campaign update
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@@ -30,7 +30,7 @@ An adventurer with a special bond with one (or more) animal companions.
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### Animal Companions
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- To establish a connection, must make a peaceful approach towards a single animal.
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- Referee rolls reaction roll: On an 8 or higher, the animal is bonded to the animist.
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- Referee rolls reaction roll: On an 8 or higher, the animal is bonded to the beast walker.
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- Companions may be wild or domestic.
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- Companions may be magical or giant, at the referee's discretion.
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- May have up to one animal companion per level.
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@@ -38,7 +38,7 @@ An adventurer with a special bond with one (or more) animal companions.
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- If a companion is dismissed or dies, may establish connection with new animal.
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- Companions follow everywhere.
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- Companions can understand and execute basic commands.
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- Companions will fight to the death to defend their animist.
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- Companions will fight to the death to defend their beast walker.
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- Companions do not check morale.
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### Speak with Animals
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@@ -53,8 +53,8 @@ An adventurer with a special bond with one (or more) animal companions.
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After 9th level, may construct a stronghold in the wilderness.
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- Automatically befriends all creatures within 5 mile radius.
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- They may perform simple tasks for animist (carry messages, warn about intruders, etc).
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- In exchange, they expect to be protected from harm by animist.
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- They may perform simple tasks for beast walker (carry messages, warn about intruders, etc).
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- In exchange, they expect to be protected from harm by beast walker.
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### Advancement
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