D20r:Druid

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(Winter)
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===5th===
===5th===
====Blizzard====
====Blizzard====
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'''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.
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'''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.  
'''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.  
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'''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.
'''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.
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'''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.
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'''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.
'''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.
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'''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.
'''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.
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'''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.
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'''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.
'''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.
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====Summer====
====Summer====
====Winter====
====Winter====
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====Winter====
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'''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 6d6 cold and 6d6 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.
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'''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 ''+1 keen icy burst longsword'' that remains for five rounds or until it scores a critical hit. If formed in midair, the icicle descends immediately, causing 6d6 cold and 6d6 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 icicle strikes a creature with the Fire subtype, it melts away harmlessly.
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'''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.
'''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.
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'''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.
'''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.
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'''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. At the time you bind the Winter spirit, you take 4d6 damage from frostbite. 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.  
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'''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.
'''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.

Revision as of 20:11, 18 May 2010

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