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(updated skill table, added ForgePath) |
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{{SkillTableRow|Traps|Master|66|Search for and disarm hidden traps.}} | {{SkillTableRow|Traps|Master|66|Search for and disarm hidden traps.}} | ||
{{SkillTableRow|StinkTrap|Gifted|0|Release a stinking cloud to help track your prey.}} | {{SkillTableRow|StinkTrap|Gifted|0|Release a stinking cloud to help track your prey.}} | ||
{{SkillTableRow|DeepseaHunter|Gifted| | {{SkillTableRow|DeepseaHunter|Gifted|20|You can stalk even in water by studying ripples and eddies.}} | ||
{{SkillTableRow|Track|Gifted| | {{SkillTableRow|Track|Gifted|40|Track anyone who has been marked with a scent.}} | ||
{{SkillTableRow|Cloak|Gifted| | {{SkillTableRow|Cloak|Gifted|60|Hide the actions of your hunting companion.}} | ||
{{SkillTableRow|Trip|Gifted| | {{SkillTableRow|Trip|Gifted|80|Intentionally trigger a trap.}} | ||
{{SkillTableRow|LegSnare|Expert|0|A trap triggered by walking, clamping onto the leg.}} | {{SkillTableRow|LegSnare|Expert|0|A trap triggered by walking, clamping onto the leg.}} | ||
{{SkillTableRow|MountainHunter|Expert| | {{SkillTableRow|MountainHunter|Expert|20|Not even mountain cliffs will prevent you from stalking.}} | ||
{{SkillTableRow|Retriever|Expert| | {{SkillTableRow|Retriever|Expert|40|Your hunting companion can sniff out creatures and things.}} | ||
{{SkillTableRow|SpringTrap|Expert| | {{SkillTableRow|SpringTrap|Expert|60|Stepping on this trap will fling you out of the room.}} | ||
{{SkillTableRow|Bloodthirst|Expert|80|Force your companion into a frenzy.}} | {{SkillTableRow|Bloodthirst|Expert|80|Force your companion into a frenzy.}} | ||
{{SkillTableRow|Headhunter|Virtuoso|0|Remember your enemies with their shrunken heads.}} | {{SkillTableRow|Headhunter|Virtuoso|0|Remember your enemies with their shrunken heads.}} | ||
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{{SkillTableRow|Bell|Virtuoso|75|Attach a silver bell to warn of trap activation.}} | {{SkillTableRow|Bell|Virtuoso|75|Attach a silver bell to warn of trap activation.}} | ||
{{SkillTableRow|Conceal|Fabled|0|Conceal the effects of some traps.}} | {{SkillTableRow|Conceal|Fabled|0|Conceal the effects of some traps.}} | ||
{{SkillTableRow|Pit|Fabled| | {{SkillTableRow|Pit|Fabled|20|Dig a pit and conceal it to catch your prey.}} | ||
{{SkillTableRow|Mark|Fabled| | {{SkillTableRow|Mark|Fabled|40|Allow your allies to recognize your trap as their own.}} | ||
{{SkillTableRow| | {{SkillTableRow|Clamp|Fabled|60|Train your hunting companion to clamp onto limbs.}} | ||
{{SkillTableRow|Armour|Fabled|80|Restrictive armour for your companion.}} | |||
{{SkillTableRow|Darts|Mythical|0|Construct a trigger to release deadly darts.}} | {{SkillTableRow|Darts|Mythical|0|Construct a trigger to release deadly darts.}} | ||
{{SkillTableRow|ForgePath|Mythical|20|Create the mystic pathways with another forger of paths.}} | |||
{{SkillTableRow|Spikepit|Mythical|25|Place sharp spikes at the bottom of your pits.}} | {{SkillTableRow|Spikepit|Mythical|25|Place sharp spikes at the bottom of your pits.}} | ||
{{SkillTableRow|Unite|Mythical|50|Unite through the bond with your hunting companion.}} | {{SkillTableRow|Unite|Mythical|50|Unite through the bond with your hunting companion.}} | ||
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|description = You can mark a trap so your allies will be able to see it, even if their | |description = You can mark a trap so your allies will be able to see it, even if their | ||
perception is not as attuned as yours. | perception is not as attuned as yours. | ||
}} | |||
{{AB | |||
|skillname = Clamp | |||
|description = Requiring no extra direction from you, your hunting companion will now occasionally attempt to leap up and [[ClampedArm|lock its jaws around the arm]] of its given target. If successful, your foe will have to writhe to escape your companion's grip, and until then will be unable to use that arm at all. This will also do extra wounding damage to the arm that is clamped. You cannot order your companion to clamp while in a [[#Bloodthirst|bloodthirst rage]]. | |||
}} | }} | ||
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|description = By pounding out a sheet of very thin iron, you can encase your companion in a suit of relatively durable armour. The armour will approximately halve the damage your companion receives and it will become immune to | |description = By pounding out a sheet of very thin iron, you can encase your companion in a suit of relatively durable armour. The armour will approximately halve the damage your companion receives and it will become immune to | ||
critical hits. While your bond is wearing armour you will be unable to unite, listen, or look through your bond. | critical hits. While your bond is wearing armour you will be unable to unite, listen, or look through your bond. | ||
}} | }} | ||
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release the darts. Though the darts do no damage, they can be poisoned. | release the darts. Though the darts do no damage, they can be poisoned. | ||
|cost = Commodities: rope 1 wood 3 iron 2 | |cost = Commodities: rope 1 wood 3 iron 2 | ||
}} | |||
{{AB | |||
|skillname = ForgePath | |||
|syntax = FORGEPATH <path forger> | |||
|cost = Power: 10 (any) | |||
|description = With another person with this skill, you can forge mystic pathways between two locations of the same type of natural environment on the same plane. While the path is being formed, you are very limited in what you can do lest you disrupt the process. | |||
}} | }} | ||
edits