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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, 2 sets plus Druid 6 prowess Avatar of Nature: gain abilities according to spiritual binds, last for 24 hours Call to Life: turn off 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. Note that although two spirits may share a demesne, they are not necessarily inimical towards the same spirits. Although Water and Drought are inimical, and Water is in the demesne of Ocean, Ocean and Drought are not inimical. ===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. You feel tired during the day and more energetic at night, and feel an impulse to attack creatures smaller than yourself. '''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''' is inimical with some earthen spirits (Earth and Earthquake). '''Flit (Su):''' As a move action, you may fly up to your land speed. You must end your movement on a solid surface or fall. '''Per Encounter (Su):''' '''Entice (Su):''' Once per day, you may attempt to entice an object away from an intelligent creature within 30' by commanding them to give you their possessions as a standard action. The creature must make a Will save (DC 10 + 1/2 class level + Cha modifier) or be forced to spend its next action walking up to you and giving you whatever object or objects it currently holds in its hands. If the creature cannot reach you within a double move, it moves as close as it can and halts: if the object is small enough to be thrown, the creature will attempt to toss it to you. A creature who acts in this fashion will not move through an obviously dangerous area to complete this transaction. If the object held is shiny or reflective, the force of your conviction in your request increases the save DC of this ability by 2. The creature is fully aware of their actions, but is unable to halt them until the object or objects are out of their grasp--after that, however, they may be less than happy about giving up the item. This is a Compulsion effect, and you must share a language with the creature. '''Passive (Su):''' '''Nature's Sign (Su):''' Your arms become covered in black feathers, and your fingers spread out, creating elongated, misshapen wings. The irises of your eyes turn yellow, and you suffer a predilection for shiny objects. '''Call (Su):''' ''(Raven)'' ====Spider==== ====Wolf==== ''(Wolf)'' ===2nd=== ====Bear==== ====Fox==== ====Hawk==== ====Locust==== '''Locust Cloud (Ex):''' As a standard action, you may make an attack with a cloud of locusts anywhere within 10 feet. This is a swarm attack that deals 2d6 damage, and only affects living things. You must wait one round between uses of this ability. '''Congregate (Su):''' Once per encounter as a standard action, you may magnify the size of your locust cloud until a full swarm forms around you. A locust swarm appears occupying your square, and may act as though present at the start of the round. This swarm dissipates in 2d4 rounds; until that happens, you may not use your locust cloud ability. '''Devouring Hunger (Su):''' Once per day, you may rally your locusts and direct them to feed on either a plant or a living creature. Feeding on a plant has the effect of ''blight'' cast at your druid level, and gives you a +2 bonus to attack and damage rolls against living creatures for 24 hours if the targeted plant was Large or larger (most trees are Large). Feeding on an animal has the effect of ''vampiric touch'' cast at your druid level, save that it hits automatically. Should you acquire temporary hp from this effect, you gain a +2 bonus to attack and damage rolls against living creatures for 24 hours. You may use either effect in tandem with your locust cloud to target a plant or creature within the 10 ft. range. '''Sworn to the Swarm (Su):''' You are immune to swarm damage. Locust swarms will not attack you or interfere with you. You are immune to the distraction ability of a swarm. Three times per day as a free action, you may roll 1d8 and subtract the result from damage dealt to you by an attack. You gain a +2 bonus to Dexterity. '''Nature's Sign (Su):''' You are constantly infested with a few hundred locusts, which remain around you. Your legs grow sharp barbs along the backs of your calves. You suffer a -4 penalty to Stealth, as you constantly buzz, chirp and click subconsciously. You feel constantly hungry. Once per day, you can and must create a ''diminish plants'' effect targeting sufficient plant life to be encompassed by the ''Prune Growth'' function; otherwise, the ''Stunt Growth'' effect occurs automatically at the end of the day. '''Call (Su):''' If called forth, the Locust spirit emerges as a locust swarm. The Locust spirit has the locust cloud, congregate, devouring hunger and sworn to the swarm abilities. The Locust spirit will remain for a number of rounds equal to 4 plus your Charisma modifier. ====Shark==== ====Scorpion==== ====Tiger==== ====Tree==== ''(Dryad)'' ====Vine==== ''(Assassin Vine)'' ===3rd=== ====Air==== ''(Air Elemental)'' ====Earth==== ''(Earth Elemental)'' ====Ether==== ====Fire==== ''(Fire Elemental)'' ====Metal==== ====Moon==== ====Shadow==== ====Sun==== ====Water==== ====Wood==== ===4th=== ====Desert==== ====Forest==== ====Mountain==== ''(Stone Giant)'' ====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. A Reflex save (DC 10 + 1/2 HD + Con) negates the slowing effect; 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. You ignore concealment due to snowfall or blowing snow. Weapons you wield gain the frost ability. You move normally through snow, heavy snow, sleet and hail. '''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. Metal you touch is affected as by ''heat metal.'' 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==== '''Icicle (Su):''' As a standard action, you may form an icicle in your hand or at some point in midair within 100 feet. If formed in hand, the icicle becomes a ''+3 keen longsword'' that remains for five rounds or until it scores a critical hit. If formed in midair, the icicle descends immediately, causing 3d6 cold and 3d6 piercing damage to any creature occupying the square below. A Reflex save (DC 10 + 1/2 HD) negates the damage of the falling icicle. If you take at least 10 points of fire damage, or if either manifestation strikes a creature with the Fire subtype, the icicle melts away harmlessly. '''Boreal Pulse (Su):''' Once per encounter as a standard action, you may unleash a pulse of bitter cold as either a line or a ''freezing sphere'' cast at your druid level. The line is 5 ft. wide and stretches 5 ft. per druid level and deals 8d6 cold damage. In addition, creatures caught within the line are slowed for five rounds and affected as though by ''chill metal.'' A successful Reflex save (DC 10 + 1/2 HD + Dex) halves the damage and negates the slow effect. '''Winter's Cloak (Su):''' Once per day, you may wreath yourself in a cloak of wintry power as a swift action. You manifest an aura of winter in a 30 ft. radius around yourself. This aura is constantly affected as though by a ''sleet storm'' cast at your druid level, and creatures within the aura take 2d6 cold damage each round. Animals and vermin within the aura must make a Will save (DC 10 + 1/2 HD + Con modifier) or fall unconscious as they begin to hibernate, while plants and creatures with the Fire subtype must make a Fortitude save (DC 10 + 1/2 HD + Con modifier) or die. While the aura is active, you gain three uses of ''wall of ice'' and ''ice storm,'' two uses of ''cone of cold'' and one use of ''polar ray'' at your druid level, each of which can be used as a standard action until the duration of your winter's cloak expires. Your winter's cloak remains active for a number of rounds equal to your druid level, and can be dismissed at any time as a swift action. After it ends, you cannot use your icicle or boreal pulse abilities for 2d4 rounds. '''Winter's Heart (Su):''' You gain immunity to cold damage and the effects of extreme cold while this bond is active. Fire damage dealt to you is halved. You are constantly surrounded by a ''sleet storm'' in a radius of 15 ft., which you may suppress or restore as a standard action. Weapons you wield gain the icy burst ability. You do not need to make Balance checks related to movement over ice or snow, and move normally across ice and through snow, heavy snow, sleet and hail. '''Nature's Sign (Su):''' Your skin becomes pale and clammy, and frost forms around your eyes, nose and mouth. Ice begins to build up all over your body as well as the ground you stand on. You suffer a -4 penalty to Dexterity. Creatures within 10 ft. of you take 2d6 cold damage each round. Metal you touch is affected as though by ''chill metal'', while other surfaces begin frosting over. Liquids (other than oils) within 5 feet of you begin to freeze, which may damage or destroy them as well as possibly rupturing their containers. The temperature within one mile of your location decreases by 5 degrees Fahrenheit, the skies are more frequently overcast, and local winds increase in severity by 10-15 mph. Unless the local season is winter, animals and some magical beasts will be uncomfortable in your presence. You become distant, withdrawn and uncaring, and shun warmth and fire. '''Call (Su):''' If called forth, the Winter spirit emerges as a mature adult white dragon. The Winter spirit has the boreal pulse and winter's heart abilities. The Winter spirit will remain for a number of rounds equal to 12 plus your Charisma modifier. ====Zodiac==== ''(You're on your own, Fax)'' ===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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