he would dedicate the rest of his life to. After the realization that Warblade had not been lying at all, and had been trying to help him the entire time, they became friends and allies.ĭuring his time with the WildC.A.T.s, Reno fought Pike, a half human, half Kherubim assassin. Warblade met Ripclaw (at this time a member of the Cyberforce) again and after quite some fighting between their teams and the two men themselves, Ripclaw finally saw through all the lies and deception upon Misery's defeat and realized that it was Misery who was the traitor. Like many of the WildC.A.T.s, Reno turned out to be half human and half Kherubim, (also known as a "Gifted One" for his match of human/Kherubim parents) a race of aliens that had fought the Daemonites for millennia. He was saved by Jacob, and joined his Daemonite hunting team, the WildC.A.T.s. Reno was found bleeding in Gamorra by Jacob Marlowe. After this, Ripclaw attacked Reno, thinking that he was the traitor, as well for his feelings for Misery, and almost killed him. ![]() She was revealed to be a traitor and Warblade killed her. ![]() His teammate Misery used her powers to make him think that he was in love with her and quickly changed the focus of her manipulations to Ripclaw. He was kidnapped by the organization known as Cyberdata, brainwashed and transformed into a member of their strike team, the S.H.O.C.s. Reno survived and swore vengeance against them, dedicating his life to the martial arts to avenge them. In his youth, Reno's parents were killed by the alien Daemonites. Jeriloth will not hesitate to flee if a battle is going against him, and makes a point of planning his escape route well before the opening of hostilities.Warblade is the special codename picked by Reno Bryce, a long-green-haired artist. He'll charge his foe, using the Emerald Razor strike, as his first move. Tactics: Jeriloth opens most combats with a Duel of Wills, and in the Absolute Steel Stance (giving him a 10' bonus to his speed, and +2 to his AC if he moves at least 10'). Nor is he above waylaying a wealthy-looking stranger in an alleyway, if he sees an opportunity. He is generally hired to kill a specific individual he'll track his target down, goad him into a challenge, and then kill him.quickly, if he feels threatened, or slowly if he knows that he has his foe outclassed. Role: Jeriloth is a duelist by trade, and a sadistic bastard by hobby. Tends to dress rather shabbily, using his Hat of Disguise to blend into whatever company he happens to be keeping. Martial Manuevers Known: All readied, plus Steely Strike, Ruby Nightmare Blade, and Dazing Strikeĭescription: 5'10", with sandy brown hair, brown eyes, and a frequently broken nose. Possessions: Belt of Strength +2, Gloves of Dexterity +2, Mithril Chain Shirt +2, Longsword +1, Ring of Protection +1, Hat of Disguise, Potion of Cure Moderate Wounds, Potion of Barkskin +4, 17 GP, 12 SP Skills: Balance +15, Concentration +14, Diplomacy +14,ĭisguise (untrained)+11 Intimidate +14, Jump +19, Knowledge (Local) +15, Swim +7, Tumble +15 Special Qualities: Human Traits, Weapon Aptitude, Battle Ardor +2, Battle Cunning +2, Battle Skill+2,įeats: Weapon Focus: Longsword, Goad, Unnerving Calm, Improved Initiative, Martial Stance, Adaptive Style, Lightning Reflexes Martial Stances Known (IL 10): Stance of Clarity, Punishing Stance, Absolute Steel Stance, Dancing Blade FormĪbilities: Str 18 (+4), Dex 10 (+0), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 13 (+1) Typical Martial Manuevers Readied (IL 14): Moment of Perfect Mind, Emerald Razor, Wall of Blades, Iron Heart Surge, Lightning Recovery Special Actions: Martial Stances, Martial Manuevers, Goad (DC 16), Duel of Wills +18 Ranged: Thrown Masterwork Dagger +12( 1d4+4 (19-20x2)Ĭombat Gear: Potion of Cure Moderate Wounds, Potion of Barkskin +4 And before multiple stabs in the back, as well. Resist: Improved Uncanny Dodge, Moment of Perfect Mind (Maneuver), Iron Heart Surge (Maneuver) ![]() AC: 19, touch 11, flat-footed 19 (Armor +7, Dexterity +1, Deflection +1) ![]()
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