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Creature:Ostrich

From Teriock
Revision as of 01:34, 29 August 2025 by Gpe (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
 Stats: ❤️1d8 Hit Dice❤️5 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 4
 Attributes: INT-2STR1MOV0SNK0PER0

 Duration: Always active.

You resist being surprised.
 Feat save improvement: This ability gives proficiency in PER feat saves.
 Duration: Always active.

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

 Attribute improvement: This ability sets your STR score to a minimum of 1.
 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.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
Limitation: With 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.
 Duration: Instant.
 Requirements: You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.

You become hidden. As you do this, you may roll 1d20 + SNK. If this is greater than your passive sneak (10 + 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 + 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 + 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 + SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + 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.
Limitation: With 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.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: Your weapon's range.

Note: A target moving due to Knockback can still provoke reactions like Opportunity Attack.

 On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
 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.
 Duration: Always active.

Your hands count as weapons for the purposes of abilities that target or are delivered by (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 2.
Limitation: With 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: 
 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.