Game Master / Adversaries / Animal
Animal
Animals are living vertebrates with no magic and no innate language or culture. Their identity comes from instinct, bodily adaptation and survival behavior: the body, senses, hunting style, home ground and reflexes of a natural beast.
Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.
Subtypes
- Pack Hunter: defined by coordinated pursuit, group pressure and bringing down isolated prey.
- Great Beast: defined by size, raw force, stamina and a heavy physical presence.
- Burrowing: defined by digging, tunneling and surfacing from below.
- Climbing: defined by moving on walls and branches, leaping and ambushing from above.
- Flying: defined by diving attacks, aerial mobility and awkward angles of engagement.
- Aquatic: defined by moving through water, drowning pressure, currents and shoreline threat.
- Venomous: defined by poison, lingering bites and stings, and weakening contact.
- Territorial: defined by guarding ground, protecting young and lashing out at intruders.
- Nocturnal: defined by hunting in low light, comfort in darkness and night-adapted pursuit.
Traits & Maneuvers
Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.
Pack Tactics (Pack Hunter)
Animal, Passive · Passive
Once per round, its attack against a target adjacent to one of its allies is rolled with Fortune.
Thick Hide (Great Beast)
Animal, Passive · Passive
+1 Soak (Weak Soak) against physical damage from attacks and effects without Armor Piercing.
Crafting tags: Essence none; Ingredients Animal, Preservative.
Tunnel Emergence (Burrowing)
Animal, Passive, Maneuver · 1 AP
Gains a burrow speed through yielding ground (can't end inside solid space). It may burrow up to its Speed toward an enemy, emerge adjacent and make 1 melee attack with 1 Advantage (Weak Step).
Crafting tags: Essence none; Ingredients Animal, Preservative.
Climber (Climbing)
Animal, Passive · Passive
Gains a climb speed equal to its Speed and ignores difficult terrain from branches, ledges, rough stone, roots and rubble.
Crafting tags: Essence none; Ingredients Animal, Preservative.
Flyby Hunter (Flying)
Animal, Passive · Passive
Gains a fly speed equal to its Speed. When it flies at least 10 feet and passes within reach of an enemy, it attacks that enemy with 1 Advantage (Weak Step).
Crafting tags: Essence none; Ingredients Animal, Preservative.
Aquatic (Aquatic)
Animal, Passive · Passive
Gains a swim speed equal to its Speed and holds its breath ten times as long (or breathes water). In water it has Fortune on attacks against creatures without a swim speed.
Crafting tags: Essence Motion; Ingredients none.
Venomous Bite (Venomous)
Animal, Maneuver · 1 AP
Make 1 melee attack with a natural weapon. On a success, roll damage; the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Hunter's Venom.
Crafting tags: Essence none; Ingredients Organ, Toxic.
Territorial (Territorial)
Animal, Passive · Passive
While in its den or defended ground, or within Close of whatever it protects, it rolls its first attack each round with Fortune.
Nocturnal Hunter (Nocturnal)
Animal, Passive · Passive
Treats darkness as low light and low light as bright light.
Crafting tags: Essence none; Ingredients Animal, Preservative.
Afflictions
Hunter's Venom (affliction)
Delivered by an adversary ability. Save: Fortitude (DC per the delivering effect, or 15 + creature level). Stage interval 1 round.
- Weakened Grip 1
- Weakened Grip 2
- Weakened Grip 2 and Slowed 5 (Weak Step / Weak Magnitude)