+5 | Strength |
+8 | Dexterity |
+2 | Constitution |
-2 | Intelligence |
+3 | Wisdom |
+1 | Charisma |
+4 | Acrobatics |
+3 | Animal Handling |
+3 | Arcana |
+1 | Athletics |
+2 | Deception |
+3 | History |
+3 | Insight |
+2 | Intimidation |
-1 | Investigation |
+3 | Medicine |
-1 | Nature |
+7 | Perception |
+2 | Performance |
+2 | Persuasion |
+3 | Religion |
+4 | Sleight of Hands |
+8 | Stealth |
+3 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
a description
D10 | Name | Description | Effect | ||||
---|---|---|---|---|---|---|---|
1 | Beast’s Strength | "Muscles bulge all over your body | breaking through skin at places." | You gain a +3 Mutation Bonus to Strength | |||
2 | Frightful | Presence | Something about the preda-tory curve of your smile or your smell terrifies others. You gain a +4 Mutation Bonus to Intimidation. | ||||
3 | Enhanced | Senses | "Your eyes and nose change shape | gaining an inhuman quality and granting you ad-vanced senses." You gain the scent Ability. | |||
4 | Armored Hide | Thick armor scales grow over your body. | You gain +2 to Natural Armor . | ||||
5 | Spell | Reflection | "Your skin dries out | becomes reflective | and interferes with spells cast upon you." You gain spell resistance equal to 5 + your character level which can be lowered for 1 round as a bonus ac-tion. | ||
6 | Regeneration | Your wounds and cuts close faster. | "As a bonus action | you can activate Fast Healing 5 for 10 consecutive rounds once every 24 hours." | |||
7 | Claws | "Your fingers and nails elon-gate | thickening into useable claws of preternatural sharp-ness." | Your unarmed strikes deal 1d6 piercing or slashing damage and you are proficient with your unarmed strikes. | |||
8 | Spines | "Thick spines grow out of pores in your body | and—with a little practice—you are capable of firing them as offensive weapons." | "As an attack action | 6 times a day you can fire spines as a 1d6 ranged attack with a range of 60ft | adding dexterity modifier and base attack bonus to hit." | |
9 | Tail | A tail that you can control grows from the base of your spine. | "While you cannot wield weapons with your tail | you can use it to retrieve small | stowed objects carried on their persons as a swift action." | ||
10 | Rush | Your legs and knees grow thicker allowing you to run incredible sprints. | "For 6 nonconsecutive rounds a day | you can -as a free action- choose to double your move speed." | |||
D10 | Name | Description | Effect | ||||||
---|---|---|---|---|---|---|---|---|---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |||||
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |||||
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |||||
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | ||||||
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | ||||||
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |||
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | ||||
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | ||||||
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.