neozzz2
Reachfolk deal +2 damage against Nords and Bretons
Reachfolk deal +2 damage against Nords and Bretons
The prowler deals +3 damage to beasts
- •Bloodroot Longbow.2d6.
(Tile Range 10)
- critical hits inflict Poison
- •Stone Dagger.2d4.
inflicts Poison ailment on hit
Reachfolk deal +2 damage against Nords and Bretons
If the skinshifter reaches 5 or less health, they transform into a werewolf with half health
- •Antlered Axe.2d6
- •Tackle.1d4.
the skinshifter initiates a grapple attempt to restrain the target, if the target fails a DC 12 athleticism or acrobatics roll, they are immediately dealt a critical hit 2d4
Bretons take 2 less damage from harmful spells and gain +2 to resist all incoming spells
If the knight would be killed by a spell, they cast a last ditch ward using all their inner magic, and are left at 5 hit points
- •Pommel Strike.1d4.
targets hit by this attack must succeed at DC 8 saving roll or are Stunned
- •Breton Longsword.2d6+3.
when attacked by a melee weapon that falls into the long blade or axe category, the knight can counter an incoming attack with this one
Nords gain the following...
- take half damage from any source of ice or cold type damage
- inflict the Fear ailment on a failed DC 8 saving throw when the Nord lands a melee critical hit
- •Battleaxe.3d8.
critical hits ignore medium armor
- •Throwing Axe.2d4.
(Tile Range 3)
When the griffin deals damage immediately after moving, its target must succeed a DC 13 athleticism or acrobatics roll, if they fail they are grabbed by the griffin
Any target the griffin flies directly over must succeed a DC 6 saving roll or are knocked prone
- •Razor Beak and Talons.2d8+3
- •Piercing Cry.1d4.
Targets within 2x2 tiles around the griffin must succeed a DC 7 saving roll or are deafened for 2 turns
All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage
- •Chaos Fireball.3d6.
(Tile Range 6) fireball explodes on impact, damaging and burning 3x3 tiles
- •Molten Spray.1d4 (per turn).
dremora chooses a 1x3 area connected to its tile to cover in molten fire which persists for 3 turns (can only be used once every 3 turns)
All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage
- •Daedric Claymore.3d6+5.
(Tile Range 2)
- this attack can hit up to 3 targets at once
- •Planestep.
the dremora steps through a portal and reappears up to 8 tiles away
the wamasu may perform a movement action as a free action
- •Discharge.3d4+3.
only activates when the wamasu is dealt a critical hit, 2x2 radius
- •Trapjaw.3d6.
this attack doubles as a grapple on a failed DC 11 athleticism saving roll
- •Tail Swipe.2d6.
knocks targets prone on a failed DC 11 acrobatics saving roll
All werebeasts gain the following...
- advantage on all martial and mobility rolls
- their claws are considered enchanted
- immune to all diseases
- suffer +3 damage from poison, take a base 3 damage from silver
- only gain benefits from resting if they also eat meat during the rest
recovers 3 health at the beginning of its turn
if the werewolf lands a critical hit it also gains an additional action, the werewolf can move and attack as one action
- •Massacre.4d4+4.
critical hits throw the target 3 tiles away from the werebeast and also inflict Sanies Lupus
- •Howl.
all targets within 3 tiles must succeed a DC 12 saving roll, afflicted by Fear if they fail, 3 turn cycle recharge
Whenever the warhorse moves at least 3 spaces, the melee attacks of its rider recieve +3 bonus damage if they attack immediately after the warhorse moves.
- Kick.2d4.
(Range 1) this attack can only reach behind the horse, other small or medium targets are knocked prone if hit.