Abilities:
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.
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.
You gain Battle Cry Aura and Battle Cry Resistance.
This ability cannot affect deaf creatures.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You gain 15 temporary HP and become frenzied.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
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 SNK score to a minimum of 0.
You swim at full speed.
You gain Bite and become fluent in it. Additionally, your biting items are AV0.
Your mouth and other biting items count 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.
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.
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.
You gain Battle Cry Aura and Battle Cry Resistance.
This ability cannot affect deaf creatures.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You gain 15 temporary HP and become frenzied.
While frenzied, you will not leave combat willingly and are inept at not killing anyone who opposes you. This includes anyone who tries to stop you through actions or words. You are also resistant to being frightened.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Beastly Strength and Improved Armor Piercing.
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.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
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 SNK score to a minimum of 0.
You swim at full speed.
You gain Bite and become fluent in it. Additionally, your biting items are AV0.
Your mouth and other biting items count 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.
Familiar Abilities:
You gain Battle Cry Aura and Battle Cry Resistance.
This ability cannot affect deaf creatures.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
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 gain Battle Cry Aura and Battle Cry Resistance.
This ability cannot affect deaf creatures.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
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.
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