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{|border=1px !Level !!BAB !!Fort !!Ref !!Will !!Special !!<center>Maximum SpiritLevel</center> |- |'''1st''' || +0 || +1 || +0 || +2 || Avatar of Nature (1 Spirit) || <center>1st</center> |- |'''2nd''' || +1 || +1 || +0 || +3 || Call to Life || <center>1st</center> |- |'''3rd''' || +2 || +2 || +1 || +3 || - || <center>2nd</center> |- |'''4th''' || +3 || +2 || +1 || +4 || Spirit's Protection (Immunity to Fear) || <center>2nd</center> |- |'''5th''' || +3 || +3 || +1 || +4 || Avatar of Nature (2 Spirits) || <center>2nd</center> |- |'''6th''' || +4 || +3 || +2 || +5 || - || <center>3rd</center> |- |'''7th''' || +5 || +3 || +2 || +5 || Spirit's Protection (HP Bonus) || <center>3rd</center> |- |'''8th''' || +6/+1 || +4 || +2 || +6 || Repress Nature's Sign || <center>3rd</center> |- |'''9th''' || +6/+1 || +4 || +3 || +6 || - || <center>4th</center> |- |'''10th''' || +7/+2 || +5 || +3 || +7 || Avatar of Nature (3 Spirits), Spirit's Protection (AC Bonus) || <center>4th</center> |- |'''11th''' || +8/+3 || +5 || +3 || +7 || Spiritual Attunement (1 Ability) || <center>4th</center> |- |'''12th''' || +9/+4 || +6 || +4 || +8 || - || <center>5th</center> |- |'''13th''' || +9/+4 || +6 || +4 || +8 || Spirit's Protection (Bonus on Saves) || <center>5th</center> |- |'''14th''' || +10/+5 || +6 || +4 || +9 || Spiritual Attunement (2 Abilities) || <center>5th</center> |- |'''15th''' || +11/+6/+1 || +7 || +5 || +9 || Avatar of Nature (4 Spirits) || <center>6th</center> |- |'''16th''' || +12/+7/+2 || +7 || +5 || +10 || Spirit's Protection (Immunity to Mind-Affecting) || <center>6th</center> |- |'''17th''' || +12/+7/+2 || +8 || +5 || +10 || Spiritual Attunement (3 Abilities) || <center>6th</center> |- |'''18th''' || +13/+8/+3 || +8 || +6 || +11 || - || <center>7th</center> |- |'''19th''' || +14/+9/+4 || +8 || +6 || +11 || Spirit's Protection (Spell Resistance) || <center>7th</center> |- |'''20th''' || +15/+10/+5 || +9 || +6 || +12 || Avatar of Nature (6 Spirits), Spiritual Attunement (4 Abilities) || <center>7th</center> |} 4 skills 6 prowess Avatar of Nature: gain abilities according to spiritual binds, last for 24 hours Call to Life: turn of one bind, summon creature associated with bind, if bind dies, lose bind for 24 hours Spirit's Protection: Gain abilities while bound Repress Nature's Sign: may suppress side effects of binds for a short time Spiritual Attunement: use some spirit abilities even when not bound ==Spirits== Each Spirit, while bound, confers several active abilities to the druid, as well as a passive ability. In exchange, the druid takes on Nature's Sign, an indelible marking which varies according to the spirit. Anything which suppresses supernatural abilities also suppresses spirit abilities and Nature's Sign, even those which are preternatural or extraordinary abilities. '''At-Will (Su):''' An ability usable at will as long as the spirit is bound. '''Per Encounter (Su):''' An ability usable once per encounter while the spirit is bound. '''Daily (Su):''' An ability usable once each day that the spirit is bound. '''Passive (Su):''' An always-on ability that remains active for the duration of the bond. '''Nature's Sign (Su):''' Physiological and behavioral alterations that manifest as a side effect of the bond. More powerful spirits exhibit more taxing Signs. '''Call (Su):''' Most spirits can be called forth through the bond link, becoming manifested as entities outside the druid's own body for a limited time. A spirit slain while manifest in this fashion cannot be rebound for 24 hours, and any current bond the druid holds with it goes silent. While a spirit is called forth, a druid loses access to the spirit's abilities but retains the associated sign. ===Inimical and Demesne Spirits=== The spirit realm of nature is host to many different spirits, each their own distinct entity. These spirits have their own relations amongst one another. '''Inimical''' spirits are opposed to one another. If a druid attempts to bind inimical spirits, the lower-ranked spirit will react with outrage. The bond will fall silent, and the spirit will resist any new bonding until the greater-ranked spirit has been left unbonded for at least 24 hours. Two same-ranked inimical spirits will both take affront and go silent. In addition to both bonds becoming unusable for 24 hours, the druid will gain one negative level for the rest of the day. ''Example:'' Fax attempts to bind Drought and Water at the same time. The Water spirit, an enemy of Drought, silences its bond with Fax, as Drought is more powerful. '''Demesne''' spirits are aligned to one another, with one spirit subservient to another. If a druid binds two (or more) spirits of the same demesne, he or she is granted an additional use of the lower-ranked spirit's daily ability. Further, the Nature's Sign of the lower-ranked spirit does not manifest, as the collective manifestation of the demesne spirits is encompassed by the Nature's Sign of the highest-ranked spirit bonded. ''Example:'' Fax binds both Water and Ocean at the same time. As Water is within Ocean's demesne, Fax does not manifest the Nature's Sign of the Water spirit, and gains a second daily use of Torrent. ===1st=== ====Badger==== ''(Badger)'' ====Bat==== ''(Bat Swarm)'' ====Beetle==== ''(Giant Bombardier Beetle/Giant Fire Beetle)'' ====Flower==== ''(Grig)'' ====Hare==== ====Mole==== '''Mole''' is inimical with flying spirits (Bat, Owl, Raven, and Hawk) and with air-based spirits (Air and Cyclone). Mole is within the same demesne as Earth, Mountain, and Earthquake. '''At-Will (Su):''' '''Per Encounter (Su):''' '''Daily (Su):''' '''Passive (Su):''' You gain tremorsense as long as you are in contact with the ground. It has a 10' radius, +10' for each other spirit you have bound. '''Nature's Sign (Su):''' '''Call (Su):''' ====Otter==== ====Owl==== '''Talon Rake (Ex):''' As a standard action, you may make an attack with your talons. You may take a -4 penalty on this attack roll to add an additional 1d6 damage to the attack. You do not provoke attacks of opportunity when using your talon rake. '''Silent Swoop (Ex):''' Once per encounter as a standard action, you may move up to your speed and make a single attack against a foe, who is considered flat-footed. You do not provoke attacks of opportunity at any point during this movement. You may substitute a talon rake for the attack. '''Predatory Perch (Su):''' Once per day, you may stand perfectly still for 1 round, taking no actions except to look around. If left undisturbed, you regain 2d8 hit points, and get a +2 bonus to attack and damage rolls for the next three rounds against any enemy you have line of sight to during your perch. '''Silent Hunter (Su):''' You acquire talons as natural weapons while this bond is active (1d6 slashing). You get a +2 bonus to attacks made against flying creatures, and a +2 bonus to attacks made against creatures of a lower size category. You gain a +4 bonus to Search and Stealth checks. '''Nature's Sign (Su):''' Your eyes become yellow-tinted, and you have difficulty adjusting your gaze without turning your head. You become slightly farsighted. You develop slight feathering around your eyes and ears, and your fingers become stiffer and grow talons. '''Call (Su):''' If called forth, the Owl spirit emerges as an advanced owl with 2 HD. The Owl spirit has the talon rake, silent swoop, predatory perch and silent hunter abilities. The Owl spirit will remain for a number of rounds equal to 2 plus your Charisma modifier. ====Raccoon==== ''(Weasel)'' ====Raven==== ''(Raven)'' ====Spider==== ====Wolf==== ''(Wolf)'' ===2nd=== ====Bear==== ====Fox==== ====Hawk==== ====Locust==== ''(Locust Swarm)'' ====Shark==== ====Scorpion==== ====Tiger==== ====Tree==== ''(Dryad)'' ====Vine==== ''(Assassin Vine)'' ===3rd=== ====Air==== ''(Air Elemental)'' ====Earth==== ''(Earth Elemental)'' ====Ether==== ====Fire==== ====Metal==== ====Moon==== ====Shadow==== ====Sun==== ====Water==== ====Wood==== ===4th=== ====Desert==== ====Forest==== ====Mountain==== ====Ocean==== ====Plain==== ====River==== ====Swamp==== ===5th=== ====Blizzard==== '''Spatterglaze (Su):''' As a standard action, you may unleash a burst of freezing precipitation in a 15 ft. diameter. Those caught within the burst take 3d8 cold damage and are slowed for 1d3 rounds due to the accumulation of glaze ice. Creatures with the Fire or Cold subtypes are immune to this slowing effect. '''Snow Storm (Sp):''' Once per encounter, you may summon a ''sleet storm'' (as the spell) cast at your druid level, either centered on your person as a swift action or to any point within the spell's range as a standard action. The Balance DC for this ''sleet storm'' is 15 instead of 10, and creatures within the area take 2d6 cold damage each round. '''Whiteout (Su):''' Once per day as a standard action, you may produce an intensely heavy snowstorm centered on your position, in a 40 ft. high cylinder with a 30 ft. radius. Creatures within the area of the whiteout have total concealment, become entangled, and take 4d6 cold damage each round. Once during the whiteout, you may use ''cone of cold'' as a caster of your druid level. The whiteout lasts for a number of rounds equal to your druid level, but ends if you leave the affected area. Terrain affected by the whiteout is considered difficult for 2d6 rounds after the whiteout ends, due to the heavy snow. '''Subzero (Su):''' You acquire the Cold subtype while this bond is active. Your natural armor increases by 2. Attacks against you suffer a 10% miss chance due to the blowing snow around you. Metal you touch is affected as though by ''chill metal''. Weapons you wield gain the Frost ability. '''Nature's Sign (Su):''' You become surrounded by snowflakes. Slush accumulates anywhere you stand for too long. Creatures within 5 ft. of you suffer 1d6 cold damage each round from the freezing air around you, and liquids (other than oils) on your person begin to frost over, which may damage or destroy them. You suffer a -4 penalty to Dexterity. Your skin dries out as though chilled by a vicious winter wind, your hair becomes matted with sleet, and your demeanor becomes cold and harsh. '''Call (Su):''' If called forth, the Blizzard spirit emerges as an advanced winter wolf with HD equivalent to your druid levels. The Blizzard spirit gains the spatterglaze, snow storm, whiteout and subzero abilities. The Blizzard spirit will remain for a number of rounds equal to 10 plus your Charisma modifier. ====Cyclone==== ====Drought==== ====Earthquake==== ====Thunderstorm==== ====Tide==== ====Volcano==== '''Lava Plume (Su):''' As a standard action, you may cause a minor eruption from any fixed horizontal surface within 10 feet. This eruption originates from a 5 ft. square and plumes to a height of 10 ft. before receding, causing 6d6 fire damage to any creature occupying the square. For the next 1d4 rounds, creatures moving through that square take 1d6 fire damage from residual magma and convection. '''Ash Cloud (Su):''' Once per encounter as a standard action, you may exhale a cone of hot ash or billowing smoke. The hot ash cone is 20 ft. long and provides total concealment for 1 round. At least one square of the ash cloud must share a border with your current square. Creatures within the cone take 12d6 fire damage, and may make a Reflex save (DC 10 + 1/2 HD + Con modifier) for half damage. The billowing smoke cone is 40 ft. long and provides total concealment for 2d4+Con modifier rounds. Creatures within the cone take 6d4 damage from the suffocating ash, and may make a Fortitude save (DC 10 + 1/2 HD + Con modifier) for half damage. '''Eruption (Su):''' Once per day, you may unleash a massive eruption from any fixed horizontal surface within 200 feet. This eruption takes the form of a cylinder of lava 30 ft. in diameter and 60 ft. in height, dealing 2d6 fire damage per class level. Creatures within 60 ft. of the cylinder's origin take 10d6 fire damage from convection, but may make a Reflex save (DC 10 + 1/2 HD + Con modifier) for half damage. For the next 2d6 rounds, creatures moving through that square take 1d6 fire damage from residual magma and convection. Causing an eruption prevents you from using your lava plume or ash cloud abilities for 1d6 rounds. '''Caldera (Su):''' You acquire the Fire subtype while this bond is active. Any physical attack that deals 10 or more damage to you results in a spurt of magma flying from the wound towards your attacker. If the attacker is within 5 ft. of you, he is automatically hit for 2d8 fire damage. '''Nature's Sign (Su):''' Your skin becomes dark, brittle and rocky. Every step you take leaves a smoldering, incandescent footstep, making you extremely easy to track. Creatures within 5 ft. of you suffer 1d6 fire damage each round from the intense heat roiling within you, and flammable objects on your person or touched by you ignite. You exhale smoke, cough up cooling lava, and when enraged you begin smoking at the mouth and glowing red. You are now quicker to anger, and hard to calm when enraged. '''Call (Su):''' If called forth, the Volcano spirit emerges as an advanced thoqqua with HD equivalent to your druid levels. The Volcano spirit has the lava plume, ash cloud, eruption and caldera abilities. The Volcano spirit will remain for a number of rounds equal to 10 plus your Charisma modifier. ===6th=== ====Autumn==== ====Spring==== ====Summer==== ====Winter==== (White or Silver Dragon) ====Zodiac==== ===7th=== ====Horjin, the Hunting Tiger==== ====Malarbor, Master of Elements==== ====Nelig, Mistress of the Wolves==== ====Raiven Anwell, Lady of the Land==== ====Vox Caelestia, Song of the Stars====
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