D20r:Druid

From Fax Encyclopedicus

Jump to: navigation, search
Line 1: Line 1:
{|border=1px
{|border=1px
-
!Level !!BAB !!Fort !!Ref !!Will !!Special !!<center>Maximum SpiritLevel</center>
+
!Level !!BAB !!Fort !!Ref !!Will !!Special !!<center>Maximum Spirit Level</center>
|-
|-
|'''1st''' || +0 || +1 || +0 || +2 || Avatar of Nature (1 Spirit) || <center>1st</center>
|'''1st''' || +0 || +1 || +0 || +2 || Avatar of Nature (1 Spirit) || <center>1st</center>
Line 43: Line 43:
|}
|}
-
4 skills, 2 sets plus Druid
+
'''HD:''' d8
-
6 prowess
+
'''Class Skills:''' (4+Int, x4 at 1st level). A druid receives the Druid skill set and selects two other skill sets.
 +
 
 +
'''Prowess:''' A druid receives 4 prowess per level.
 +
 
 +
'''Proficiencies:''' Druids are proficient with all simple weapons and with light and medium armor and shields (but not tower shields).
'''Avatar of Nature (Su):''' Druids are sublime avatars of nature and can call spirits of natural power forth to grant them abilities.
'''Avatar of Nature (Su):''' Druids are sublime avatars of nature and can call spirits of natural power forth to grant them abilities.
Line 57: Line 61:
At-will powers can be used as frequently as you like. Most require standard actions. Encounter powers may be used once per encounter. Daily powers may only be used once over the course of the spirit's presence. Passive powers are always-active abilities. Nature's sign includes the spirit's effect on your physical and emotional self: some spirits alter your form, while others change your mannerisms or your thought patterns.
At-will powers can be used as frequently as you like. Most require standard actions. Encounter powers may be used once per encounter. Daily powers may only be used once over the course of the spirit's presence. Passive powers are always-active abilities. Nature's sign includes the spirit's effect on your physical and emotional self: some spirits alter your form, while others change your mannerisms or your thought patterns.
-
Call to Life: turn off one bind, summon creature associated with bind; if bind dies, lose bind for 24 hours
+
'''Call to Life:''' Starting at second level, a druid gains the ability to bring a spirit he has created a contract with already to life for a few brief moments. By spending a standard action and disabling the abilities related to one spirit (whether he still may use them or not), he may summon the creature described in the "Call" section of each spirit. The creature appears at the start of the druid's next turn in a square within 30' of the druid.
 +
 
 +
The summoned spirit has access to all its typical abilities as well as any extra abilities indicated by the "Call" section. If those additional abilities include the use of the spirit's encounter or daily powers, the spirit may only use them if they would still have been available to the summoning druid.
 +
 
 +
Should the summoned creature perish, the druid loses access to that spirit and its powers for the rest of the spirit's duration, and he further may not bind that spirit again for an additional 24 hours. If the summoned creature is still alive at the end of the summon's duration, it reverts to spirit form, and the druid regains the use of any abilities associated with that spirit. Should the spirit have used encounter or daily abilities while summoned, those abilities remain unusable for the druid until they would normally have recharged.
Spirit's Protection: Gain abilities while bound
Spirit's Protection: Gain abilities while bound

Revision as of 01:12, 21 May 2010

Personal tools
Google AdSense