99% of the bestiary updates
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@@ -20,4 +20,4 @@
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When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must **Save vs Poison** or become infected with therianthropy.
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- The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
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- Humanoids become the same type of werebeasts (and are typically run by the referee, at least while transformed).
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- Humanoids become the same type of werebeasts (and are typically run by the GM, at least while transformed).
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@@ -1,6 +1,7 @@
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1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2.
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2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.md#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon in off hand, may make an attack with each one.
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3. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants, etc.). The type must be chosen when this talent is selected.
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4. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
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5. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one.
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6. **Tank**: When in melee with a foe, any attacks the foe makes at anyone else get –2.
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2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.html#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon.
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3. **Environmental Expert**: Can either ignore any special restrictions on combat while in a specific environment (ex: underwater) or gains +1 to attack and damage rolls while in combat in that environment (ex: aerial, astral). The environment type (and resulting effect) must be determined when this expertise is selected.
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4. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants). The type of foe must be chosen when this expertise is selected.
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5. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
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6. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. The type of weapon must be chosen when this expertise is selected.
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7. **Tank**: While in melee with an adjacent foe, if that foe tries to attack anyone else, that attack gets –2.
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@@ -8,6 +8,6 @@ Version 0.15.1 / 2024-11-10
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- [Combat](/rules/combat.html)
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- [Adventuring](/rules/adventuring.html)
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- [Magic](/rules/magic.html)
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- [Referees Only](/rules/referees.html)
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- [GM Notes](/rules/gm-notes.html)
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</div>
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@@ -1,9 +1,8 @@
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- **Blunt**: Can be wielded by cleric.
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- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
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- **Entangle**: On successful hit, target must **Save vs Paralyze** to be able to move or attack.
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- Entangled victims can make new saves each round.
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- **Blunt**: No cutting edge, may be wielded by a cleric.
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- **Reach**: Grants a extra 5' reach for determining melee range.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reload**: Takes a round to reload, can only be fired every other round.
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- **Slow**: Always attacks last in a round.
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- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
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