D20r:Druid

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(Bat)
(Bat)
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'''Screech (Su):''' As a standard action, you may create a high-pitched screech with your voice that is loud enough to cause damage. The screech takes the shape of a 30' cone and deals 1d6 points of sonic damage, plus an additional 1d6 points of sonic damage for each spirit other than Bat that you have bound. Living creatures damaged by the effect are also deafened for one minute. A successful Fortitude save halves the damage and negates the deafening effect. Objects within the area take damage from the screech: objects of crystal, glass, or other fragile substances do not receive a saving throw against this effect. This ability is usable once per encounter and has no effect in areas that have been ''silenced''.
'''Screech (Su):''' As a standard action, you may create a high-pitched screech with your voice that is loud enough to cause damage. The screech takes the shape of a 30' cone and deals 1d6 points of sonic damage, plus an additional 1d6 points of sonic damage for each spirit other than Bat that you have bound. Living creatures damaged by the effect are also deafened for one minute. A successful Fortitude save halves the damage and negates the deafening effect. Objects within the area take damage from the screech: objects of crystal, glass, or other fragile substances do not receive a saving throw against this effect. This ability is usable once per encounter and has no effect in areas that have been ''silenced''.
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'''Daily (Su):'''
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'''Fearsome Gaze (Su):''' As a standard action, you may fill your eyes with fear and dread, causing all you gaze upon to trigger their most base phobias. You gain a gaze attack for one minute. Any creature affected by your gaze attack must make a Will save or become shaken. A creature already shaken who is affected by this ability instead becomes frightened. This ability cannot make a creature panicked. This is a mind-affecting fear effect and is usable once per day.
'''Echolocation (Su):''' As long as you are not deafened or in an area of ''silence'', you gain blindsense 10'. Increase the range of this ability by 10' for each spirit other than Bat that you have bound.
'''Echolocation (Su):''' As long as you are not deafened or in an area of ''silence'', you gain blindsense 10'. Increase the range of this ability by 10' for each spirit other than Bat that you have bound.

Revision as of 22:05, 13 July 2010

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