Template:4e/Familiar: Difference between revisions

From Trad Games Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 17: Line 17:
| colspan=4 | {{{active|'''Quit Gettin' Mad:''' Once per encounter as a minor action, all creatures adjacent to your frog familiar can't make attacks until the end of your next turn.}}}
| colspan=4 | {{{active|'''Quit Gettin' Mad:''' Once per encounter as a minor action, all creatures adjacent to your frog familiar can't make attacks until the end of your next turn.}}}
|}<noinclude>
|}<noinclude>
<pre><nowiki>
{{Familiar|
name = Cool Frog|
flavor = The only familiar a dolphin could ever need.|
speed = 2, swim 4|
senses = sunglasses|
constant = You gain a +2 bonus to Cool checks.<br>You gain a +2 bonus to saving throws against gettin' mad.|
active = '''Quit Gettin' Mad:''' Once per encounter as a minor action, all creatures adjacent to your cool frog familiar can't make attacks until the end of your next turn.|}}
</nowiki></pre>


<pre><nowiki>
<pre><nowiki>

Revision as of 22:35, 15 June 2019

Cool Frog Familiar
The only familiar a dolphin could ever need.
Speed 2, swim 4 Senses sunglasses
Constant Benefits
You gain a +2 bonus to Cool checks.
You gain a +2 bonus to saving throws against gettin' mad.
Active Benefits
Quit Gettin' Mad: Once per encounter as a minor action, all creatures adjacent to your frog familiar can't make attacks until the end of your next turn.
{{Familiar|
name = Cool Frog|
flavor = The only familiar a dolphin could ever need.|
speed = 2, swim 4|
senses = sunglasses|
constant = You gain a +2 bonus to Cool checks.<br>You gain a +2 bonus to saving throws against gettin' mad.|
active = '''Quit Gettin' Mad:''' Once per encounter as a minor action, all creatures adjacent to your cool frog familiar can't make attacks until the end of your next turn.|}}
{{Familiar|
name = |
flavor = |
speed = |
senses = |
constant = |
active = |}}

If the familiar has no special senses (low-light vision, blindsight, etc.) leave senses blank.