D20r:Druid

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(Beetle)
(Beetle)
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'''Shellball (Su):''' As a move action, you can roll into a ball. Doing so shrinks yourself by one size increment, increasing your natural armor by 3, your ground speed by 10', and providing a +3 bonus to Acrobatics checks. A second move action ends the effect and returns you to your regular form. While in this form, you may not make any attacks or take any actions other than moving or returning to your regular form. This ability is usable at will.
'''Shellball (Su):''' As a move action, you can roll into a ball. Doing so shrinks yourself by one size increment, increasing your natural armor by 3, your ground speed by 10', and providing a +3 bonus to Acrobatics checks. A second move action ends the effect and returns you to your regular form. While in this form, you may not make any attacks or take any actions other than moving or returning to your regular form. This ability is usable at will.
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'''Crushing Roll (Su):''' As a standard action while using your Shellball ability, you can move up to twice your speed and literally run over any opponents in your path. You merely have to move over the opponents in your path; any creature whose space is completely covered by your movement is subject to the trample attack. If a target's space is larger than 5 feet, it is only considered trampled if you move over all the squares it occupies. Affected creatures take 1d6 points of damage, plus one-half your Strength modifier. Double this damage for each spirit other than Beetle you have bound (so 2d6 plus your Str for two spirits, 3d6 plus one and a half times your Str for three spirits, 4d6 plus two times your Str for four spirits, etc.)
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'''Crushing Roll (Su):''' As a standard action while using your Shellball ability, you can move up to twice your speed and literally run over any opponents in your path. To trample an opponent with this ability, you merely have to move over the opponents in your path; any creature whose space is completely covered by your movement is subject to the trample attack. If a target's space is larger than 5 feet, it is only considered trampled if you move over all the squares it occupies. Affected creatures take 1d6 points of damage, plus one-half your Strength modifier. Double this damage for each spirit other than Beetle you have bound (so 2d6 plus your Str for two spirits, 3d6 plus one and a half times your Str for three spirits, 4d6 plus two times your Str for four spirits, etc.)
If you move over only some of a target's space, the target can make an attack of opportunity against you at a -4 penalty. If you accidentally end your movement in an illegal space, return to the last legal position you occupied, or the closest legal position, whichever is closer. Feats and abilities that work with the overrun or trample special attacks also function with this ability. This ability is usable once per encounter.
If you move over only some of a target's space, the target can make an attack of opportunity against you at a -4 penalty. If you accidentally end your movement in an illegal space, return to the last legal position you occupied, or the closest legal position, whichever is closer. Feats and abilities that work with the overrun or trample special attacks also function with this ability. This ability is usable once per encounter.

Revision as of 00:51, 14 July 2010

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