I assume this is a sign of some kind, so here's what happens when I deign to follow signs. This is based on Lexi's thief guilds, and takes two abilities (Tricky Fingers and Opportunist) from them, to give more thief-ness to the owl-ness.
A: Lookout, Gain 2 abilities at Rank 1
B: Rank up an ability, then gain a new ability at Rank 1.
C: Rank up 2 abilities
B: Rank up an ability, then gain a new ability at Rank 1.
C: Rank up 2 abilities
D: Rank 2 abilities, then gain all abilities you don't have yet at Rank 1.
Shantanu Kuveskar |
Lookout
You have a pet owl you've trained to keep an eye out for trouble. It can see in the dark and has incredible hearing. When placed somewhere, it will wait until it notices something amiss, then fly back to you.
You have a pet owl you've trained to keep an eye out for trouble. It can see in the dark and has incredible hearing. When placed somewhere, it will wait until it notices something amiss, then fly back to you.
When an owl is killed, you can either spend 1 week training a wild owl, or spend 25 gp on a trained owl.
Abilities
1. Connection
✧: The instant an owl sees something amiss, you hear it screeching in your head.
✧ ✧: You can look through the eyes of your owls like security cameras. While doing this you cannot see anything or move.
✧ ✧ ✧: While looking through your owls, you can control them.
2. Influence
✧: You manage to find and train another owl.
✧ ✧: You collect a total of 4 owls.
✧ ✧ ✧: You can interact with any wild owl as if you had trained it. Assume no owls in any location during the day, and 1d6 at night. They cannot be collected, and will fly off as soon as you leave.
1. Connection
✧: The instant an owl sees something amiss, you hear it screeching in your head.
✧ ✧: You can look through the eyes of your owls like security cameras. While doing this you cannot see anything or move.
✧ ✧ ✧: While looking through your owls, you can control them.
2. Influence
✧: You manage to find and train another owl.
✧ ✧: You collect a total of 4 owls.
✧ ✧ ✧: You can interact with any wild owl as if you had trained it. Assume no owls in any location during the day, and 1d6 at night. They cannot be collected, and will fly off as soon as you leave.
3. Conflict
✧: When an owl detects a target, they attack once (1d4 damage) before coming to meet you.
✧ ✧: Your owl has been trained to attack more efficiently - targets attacked by it must Save or be blinded for 1d4 hours.
✧ ✧ ✧: The owl attacks until every target has been blinded, screeching constantly.
4. Chimerism
✧: The owl's features start to blend with yours. You can see for 15' feet in complete darkness.
✧✧: Feathers start to grow in place of hair. You can choose to fall at 10' per round and take no damage.
✧✧✧: Your arms become winglike. Your darkvision extends to 30', and you can fly at walking speed.
5. Tricky Fingers
✧: Whenever you try to perform sleight of hand (lockpicking, pickpocketing, etc), failure won't alert anyone who isn't already paying attention to you.
✧✧: You leave no trace of tampering, or specific traces of your choice, when you perform sleight of hand (whether you succeed or fail).
✧✧✧: Whenever someone tries to retrieve or draw an item, you can (on a 2-in-6, with 1 guaranteed success per day) reveal that you actually burgled it from them at some point in the recent past (if you had access).
6. Opportunist
✧: Whenever you would gain advantage to hit, you may also roll damage with advantage.
✧✧: Whenever you would gain advantage on a roll, you may reroll 1s.
✧✧✧: Whenever you would gain advantage on a roll, you may roll 3 results instead of 2 and take the best.
Hell Yeah
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