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Creature:Dog

From Teriock
 Stats: ❤️1d8 Hit Dice❤️5 HP🩵1d4 Mana Dice🩵3 MP⬆️Size 2
 Attributes: INT-2STR0MOV0SNK0PER2

 Duration: While up.

You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: While up.
 Requirements: You are not anosmatic.

You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
 Duration: While target remains in range.
 Range: 10 feet.
 Requirements: You are not anosmatic and the target is not odorless.

You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.

 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: Always active.

Your mouth counts as a weapon for the purposes of abilities that target or are delivered by it (although it cannot be shattered or destroyed). You may attack with it and its damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
Limitation: Mouth only.
 Delivery: 🎭Semblant⚔️Strike( 🗡️Weapon⚔️Attack )
 Target: 💪Arm🦵Leg( Hit target's AC. )
 Duration: Instant.
 Range: Your weapon's range.

As you attack, choose either arm or leg. The damage gets dealt accordingly.
 On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
Limitation: Mouth only.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of 0.
Limitation: Mouth only.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 On critical hit: If you want, target takes standard damage as well. On hit: Target takes a vitals hack of your choice.

 Familiar Abilities: 
Limitation: Mental only.
 Casting time: 10 minutes.( 🐢Slow )
 Duration: 1 hour.
 Range: 5 feet.

Make an herbalist check. The GM determines the difficulty based on the severity of the illness. The GM may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a mental effect.
 On fail: The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again. On success: The target is cured of the illness. Heightened: For each additional MP spent, The DC of the check is reduced by 1. If proficient: You are adept at Cure Illness. Before you make the check, you may spend 1 additional MP to know the DC if it is less than your total level. You may also add your proficiency bonus to the herbalist check regardless of whether or not you are proficient in herbalist.