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Creature:Alpaca: Difference between revisions

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|size=3
|size=3
|br=3
|br=3
|a=Mountain Native;; Blinding Spit;; Martial Arts;; Beastly Strength;; Endurance
|a=Mountain Native;; Blinding Spit;; Beastly Strength;; Endurance
|f=Disable Ray;; Endure;; Hide
|f=Disable Ray;; Endure
|b=Hand;; Jaw
|b=Foot;; Jaw;; Hide
}}
}}

Latest revision as of 19:33, 4 December 2025

 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 3
 Attributes: INT-2STR1MOV0SNK0PER0

 Abilities: 
 Duration: Always active.

Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.

 Attribute improvement: This ability sets your STR score to a minimum of 1.
 Delivery: ⚡️Ray( 🎯AV0🏹Missile⚔️Attack )
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: No limit.
 Range: 10 feet.

Target is blind.
 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends.
 Duration: Always active.

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

Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
 Duration: Always active.

You gain Mountain Resilience and Limited Agile.
 Duration: Always active.

You deboost damage caused by mountainous weather.
Limitation: Mountainous terrain only.
 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 PER score to a minimum of 0.
 Duration: Always active.

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

 Body Parts: 
Foot Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Foot 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Small Body parts
1Normal (5 feet)
Hide Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Hide 0 -3   Self 1 0 lb. -3 Armor, Body parts
0Self
Jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Jaw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Jaw 1d4 -3 Normal (5 feet) 0 0 lb. -3 Biting, Weapon Body parts
1d4Normal (5 feet)

 Familiar Abilities: 
 Target: 👤Creature( Hit target's AC. )
 Trigger: Another creature uses a non-basic active or reactive ability that isn't a spell against a different creature or some equipment that different creature bares.
 Mana cost: This costs 0 MP if the triggering ability was used on you or some equipment you bear. It costs 1 MP otherwise.
 Duration: 1 minute.
 Range: 60 feet.
 Requirements: You may only target the triggering creature.

 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target becomes incapable of the ability they were using. If proficient: This also makes the effect of that ability fizzle.
 Trigger: You are hit by an attack that would damage you.
 Hit cost: See ability text.
 Duration: Instant.

You take the triggering damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If you attempted to block the triggering attack, then a limb that used whatever item you blocked with is the one that's hacked. Otherwise, if the damage was dealt by a creature, they choose which limb is affected. If not, it is random. Only an un-hacked limb can be used for this. If that's not possible, you take the damage normally.