more toh prep
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@@ -74,15 +74,15 @@ Immediately after taking or inflicting damage, can use a free action to try and
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- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
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- Failure indicates falling from half-way, taking 1d6 damage / 10'.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
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- Can't be done while engaged in melee combat.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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### Tribal Leader
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