You are here: start » weird-wizard » ancestries » faun

Faun

This is an old revision of the document!


Faun

Faun Traits

  • Size: 1
  • Speed: 6 (Strider)
  • Bonus Languages: Sylvan
  • Senses: Keen Hearing
  • Animal Friendship: Animals not controlled by a hostile creature or harmful effect are friendly to you until you do something to change their disposition.
  • Avoidance: You impose 1 bane on rolls against your Defense and Agility. You lose access to this trait while you are injured, confused, stunned, or unconscious.

Faun Novice Path

Level 1 Faun

Suggested Attributes: Strength 10, Agility 13, Intellect 10, Will 10

Natural Defense: 11

Health: 14

Bonus Languages: Common, Sylvan (from ancestry trait)

  • Astonishing Reflexes: You can use this talent when you dodge. Until the end of your next turn, you increase your Speed by 1, make attribute rolls with boon, and deal an extra 1d6 damage with successful attacks. Once you use this talent, you lose access to it (luck ends).
  • Fleet-Footed: When you use an action to run, you quadruple your Speed instead of merely tripling it.
  • Outmaneuver: When you get a success on a roll to attack an enemy, and the result of your roll exceeds the target’s Intellect score by 5 or more, the target becomes confused until the start of your next turn.

Level 2 Faun

Health: +4

  • Springing Strike: If you move at least 3 yards before you attack, your attack deals an extra 1d6 damage and you gain the Slippery trait until the start of your next turn.
  • Swift Recovery: You can use an action, or a reaction when you are harmed, to heal half your damage total and move up to your Speed. You have the Slippery trait for this movement. Once you use this talent, you lose access to it until after you rest.

Level 5 Faun

Health: +4

Bonus Damage: +1d6

  • One Step Ahead: Once per round, when you get a success on a roll to attack, increase your Speed by 2 and increase by 1 the number of banes imposed on rolls against your Defense and Agility from the Avoidance trait. These benefits last until the start of your next turn.
  • Springing Assault: If you move at least 3 yards before you attack, your attack deals an extra 2d6 damage and you gain the Slippery trait until the start of your next turn. (This talent replaces Springing Strike.)