D20r:Druid

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At nineteenth level, a druid gains immunity to polymorph, petrification, and any ability that would negatively change his physical form (excluding Nature's Sign) as long as he is bound to a spirit.
At nineteenth level, a druid gains immunity to polymorph, petrification, and any ability that would negatively change his physical form (excluding Nature's Sign) as long as he is bound to a spirit.
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'''Repress Nature's Sign (Su):''' Starting at eighth level, a druid may suppress side effects of binds for a short time. By spending a swift action to make a Will save (DC 15 + twice the bind's level, so that a fourth level spirit would have a DC 23 Will save), a druid can suppress the effects of one spirit's Nature's Sign ability. The duration of suppression is based upon how much the druid beats the save DC by:
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'''Repress Nature's Sign (Su):''' Starting at eighth level, a druid may suppress side effects of binds for a short time. By spending a swift action to make a Will save (DC 15 + twice the bind's level, so that a fourth level spirit would have a DC 23 Will save), a druid can suppress the effects of one spirit's Nature's Sign ability. While suppressed, the druid displays no aspects of the Nature's Sign ability from the chosen spirit, nor do they suffer any relevant penalties or enjoy any relevant bonuses provided specifically by the Nature's Sign ability of that spirit. The duration of suppression is based upon how much the druid beats the save DC by:
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====Otter====
====Otter====
====Owl====
====Owl====
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'''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.
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'''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. You must display Owl's sign to use this ability.
'''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.
'''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.
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====Snake====
====Snake====
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'''Snake's Maw (Su):''' You gain a bite attack. This is a natural attack that deals 1d6 damage. If you have no other natural attacks, it is your primary natural attack; otherwise, it is a secondary natural attack.  
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'''Snake's Maw (Su):''' You gain a bite attack. This is a natural attack that deals 1d6 damage. If you have no other natural attacks, it is your primary natural attack; otherwise, it is a secondary natural attack. You must display Snake's sign to use this ability.
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'''Envenomed Fangs (Su):''' Once per encounter, you may infuse your bite attack with a potent venom. As an immediate action after biting an opponent, you may force them to make a Fortitude save (DC 10 + 1/2 your druid level + your Con modifier) or take an additional 1d6 plus your Con modifier points of damage immediately and damage equal to your Con modifier each round for the next minute.
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'''Envenomed Fangs (Su):''' Once per encounter, you may infuse your bite attack with a potent venom. As an immediate action after biting an opponent, you may force them to make a Fortitude save (DC 10 + 1/2 your druid level + your Con modifier) or take an additional 1d6 plus your Con modifier points of damage immediately and damage equal to your Con modifier each round for the next minute. You must display Snake's sign to use this ability.
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'''Serpent's Gullet (Su):''' Once per day, while grappling an opponent you have just bitten with your bite attack, you may attempt to swallow them whole with a successful Grapple check. Once inside, the opponent takes 2d8 plus your Con modifier points of bludgeoning damage plus 2d6 points of acid damage per round from your gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage equal to or greater than 1/4 your maximum HP to the gizzard. Your gizzard uses your touch Armor Class. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. You may only have one creature swallowed at a time, and you may only swallow a creature smaller than your own size.
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'''Serpent's Gullet (Su):''' Once per day, while grappling an opponent you have just bitten with your bite attack, you may attempt to swallow them whole with a successful Grapple check. Once inside, the opponent takes 2d8 plus your Con modifier points of bludgeoning damage plus 2d6 points of acid damage per round from your gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage equal to or greater than 1/4 your maximum HP to the gizzard. Your gizzard uses your touch Armor Class. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. You may only have one creature swallowed at a time, and you may only swallow a creature smaller than your own size. You must display Snake's sign to use this ability.
'''Constricting Grasp (Su):''' On a successful grapple check, you deal damage equal to your unarmed strike damage. If you have a natural claw or slam attack, you may instead substitute that attack's damage.
'''Constricting Grasp (Su):''' On a successful grapple check, you deal damage equal to your unarmed strike damage. If you have a natural claw or slam attack, you may instead substitute that attack's damage.
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====Hawk====
====Hawk====
====Locust====
====Locust====
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'''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.
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'''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. You must display Locust's sign to use this ability.
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'''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. The swarm acts independently of you, and may even attack your allies. This swarm dissipates in 2d4 rounds; until that happens, you may not use your locust cloud ability.  
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'''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. The swarm acts independently of you, and may even attack your allies. This swarm dissipates in 2d4 rounds; until that happens, you may not use your locust cloud ability. You must display Locust's sign to use this ability.
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'''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.
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'''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. You must display Locust's sign to use this ability.
'''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. Your attacks deal +2 damage to living creatures, and a further +4 damage to plants.
'''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. Your attacks deal +2 damage to living creatures, and a further +4 damage to plants.
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'''Deadfall (Ex):''' If you are attached to a solid surface through your Spider Climb ability that is above an opponent, you may make use of your spinnerets to attack from an unorthodox angle. As a standard action, you may attach a web to the surface, drop up to 30' from above your opponent to within melee striking range, make a single attack, and then wind the web back up, moving back to your previous position. If you use your bite for your attack, it deals double damage. You may substitute a grapple attempt in place of the attack. This attack is considered a charge, conferring all benefits and penalties associated with one. You do not provoke attacks of opportunity from your target, but other creatures that threaten your path of movement retain their ability to make attacks of opportunity.
'''Deadfall (Ex):''' If you are attached to a solid surface through your Spider Climb ability that is above an opponent, you may make use of your spinnerets to attack from an unorthodox angle. As a standard action, you may attach a web to the surface, drop up to 30' from above your opponent to within melee striking range, make a single attack, and then wind the web back up, moving back to your previous position. If you use your bite for your attack, it deals double damage. You may substitute a grapple attempt in place of the attack. This attack is considered a charge, conferring all benefits and penalties associated with one. You do not provoke attacks of opportunity from your target, but other creatures that threaten your path of movement retain their ability to make attacks of opportunity.
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'''Venomous Bite (Su):''' Once per encounter as an immediate action directly following a successful bite attack, you may inject your foe with a potent venom. For a number of rounds equal to your Constitution modifier, the creature must make a Fortitude save (DC 10 + 1/2 your druid class level + your Constitution modifier) at the start of their turn or take 2d6 damage from the venom coursing through their veins.
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'''Venomous Bite (Su):''' Once per encounter as an immediate action directly following a successful bite attack, you may inject your foe with a potent venom. For a number of rounds equal to your Constitution modifier, the creature must make a Fortitude save (DC 10 + 1/2 your druid class level + your Constitution modifier) at the start of their turn or take 2d6 damage from the venom coursing through their veins. You must display Locust's sign to use this ability.
'''Spiderwebs (Sp):''' Once per day, you may cast ''web'' as the spell, substituting your druid level for your caster level.
'''Spiderwebs (Sp):''' Once per day, you may cast ''web'' as the spell, substituting your druid level for your caster level.
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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. 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.
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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. You must display Blizzard's sign to use this 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.
'''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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'''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.
'''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.
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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.
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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. You must display Volcano's sign to use this ability.
'''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.
'''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.
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'''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 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.
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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.
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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. You must display Winter's sign to use this ability.
'''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.
'''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.

Revision as of 02:51, 5 July 2010

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