More actions
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|a=Mountain Native;; Blinding Spit;; Beastly Strength;; Endurance |
|a=Mountain Native;; Blinding Spit;; Beastly Strength;; Endurance |
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|f=Disable Ray;; Endure;; Hide |
|f=Disable Ray;; Endure;; Hide |
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|b= |
|b=Foot;; Jaw;; Hide |
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Revision as of 19:36, 2 October 2025
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Attribute improvement: This ability sets your INT score to a minimum of -2.
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.
You gain Mountain Resilience and Limited Agile.
You walk through difficult terrain at normal speed.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
| 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 |
| 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 |
| 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 |
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.
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.
You become hidden. As you do this, you may roll 1d20 + 2 × SNK. If this is greater than your passive sneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passive sneak.
When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + 2 × SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + 2 × PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.
While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.
While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.
If proficient: Instead roll 1d20 + 2 × SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + 2 × SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.