D20r:Druid

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(Bat)
(Bat)
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====Bat====
====Bat====
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'''Blackout (Su):''' As a swift action, you may create a 10' radius area of magical darkness within 30' called a blackout. You are capable of seeing in your own blackout, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. A blackout lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. This ability is usable at will.
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'''Blackout (Su):''' As a swift action, you may create a 10' radius area of magical darkness within 30' called a blackout. You are capable of seeing in your own blackout, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. A blackout lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. Bats, druids that have Bat bound, and other creatures with an echolocation, blindsense, or blindsight ability can see normally in a blackout. This ability is usable at will.
'''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''.

Revision as of 22:17, 13 July 2010

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