Jack Hawk, "Master" Artificer
Level 12 Solo Humanoid
325INT++
"Master" of Magicktech.

When Combat starts, Jack Spawns 3 mech arms on his person. As long as Jack has these arms he has the following:

  • Has 1 Advantage on all saves.
  • He has Heavy Armor, halving even spell damage
  • They add +X for every arm there is active to all damage rolls.
  • He has SPD and Climb SPD 12.
  • Melee attacks miss on a 2, if they do miss, they take +X Damage.
Work, You Stupid Machine!

When Jack fails a save or takes 20+ damage, he can disable a mech arm to prevent that instead. If all are disabled, he can use a action to restore all uses.

After Each Hero's Turn Move 6 then, Choose one
  • •Blade Slash (x2)..

    +X. On Crit: Restore a use of Arm Shot

  • •Arm Shot (Fires times equal to arms active)(1/use)..

    Multi-Target, Range 8. Jack Prepares a element between Fire, Lightning, Cold, or Wind then fires that element at X targets in range.

BLOODIED:

At 162: Rregain all Mech Arms usages as they convert into drones.

LAST STAND:

120 more damage and Jack is finished! Jack absorbs all of the mech arms into himself! "Master" of Magicktech and Work, You Stupid Machine! are disabled as Jack gains Heavy armor and Vicious on his Blade Slash attacks.

His son Alister Hawk finally sees reason and fights against his father and joins the heroes. He can use 1 action to temporary disable a arm, forcing Jack to waste a action to repair it, he will target his own son afterward.

Jack will use Arm Shot as often as possible when it come up to target as many enemies as possible.

Collected In