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Feral Forms
Feral Forms are transformations that some characters are capable of performing, whether the Shaman of the Shapeshifter's Call or the bearers of the Vastaya Awakening Runessence.
Attributes. While in a wild form, the form's specified attributes are modified, you use whichever is greater, your Attribute + Aspect Bonus, or Your Wisdom + Aspect Bonus
- Ex. If you have 14 Strength, 12 Dexterity, and 16 Wisdom, when you assume a Terrestrial form, your Strength and Dexterity become 16 + Aspect Bonus. If you have 16 Strength, 12 Dexterity, and 14 Wisdom, when you assume an Earth form, your Strength becomes 16 + Aspect Bonus and your Dexterity becomes 14 + Aspect Bonus.
*Attacks. While in a feral form, You can make a number of attacks equal to the maximum number of attacks you can make in your normal form, or the maximum number of attacks that the feral aspect you are using can make.
- Ex. A Bear has multi-attack, being able to make a claw attack and a bite attack, if you only have 1 attack in your base form, when transforming into a Bear, you can make two attacks while in that form. If you can make 3 attacks in your base form, when transforming into a Bear you can also make three attacks.
- When you receive extra Attack Through the Hybrid or Superior form, these attacks are considered for the feral form, so if you have 2 attacks, transform into a feral Bear form, you can make 3 attacks. If you can make 3 attacks in your normal form, when you transform into a Bear you continue making 3 attacks and not 4.
Terrestrial FormMedium or Large Animal ActionsFeral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d8 + Strength modifier Bludgeoning, Piercing, or Slashing damage. |
Aquatic FormMedium or Large Animal ActionsFeral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d6 + Strength modifier of Bludgeoning, Piercing, or Slashing damage. |
Flying FormSmall or Medium Animal ActionsFeral Attack. Melee Attack: Strength or Wisdom Modifier, reach 5 ft., one target. Hit: 1d4 + Strength modifier of Bludgeoning, Piercing, or Slashing damage. |
Feral Aspect
The three forms that can be assumed have their own characteristics that are modified by the Feral Aspect you choose. Each Feral Aspect has certain characteristics of its own in addition to attribute modifications while in this form.
Terrestrial Aspects | ||
---|---|---|
Animal | Features | Attributes |
Spider | Web, Spider Climb, bite (p) + 1d4 poisonous, 40-foot Climb | +2 Dex +1 Str |
Gorilla | Multi-attack: Punch 2x. Punch (c), 40-foot climb | +2 Str +1 Dex |
Tiger | Pounce, bite (p) and claws (r), 20-foot climb | +2 Dex +1 Str |
Wolf | Pack Tactics, Keen Smell and Hearing, bite (p) and claws (r), Speed +10 feet | +2 Dex +1 Str |
Bear | Multi-attack: Bite and Claw. Bite (p) and claws (r), 20-foot climb | +2 Str +1 Dex |
Snake | Camouflage, bite (p) + 1d6 poison, 20-foot climb | +2 Dex +1 Str |
Aquatic Aspects | ||
---|---|---|
Animal | Features | Attributes |
Orca | Echolocation, Hearing, bite (p) | +2 Str and +1 Dex |
Crab | Multi-attack: Constriction, 2x Claw. Claw (c) | +2 Dex and +1 Str |
Craquem | Multi-attack: Bite and Grab. Bite (p) Grab | +2 Dex and +1 Dex |
Crocodile | Bite (p) with grasping | +2 Str and +2 Dex |
Shark | Blood Frenzy, Bite (p) | +2 Str and +1 Dex |
Flying Aspects | ||
---|---|---|
Animal | Features | Attributes |
Eagle | Claws (r) Sharp vision | +2 Dex and +1 Str |
Vulture | Claws (p) Acute sense of smell and vision | +2 Str and +1 Dex |
Owl | Claws (r) Sharp hearing and vision, 2x darkvision | +2 Dex and +1 Str |
Wasp | Sting (p) + 3d6 poisonous | +2 Dex and +1 Str |
Bat | Echolocation, Bite (p) | +2 Dex and +1 Str |
Description of Features
Keen Hearing. Creatures with Keen Hearing have advantage on Perception checks that rely on hearing.
Pounce. Creatures with Pounce, moving at least 20 feet straight toward a target while attacking with a claw attack on the same turn, causes the target to have to succeed on a DC 10 Strength saving throw + Strength Modifier. Strength or you will fall. If the target is Prone, the creature can make a bite attack against it as a bonus action.
Snow Camouflage. Creatures with camouflage have advantage on Stealth checks while in favorable terrain.
Echolocation. Creatures with echolocation cannot use blindsight while deafened.
Spider Climb. Creatures with Spider Climb can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Frenesi de Sangue . Criaturas com Frenesi de Sangue têm vantagem nas jogadas de ataque corpo a corpo contra qualquer criatura que não tenha todos os seus pontos de vida.
Mordida com Agarramento. Criaturas com Mordida com Agarramento, ao fazrem um ataque de mordida podem manter o alvo Agarrado (CD 10 + Modificador de Força para escapar). Até o agarrão terminar, o alvo está Contido, e a crioatura não pode morder outro alvo.
Olfato Aguçado. Criaturas com Olfato Aguçado têm vantagem em testes de Percepção que dependam do olfato.
Táticas de Matilha . Criaturas com Táticas de Matilha têm vantagem nas jogadas de ataque contra uma criatura se, pelo menos, um dos aliados da Craitura estiver a 5 pés da criaturas e não estiver incapacitado.
Teia (Recarga 6) . Criaturas com Teia podem utilizar a mesma com um de seus ataques, a Teia é uma Arma de Combate à Distância com alcance de 30/ 60 pés, acerta um alvo. Ao acertar um alvo, o mesmo está Contido por teias. Com uma ação, o alvo Contido pode fazer um teste de Força CD 13, escapando da teia em um sucesso. A teia também pode ser atacada e destruída (CA 10; 5 pontos de vida; vulnerabilidade a dano ígneo; imunidade a dano contundente, venenoso e psíquico).
Visão Aguçada. Criaturas com Visão Aguçada tem vantagem em testes de Percepção que dependam da visão.