When you spout lore about a monster you use WIS instead of INT. You can speak with and understand any non-magical, non-planar creature. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. When you set the watch for the night, everyone takes +1 to take watch. When you undertake a perilous journey you can take two roles. Every time you gain a level thereafter, increase your effective cleric level by 1. When you select this move, treat yourself as a cleric of level 1 for using spells. You gain the commune and cast a spell cleric moves. God Amidst the Wastesĭedicate yourself to a deity (name a new one or choose one that’s already been established). Well-TrainedĬhoose another training for your animal companion. Roll once and apply damage to all targets. For each point of ammo spent you may choose an extra target. When you volley you may spend extra ammo before rolling. When you have a few hours of rest with your animal companion its ferocity returns to normal. If its ferocity is already 0 you can’t use this ability. When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. When you keep still in natural surroundings, enemies never spot you until you make a movement. When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike. ![]() You can speak with and understand animals. When you gain a level from 2-5, choose from these moves. You gain the elf starting move if you took the human one at character creation or vice versa. Somewhere in your lineage lies mixed blood and it begins to show its presence. You may take this move only if it is your first advancement.
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