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    Child of Siakal, Saika (Familiar)


    Posts : 23
    Join date : 2016-01-18

    Child of Siakal, Saika (Familiar) Empty Child of Siakal, Saika (Familiar)

    Post by Spastic_Clapper on Wed Nov 16, 2016 10:28 pm

    Child of Siakal

    Siaka are gigantic sharks that can grow to 40 feet in length, and while Damon's familiar is a runt compared to its brothers, it is large for a saika. Their mouths are huge and can swallow a grown man whole. Their five rows of teeth—some over six inches long—make quick work of anything unlucky enough to cross paths with the voracious beasts. Siaka are found only in deep water, hunting whales and giant squid, and they can sense blood in water for hundreds of miles.

    Essence: 1; Willpower: 7; Join Battle: 9 dice
    Health Levels: -0/-1x8/-2x8/-4/Incap. Saika are ferocious predators, and are willing to fight without fleeing against smaller enemies, retreating only when wounded by large aquatic predators such as other siaka or a giant squid.
    Actions: Feats of Strength: 11 dice (may attempt Strength 7 feats); Resist Poison/Disease 10; Senses: 5 dice (Scent 6); Stealth 7; Swim: 8 dice; Tracking 8 dice
    Resolve 3, Guile 1


    Attack (Bite): 12 dice (Damage 17, minimum 5)
    Attack (Grapple): 11 dice (12 dice to control). The saika makes unopposed control rolls against smaller opponents, unless its victims use magic that allows them to clinch larger enemies, such as Dragon Coil Technique.

    Combat Movement: 8 dice
    Evasion 6, Parry 4
    Soak/Hardness: 15/5
    Special Attacks

    Crushing Bite:The power jaws of the saika can rip through hardened shells and steel armor alike. Any withering bite attack it makes ignores four points of armored soak, plus an additional point of armored soak for each extra success on the attack roll.
    Clamp Down: A Saika that deals 3+ levels of damage to a victim with a decisive bite attack may pay a point of Willpower to begin grappling them, making the opposed roll to establish control over the clinch. A successful clinch adds +1 to the base Initiative it resets to for every round of control it gains. Once per fight.
    Death Roll: A saika that has grappled an enemy and built up to Initiative 11+ may use the terrifying death roll, a decisive savaging attack that benefits from double 7s as the dragon twists to forcibly rip off chunks of flesh. The death roll inflicts a  rippling injury (p. 201) on its victim, but with the saika’s player choosing how severe an injury to inflict and forgoing the appropriate amount of damage. Once per fight.
    Ferocious Bite: When the saika makes a decisive bite attack against an enemy with a lower Initiative rating, it adds +10 to the raw damage of the attack. This bonus does not apply to attacks made as part of a deadly thrash. Once per fight, unless reset by rebuilding from base Initiative to Initiative 15+.
    Iron Jaws: The saika does not take Defense penalties from grappling smaller enemies, and can reflexively take a drag action to move them whenever it moves, carrying them in its mouth (this does not apply to clinches initiated with brutal stomp).  Additionally, being attacked only causes it to lose rounds of control over a clinch if that attack successfully damages the tyrant lizard.
    Hull-Crushing Chomp (Latent): A Saika that has been trained to attack ships can tear through even the armored hull of a Realm battleship. The armored terror receives the benefits of the Charm Sledgehammer Fist Attack (p. 277) when attempting to bite through the hull of a seafaring vessel.


    Apex Predator: The saika regains a point of Willpower every time it crashes or incapacitates a non-trivial opponent. This cannot raise its current Willpower above the amount it had at the beginning of the fight. It is also immune to any non-magical  influence roll meant to intimidate, provoke fear, or play upon fear.
    Relentless Pursuit: The saika applies the double 8s rule on any scent-based Awareness roll or on any roll to track by scent. It adds five automatic successes on any roll made to oppose an enemy’s (Dexterity + Stealth) roll using scent.
    Impenetrable Armor: The minimum damage of any withering attack made against the saika is reduced by one die, to a minimum of zero.
    Legendary Size: The saika’s size makes it extraordinarily difficult for human-scale enemies to engage it in combat. It does not take onslaught penalties from any attack made by a smaller opponent, although magically inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop it below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (3 + attacker’s Strength) levels of damage to the Saika with a single attack, not counting any levels of damage added by Charms or other magic.

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