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When ridden into battle, can charge at a cost of 2 Power at the start of battle giving rider instant first attack regardless of initiative
Character Benefits
Can carry any race and up to 1500 pounds;
Not afraid of battle – can be ridden into battle;
Cost
600.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also get their gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cat retrieve thrown weapons and killed small prey
Can sniff out a target if given scent and lead the way to the target as long as the trail isn't more than 4 days old
Cost
175.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cat retrieve thrown weapons and killed small prey
Can sniff out a target if given scent and lead the way to the target as long as the trail isn't more than 4 days old
Cost
95.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d4 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also get the animal's gen dice for vitality, power, and soul.
This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency.
This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity.
This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink.
This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill.