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This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration.
This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion.
With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
+3 to Luck to receive food, -1 to Luck to receive treasure per day
+2 to Perceive
Cost
90.00
Level Increases
Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Hide: requires Perceive to find
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
Cost
110.00
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.
Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Hide: must make perceive check to find
Character Benefits
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost
60.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 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.
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1d6 + 1
Increases attack value of skills used with weapon by 1d6 + 1
Decreases difficulty of skills used with weapon by 4
20% of damage dealt ignores armor
Causes 1d8 bleed damage per round and minor wounds to unarmored targets
Causes 1d6 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%
Causes 1d4 bleed damage per round to armored targets as long as their slash reduction is under 60% but greater than 30%
This skill cannot be used with Basic Piercing Proficiency, Novice Piercing Proficiency, or Advanced Piercing Proficiency
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1d4 + 1
Increases attack value of skills used with weapon by 1d4 + 1
Decreases difficulty of skills used with weapon by 3
10% of damage dealt ignores armor
Causes 1d6 bleed damage per round to unarmored targets
Causes 1d4 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%
This skill cannot be used with Basic Piercing Proficiency or Novice Piercing Proficiency
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 2
Increases attack value of skills used with weapon by 2
Decreases difficulty of skills used with weapon by 2
10% of damage dealt ignores armor
Causes 1d4 bleed damage per round to unarmored targets
This skill cannot be used with Basic Piercing Proficiency
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1
Increases attack value of skills used with weapon by 1
Decreases difficulty of skills used with weapon by 1
Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1d6 + 1
Increases attack value of skills used with weapon by 1d6 + 1
Decreases difficulty of skills used with weapon by 4
Causes wounds to unarmored targets
Causes wounds to armored targets as long as bash reduction isn't greater than 30%
Critical Hit stuns unarmored targets for 1d3 rounds
Critical Hit stuns armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 50%
Critical Hit has a 1 in 6 chance of breaking a bone of the area hit (6 on a 1d6 roll) if the target is unarmored, or 10% chance (10 or less on percentile dice) if the target is armored but bash reduction isn't greater than 30%
This skill cannot be used with Basic Bludgeoning Proficiency, Novice Bludgeoning Proficiency, or Advanced Bludgeoning Proficiency
Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1d4 + 1
Increases attack value of skills used with weapon by 1d4 + 1
Decreases difficulty of skills used with weapon by 3
Causes wounds to unarmored targets and armored targets as long as bash reduction isn't greater than 30%
Critical Hit stuns unarmored targets for 1d3 rounds
Critical Hit stuns armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
This skill cannot be used with Basic Bludgeoning Proficiency or Novice Bludgeoning Proficiency
Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 2
Increases attack value of skills used with weapon by 2
Decreases difficulty of skills used with weapon by 2
Causes wounds to unarmored targets
Critical Hit stuns unarmored targets for 1d3 rounds
This skill cannot be used with Basic Bludgeoning Proficiency
Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1
Increases attack value of skills used with weapon by 1
Decreases difficulty of skills used with weapon by 1
Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1d6 + 1
Increases attack value of skills used with weapon by 1d6 + 1
Decreases difficulty of skills used with weapon by 4
Causes wounds to unarmored targets
Causes wounds to armored targets as long as bash reduction isn't greater than 30%
Critical Hit knocks out unarmored targets for 1d3 rounds
Critical Hit knocks out armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 50%
Critical Hit has a 1 in 6 chance of breaking a bone of the area hit (6 on a 1d6 roll) if the target is unarmored, or 10% chance (10 or less on percentile dice) if the target is armored but bash reduction isn't greater than 30%
This skill cannot be used with Basic Bashing Proficiency, Novice Bashing Proficiency, or Advanced Bashing Proficiency
Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:
Increases damage of weapon by 1d4 + 1
Increases attack value of skills used with weapon by 1d4 + 1
Decreases difficulty of skills used with weapon by 3
Causes wounds to unarmored targets
Critical Hit knocks out unarmored targets for 1d3 rounds
Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
This skill cannot be used with Basic Bashing Proficiency or Novice Bashing Proficiency