![]() ![]() When you volley you may spend extra ammo before rolling. When you have a few hours of rest with your animal companion its ferocity returns to normal. If its ferocity is already 0 you can’t use this ability. When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. When you keep still in natural surroundings, enemies never spot you until you make a movement. When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike. When you spout lore about a monster you use WIS instead of INT. You can speak with and understand animals. When you gain a level from 2-5, choose from these moves. You gain the elf starting move if you took the human one at character creation or vice versa. Somewhere in your lineage lies mixed blood and it begins to show its presence. You may take this move only if it is your first advancement. …and someone interferes with you, add its instinct to their roll.…and you parley, add its cunning to your roll.…and you discern realities, add its cunning to your roll.…and you take damage, add its armor to your armor.…and you track, add its cunning to your roll.…and you attack the same target, add its ferocity to your damage.When you work with your animal companion on something it’s trained in… Hunt, search, scout, guard, fight monsters, perform, labor, travelĬhoose as many weaknesses as its instinct:įlighty, savage, slow, broken, frightening, forgetful, stubborn, lame Command Choose as many additional trainings as its cunning: ![]() Your animal companion is trained to fight humanoids.
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