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  1. Friendly Monsters/Animals
  2. Monster Name Base HP
  3. Hit Ratio
  4. Description
  5. Land Speed Initiative Bonus
  6. Affinity (if in campaign)
  7. Attack Bonus Defense Bonus
  8. Armor Will Bonus
  9. Passives Name Effect
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  12. Actives Name Effect Damage
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  14.  
  15. Reflexes Name Condition Effect
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  19. Necromancer Wisp
  20. Monster Name Wisp HP Dies when they take damage
  21. Description A wisp of light that a Necromancer can create to utilize their skills. They consist entirely of mana, and are said to be connected directly to the Necromancer’s life force. They can move freely in and out of bodies without souls, and the skilled Necromancer will often use them to possess deceased vessels to do their bidding.
  22. Land Speed 3 Initiative Bonus Conducts turn after Necromancer turn
  23. Affinity (If in campaign) Void
  24. Attack Bonus Conducts attack roll as if rolling Necromancer magic damage Defense Bonus 0
  25. Armor 0 Will Bonus 0
  26. Passives Name Effect
  27. Unimportant Enemies naturally tend not to aggro the Wisp
  28.  
  29. Actives Name Effect Damage/ Dice Roll
  30. Wisp Tackle Wisp attacks an adjacent enemy, killing the wisp if it hits. Level + Int Mod
  31. Reanimate Dead 2 charges. Wisp inhabits a dead body, transforming them into a Revenant. -
  32.  
  33. Reflexes Name Condition Effect
  34. Bound to Soul Wisp ends its turn more than 3 spaces away from the Necromancer. Wisp dies.
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  38. Necromancer Revenant
  39. Monster Name Revenant HP Half of original host’s HP
  40. Description A body which is reanimated by the power of the Necromancer’s Wisp. The Necromancer has complete control over it, and can funnel mana to it remotely to perform Necromancy.
  41. Land Speed Land speed of original host Initiative Bonus Conducts turn after Necromancer turn
  42. Affinity (if in campaign) Affinity of original host
  43. Attack Bonus 0 Defense Bonus 0
  44. Armor Armor of original host Will Bonus 0
  45. Passives Name Effect
  46. Approaching Eternal Rest Revenant cannot be healed.
  47. Post-Mortem Knowledge Revenant can use the spells of the original host, using the charges of the Necromancer. Spells used use an attack roll as if the Necromancer is conducting it.
  48. Required Level 6 Rigor Mortis If adjacent to the Necromancer, the Necromancer gains +2 armor and +1 will.
  49. Required Level 8 Decomposition Enemies adjacent to Revenant suffer -3 to defense rolls
  50. Actives Name Effect Damage
  51. Eternal Rest Revenant becomes Wisp, and remaining body is destroyed -
  52. Host Attack Revenant attacks as if Host is attacking Original Host Damage
  53. Charged Attack Costs 1 charge. Attack roll is done as if the Necromancer is conducting a spell. Original Host damage + Level + Int Mod
  54. Magic Damage, Applies Absorb for Necromancer
  55. Required Level 8 Decomposition Costs 3 charges. Attach to an adjacent character (conduct Necromancer spell attack roll). Revenant cannot move or conduct spells. Reduces armor by 4 and movement by 1
  56. Detach Revenant detaches from an enemy, no longer applying Decomposition -
  57. Bite Basic attack if attached, cannot be avoided Half Original Host Damage
  58. Reflexes Name Condition Effect
  59. Bound to Soul Revenant ends its turn more than 3 spaces away from Necromancer Revenant HP is reduced to 0.
  60. Awake from slumber Encounter Begins Revenant appears within 3 spaces of Necromancer.
  61. At Rest Encounter Ends Revenant enters a temporary Wisp form.
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  64. NOTE: The numbers generated for the Hunter are meant to be taken as guidelines. As such, most stats are given as a range or as a list, but numbers can exceed these ranges. Upon taming an animal, it is advisable to copy the table to your status sheet and change the information according to the animal’s stats. Additional stats and skills can be added or removed according to the animal, and at DM discretion.
  65. Hunter Flyer
  66. Monster Name --- Base HP
  67. Hit Ratio 7 - 9
  68. 1d2(level), 1d3, 1d4
  69. Description Flying animals, such as bats or birds. These animals tend to be nimble, but light and fragile. If the animal is too small, it cannot be affected by the Tamer skill, Mount.
  70. Land Speed 4 - 7 Initiative Bonus (+2) – (+5)
  71. Affinity (if in campaign) N/A
  72. Attack Bonus 0 Defense Bonus 0
  73. Armor 0 Will Bonus 0
  74. Passives Name Effect
  75. Flying +5 to defense rolls against melee attacks
  76. Can fly over heightened terrain
  77. Moving does not induct attack of opportunity if you do not end your movement adjacent to the enemy
  78. Downfall Becoming crippled deals 2d3 damage to this monster
  79. Learned upon Tamer level up
  80. Depends on animal Hawkeye Enemies cannot be undetected to you.
  81. Actives Name Effect Damage
  82. Bite/Peck Basic attack, dealt in melee range 1d(level) + 2
  83. Learned upon Tamer level up
  84. Depends on Animal Leech Attach onto an enemy, dealing damage and healing for the amount of damage dealt 1d6
  85. Learned upon Tamer level up Lift Lifts an enemy for up to 3 turns, drops them to deal damage. Lifted enemies cannot melee attack. 1d4 per turn lifted
  86. Learned upon Tamer level up Divebomb Recklessly attack in melee range, deal damage to self. 2 turn cooldown. To enemy: 3d6
  87. To Self: 1d6
  88. Learned upon Tamer level up Swoop During move action, if moving past an enemy, can attack enemy. 3 turn cooldown. 2d3
  89.  
  90. Reflexes Name Condition Effect
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  93.  
  94.  
  95. Hunter Standard
  96. Monster Name --- Base HP
  97. Hit Ratio 8 - 12
  98. 1d3, 1d4, 1d6
  99. Description Large canines, felines, bears, etc. These animals make up the majority of the animals found around the world.
  100. Land Speed 3 - 5 Initiative Bonus (+0) – (+3)
  101. Affinity (if in campaign) N/A
  102. Attack Bonus (+0)- (+5) Defense Bonus (+0) – (+3)
  103. Armor 0 - 4 Will Bonus (-5) – (+5)
  104. Passives Name Effect
  105.  
  106.  
  107. Actives Name Effect Damage
  108. Bite/Claw Basic attack. Attack an adjacent enemy with teeth or claws 1d(level) + 4
  109. Intimidate In a 2x3 (horizontal) AOE in front of you, intimidate (req 7) enemies, reducing their attack roll by 3 for 3 turns. -
  110. Depends on Animal Track Detect undetected presences, counts as a minor action -
  111. Learned upon Tamer level up
  112. Depends on Animal Vicious Bite A deep, searing bite that latches onto the enemy for 2 turns, dealing damage and reducing their defense rolls by 2 and movement by 1. This animal is stunned the turn after this skill ends. Once per encounter. Bite:
  113. Learned upon Tamer level up
  114. Depends on Animal Rend Tear into the enemy, dealing bleeding damage the next turn. Bleed is doubled if enemy is bloodied. 3 turn cooldown Attack: 1d4 + level
  115. Bleed: 1d3
  116. Learned upon Tamer level up
  117. Depends on Animal Headbutt Counts as a move action. Move in a straight line up to your movement, and deal damage equal to the amount of spaces moved. 3 turn cooldown. (Spaces)d4
  118.  
  119. Reflexes Name Condition Effect
  120. Learned upon Tamer level up
  121. Depends on animal Counter An enemy attempts to attack you Roll a d4. If 4, Basic attack the enemy
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  125. Hunter Tanker
  126. Monster Name --- Base HP
  127. Hit Ratio 10 – 16
  128. 1d6, 1d8, 1d10
  129. Description Extremely large animals, such as the Adamantoise Turtle. Feared by even the most skilled of adventurers, these mighty animals are difficult to control. Taming one would make a powerful ally.
  130. Land Speed 2 - 4 Initiative Bonus 0
  131. Affinity (if in campaign) N/A
  132. Attack Bonus (+0) – (+10) Defense Bonus (+0) – (+5)
  133. Armor (0) – (10) Will Bonus (-5) – (+5)
  134. Passives Name Effect
  135. Defiant Taming this animal counts as 2 towards your maximum animal limit
  136. Heavy This character cannot be moved by non-magic skills
  137. This character takes 2d6 extra falling damage.
  138.  
  139. Actives Name Effect Damage
  140. Stomp Basic attack. Stomp on an adjacent enemy with massive weight. 2d(level)
  141. Learned upon Tamer level up Slam Slam onto an adjacent enemy with all of your weight. 4 turn cooldown. 2d(level) + 10
  142. Learned upon Tamer level up Stampede Using this skill counts as both your move action and major action. Runs your land speed and damage enemies that you move over, knocking them aside. Once per encounter. 2d(level)
  143. Learned upon Tamer level up.
  144. Depends on Animal Rapid Spin You spin, slicing adjacent enemies with claws, spikes, etc. 4 turn cooldown. 2d4 + 6
  145. Learned upon Tamer level up.
  146. Depends on Animal Full Gore You thrust a pointed horn or spike into an enemy, dealing damage equal to half the enemy’s maximum HP. Once per encounter. Half of Maximum Hp
  147. Learned upon Tamer level up.
  148. Depends on Animal Swallow Roll an attack roll to kill an adjacent bloodied animal, and heal for the amount of HP the animal had. 4 turn cooldown.
  149.  
  150. Reflexes Name Condition Effect
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