Project Istari: Difference between revisions

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Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.
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=== Currently Ready to go Classes and Lineages ===
==== Lineages ====
*Behemon
*Dwarf
*Elf
*Hobbit
*Human
*Saurian
*Skinchanger
==== Classes ====
*Ranger
*Rogue
*Sorcerer
*Summoner (after Zombie and Skeleton stat blocks)
*Swashbuckler
*Traveler
*Vanguard
*Warden
*Warrior
*Wizard (After 4 Spell at least)


= Work-In Progress Mechanics =
= Work-In Progress Mechanics =
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*'''Speed.''' Speed is a creature's alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.
*'''Speed.''' Speed is a creature's alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.
*'''Lore.''' Lore is a creature's learned knowledge of the world. You have a number of Knowledge Points, equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.
*'''Lore.''' Lore is a creature's learned knowledge of the world. You have a number of Knowledge Points, equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.
*'''Wit.''' Wit is a creature's gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.
*'''Instinct.''' Instinct is a creature's gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Instinct, with a minimum of 1.
*'''Resolve.''' Resolve is a creature's force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who's Recovery Conditions it meets equal to their Resolve.
*'''Resolve.''' Resolve is a creature's force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who's Recovery Conditions it meets equal to their Resolve.
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
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| Wit, Free, Free || Free || Creole, Behemon
| Instinct, Free, Free || Free || Creole, Behemon
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==== Vulpine ====
==== Vulpine ====
''Beastian Kin''<br>
''Beastian Kin''<br>
''You a fox'' You gain Stealth Proficiency, and you can use Wit for your Stealth Checks.
''You a fox'' You gain Stealth Proficiency, and you can use Instinct for your Stealth Checks.
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Might, Wit, Free || Agility || Creole, Behemon
| Might, Instinct, Free || Agility || Creole, Behemon
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|}
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Wit, Resolve, Free || Might || Creole, Hobbitan
| Instinct, Resolve, Free || Might || Creole, Hobbitan
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==== Unnoticed Stride ====
==== Unnoticed Stride ====
''Hobbit Feature''<br>
''Hobbit Feature''<br>
''Most in the world don't assume much from Hobbit, thinking they are nothing more than peaceful farmers.'' You gain Stealth Proficiency and you can use your Resolve or Wit instead of your Agility when you make a Stealth Check.
''Most in the world don't assume much from Hobbit, thinking they are nothing more than peaceful farmers.'' You gain Stealth Proficiency and you can use your Resolve or Instinct instead of your Agility when you make a Stealth Check.
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| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A
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''Some Strongstomachs learn how to not only resist poison, but use it.'' You gain Poisoner's Kit Proficiency, and you can use your Resolve when using the Poisoner's Kit instead of Might or Wit.
''Some Strongstomachs learn how to not only resist poison, but use it.'' You gain Poisoner's Kit Proficiency, and you can use your Resolve when using the Poisoner's Kit instead of Might or Instinct.
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| Human, Level 1 || N/A || Auditory, Human, Will || N/A
| Human, Level 1 || N/A || Auditory, Human, Will || N/A
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''"If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising." - Legolas, The Return of the King.'' You, and any allies who can see or hear you, can use Resolve instead of Wit or Lore when defending or when resisting Fear or Wounds.
''"If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising." - Legolas, The Return of the King.'' You, and any allies who can see or hear you, can use Resolve instead of Instinct or Lore when defending or when resisting Fear or Wounds.
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Might, Wit/Resolve/Speed, Free || Lore || Creole, Orcish
| Might, Instinct/Resolve/Speed, Free || Lore || Creole, Orcish
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|}
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Might, Wit, Free || Lore || Creole, Saurian
| Might, Instinct, Free || Lore || Creole, Saurian
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| Saurian, Level 1 || 2 || Acid || N/A
| Saurian, Level 1 || 2 || Acid || N/A
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''You have acidic glands in your mouth which you can use in combat.'' You can spend 2 Actions to spray Acid in a 3 Meter Cone, dealing 2d4 + Might Damage defended by Might or Wit (Target's Choice).
''You have acidic glands in your mouth which you can use in combat.'' You can spend 2 Actions to spray Acid in a 3 Meter Cone, dealing 2d4 + Might Damage defended by Might or Instinct (Target's Choice).
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Might, Wit, Free || Resolve || Creole, Skinchanger
| Might, Instinct, Free || Resolve || Creole, Skinchanger
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''You are a born leader of those whom you deem your packmates.'' While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.<br>
''You are a born leader of those whom you deem your packmates.'' While you are in Humanoid Form, you and allies who can hear you gain +1 to any Stealth checks you make.<br>
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Wit.
At the start of each Round in combat while you are in Beast Form, you and all adjacent allies can move a number of spaces up to your Instinct.
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==== Primal Paragon ====
==== Primal Paragon ====
''2 Points''<br>
''2 Points''<br>
''You have always had an affinity for the natural, and you are destined to become one with it.'' Yor Wit increases by 1. When you make a succesful Check in relation to animals or plants, whether it be recalling the type of plant, calming a ravenous beast, or something of the sort, you gain 1 Fate.
''You have always had an affinity for the natural, and you are destined to become one with it.'' Yor Instinct increases by 1. When you make a succesful Check in relation to animals or plants, whether it be recalling the type of plant, calming a ravenous beast, or something of the sort, you gain 1 Fate.


[Ideas: People's Champion, Intrepid Explorer, Draconic Heritage/Heir, Famous Performer, One With Nature, Famed Scholar, Force of Darkness, Master of Whispers, Hand of Vengeance, Paragon of Light, Archmage, Warlord, Hand of Fate, Heir to the Throne, Glorious Hero, Cunning Villain, Wise Master, Regicide]
[Ideas: People's Champion, Intrepid Explorer, Draconic Heritage/Heir, Famous Performer, One With Nature, Famed Scholar, Force of Darkness, Master of Whispers, Hand of Vengeance, Paragon of Light, Archmage, Warlord, Hand of Fate, Heir to the Throne, Glorious Hero, Cunning Villain, Wise Master, Regicide]
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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| Glancing Wound, Bludgeoning || Agility, Wit (DC5)
| Glancing Wound, Bludgeoning || Agility, Instinct (DC5)
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''Money may make the world go 'round, but a good knock to the head can do so too.'' Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.
''Money may make the world go 'round, but a good knock to the head can do so too.'' Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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| Glancing Wound, Bleed || Might, Wit (DC6)
| Glancing Wound, Bleed || Might, Instinct (DC6)
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''You have been hit in a way that has caused you to lose vital fluids.'' At the start of your turn, you take 1 Damage.
''You have been hit in a way that has caused you to lose vital fluids.'' At the start of your turn, you take 1 Damage.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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| Glancing Wound, Bludgeoning || Might, Wit (DC5)
| Glancing Wound, Bludgeoning || Might, Instinct (DC5)
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''Fluff.'' When you would spend an Energy, you must also spend an Action.
''Fluff.'' When you would spend an Energy, you must also spend an Action.
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! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords
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| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)
| Crossbow || 1d6 || Agility, Instinct || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)
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| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)
| Dagger || 1d4 || Agility, Speed, Instinct || Agility, Instinct || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)
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| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee
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| Handaxe || 1d6 || Might, Wit || Agility, Speed || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
| Handaxe || 1d6 || Might, Instinct || Agility, Speed || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
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| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)
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| Longsword || 1d8 || Might, Resolve || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
| Longsword || 1d8 || Might, Resolve || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
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| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy
| Quarterstaff || 1d6 || Instinct, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy
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| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry
| Rapier || 1d8 || Agility, Instinct || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry
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| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
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''1st Level Curse of the Lycanthrope Feature''<br>
''1st Level Curse of the Lycanthrope Feature''<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe's choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target's the Foe's choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe's choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target's the Foe's choice of Agility or Instinct, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
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==== Sneak Attack ====
==== Sneak Attack ====
''1st Level Rogue Feature''<br>
''1st Level Rogue Feature''<br>
''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.<br>
''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Instinct.<br>
You also gain the following Sneak Attack Conditions:
You also gain the following Sneak Attack Conditions:
*An Ally is adjacent to the target.
*An Ally is adjacent to the target.
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''1st Level Storming Bloodline Feature''<br>
''1st Level Storming Bloodline Feature''<br>
You gain 1 of the following Spells:
You gain 1 of the following Spells:
*'''Conjure Tempest.''' ''Magic. Spell. Single-target. Environment.'' You can spend 2 Actions to create a raging tempest that surrounds you, emanating out to a Range of 3 Meters and lasts for 1 Hour. This area is Difficult Terrain, and all Creature's in the area have their Defense Die increased by 1 Step. You can also spend 1 Action while the tempest is active to call a lightning bolt, targeting a Space in the tempest, all Creatures within 1 Meter of that Space takes 1 Damage, and a Creature in the Space takes 1d8 Damage (Defended by Might or Wit, Target's choice). You can also spend Energy up to your Resolve to increase the Range of this tempest by 1 Space for each Energy spent.
*'''Conjure Tempest.''' ''Magic. Spell. Single-target. Environment.'' You can spend 2 Actions to create a raging tempest that surrounds you, emanating out to a Range of 3 Meters and lasts for 1 Hour. This area is Difficult Terrain, and all Creature's in the area have their Defense Die increased by 1 Step. You can also spend 1 Action while the tempest is active to call a lightning bolt, targeting a Space in the tempest, all Creatures within 1 Meter of that Space takes 1 Damage, and a Creature in the Space takes 1d8 Damage (Defended by Might or Instinct, Target's choice). You can also spend Energy up to your Resolve to increase the Range of this tempest by 1 Space for each Energy spent.
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==== Dampen Magic ====
==== Dampen Magic ====
''1st Level Warden Feature''<br>
''1st Level Warden Feature''<br>
''You can use the primal power of the wilds to partially nullify magic.'' When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.
''You can use the primal power of the wilds to partially nullify magic.'' When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Instinct.
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''2nd Level Warden Feature''<br>
''2nd Level Warden Feature''<br>
''Your primal arcana has been refined through your weaponry.'' After every Rest, choose 2 of the following Spells to gain until the end of your next Rest.
''Your primal arcana has been refined through your weaponry.'' After every Rest, choose 2 of the following Spells to gain until the end of your next Rest.
*'''Primal Arrows.''' When wielding an Item with the ''Bow Trait'', you can spend 2 Actions to fire a primal arrow in a straight 5 Meter Line. All Creatures in this Line take 2d6+Wit Damage (Defended with Agility, Wit, or Lore, target's choice). You can spend Energy up to your Wit to extend the Range of this Line by 5 Meters for each Energy spent.
*'''Primal Arrows.''' When wielding an Item with the ''Bow Trait'', you can spend 2 Actions to fire a primal arrow in a straight 5 Meter Line. All Creatures in this Line take 2d6+Instinct Damage (Defended with Agility, Instinct, or Lore, target's choice). You can spend Energy up to your Instinct to extend the Range of this Line by 5 Meters for each Energy spent.
*'''Primal Precision.''' When wielding an Item with the ''Knife Trait'', you can spend 2 Actions to stab a Creature in your Reach with exact precision, enhanced by primal magic. Make an Attack with the Item as normal, adding the ''Magic Trait''. If the target takes any Damage from this Attack, it gains 2 Glancing Wounds. You can spend 1 Energy to cause the target to gain 1 Passing Fear.
*'''Primal Precision.''' When wielding an Item with the ''Knife Trait'', you can spend 2 Actions to stab a Creature in your Reach with exact precision, enhanced by primal magic. Make an Attack with the Item as normal, adding the ''Magic Trait''. If the target takes any Damage from this Attack, it gains 2 Glancing Wounds. You can spend 1 Energy to cause the target to gain 1 Passing Fear.
*'''Primal Cleave.''' When wielding an Item with the ''Axe Trait'', you can spend 2 Actions to cause primal magic to heighten your centrifugal force. Make an Attack with the item as normal, adding the ''Magic Trait'', against all Creatures within the Weapon's Reach. You can spend 1-3 Energy to increase your Defence Die by 1 Step for each Energy spent until the start of your next Turn.
*'''Primal Cleave.''' When wielding an Item with the ''Axe Trait'', you can spend 2 Actions to cause primal magic to heighten your centrifugal force. Make an Attack with the item as normal, adding the ''Magic Trait'', against all Creatures within the Weapon's Reach. You can spend 1-3 Energy to increase your Defence Die by 1 Step for each Energy spent until the start of your next Turn.
*'''Primal Crush.''' When wielding an Item with the ''Hammer Trait'', you can spend 2 Actions to invest primal magic into a heightened swing. Make an Attack as normal with normal, adding the ''Magic Trait''. Reduce the Target's Defense Die to 1 for this Attack. You can spend Energy up to your Wit, adding 1d4 to your Attack for each Energy spent.
*'''Primal Crush.''' When wielding an Item with the ''Hammer Trait'', you can spend 2 Actions to invest primal magic into a heightened swing. Make an Attack as normal with normal, adding the ''Magic Trait''. Reduce the Target's Defense Die to 1 for this Attack. You can spend Energy up to your Instinct, adding 1d4 to your Attack for each Energy spent.
*'''Primal Thrust.''' The sword one
*'''Primal Thrust.''' The sword one
*'''Primal Spin.''' When wielding an Item with the ''Club Trait'', you can spend 2 Actions to begin twirling it in a defensive rhythm, increasing your Defense Die by 2 Steps. Next Attack you make with that Weapon before the end of your next Turn gains the ''Magic Trait'' and you add a d4 to the Attack. You can spend Energy up to your Wit, increasing either your Defense Die or adding an additional d4 for each Energy Spent.
*'''Primal Spin.''' When wielding an Item with the ''Club Trait'', you can spend 2 Actions to begin twirling it in a defensive rhythm, increasing your Defense Die by 2 Steps. Next Attack you make with that Weapon before the end of your next Turn gains the ''Magic Trait'' and you add a d4 to the Attack. You can spend Energy up to your Instinct, increasing either your Defense Die or adding an additional d4 for each Energy Spent.
*'''Primal Block.''' The Shield one
*'''Primal Block.''' The Shield one
*'''Primal Savagery.''' You can spend 2 Actions to make an Attack with a Weapon you have with the ''Natural Trait''. Increase the Attack Die by 2 Steps. You can also spend 1-3 Energy, adding a Keyword of your choice to the Attack for each Energy Spent.
*'''Primal Savagery.''' You can spend 2 Actions to make an Attack with a Weapon you have with the ''Natural Trait''. Increase the Attack Die by 2 Steps. You can also spend 1-3 Energy, adding a Keyword of your choice to the Attack for each Energy Spent.
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*Speed: 4
*Speed: 4
*Lore: 1
*Lore: 1
*Wit: 4
*Instinct: 4
*Resolve: 0
*Resolve: 0


'''Attacks'''
'''Attacks'''


''Claws. -Slashing.'' Melee. 1d6, Uses Might. Targets Wit or Might (target's choice).
''Claws. -Slashing.'' Melee. 1d6, Uses Might. Targets Instinct or Might (target's choice).


''Bite. -Piercing.'' Melee. 1d8, Uses Agility. Targets Agility or Speed (target's choice).
''Bite. -Piercing.'' Melee. 1d8, Uses Agility. Targets Agility or Speed (target's choice).
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*Speed: 1
*Speed: 1
*Lore: -2
*Lore: -2
*Wit: 1
*Instinct: 1
*Resolve: -1
*Resolve: -1


'''Attacks'''
'''Attacks'''


''Claws. -Slashing.'' Melee. 1d6, Uses Might. Targets Wit or Might (target's choice).
''Claws. -Slashing.'' Melee. 1d6, Uses Might. Targets Instinct or Might (target's choice).


''Bite. -Piercing.'' Melee. 1d8, Uses Agility. Targets Agility or Speed (target's choice).
''Bite. -Piercing.'' Melee. 1d8, Uses Agility. Targets Agility or Speed (target's choice).


'''Tactics''' The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.
'''Tactics''' The Bear will charge at the weakest looking or loneliest Foe, rushes at them, and then goes all out on Attacks.