D20r:Druid

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(Metal)
(Metal)
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'''Iron Body (Su):''' Once per encounter, as a swift action, you may encase yourself in metal plating. This plating grants you an armor bonus to AC and DR/- equal to your Constitution modifier. Both effects last for a number of rounds equal to your Charisma modifier. As an armor bonus, the AC bonus does not stack with any armor you might be wearing; however, it provides no arcane spell failure chance, has no armor check penalty, and you are automatically proficient with it. While not technically armor, spells like ''magic vestment'' may also be applied to your body.
'''Iron Body (Su):''' Once per encounter, as a swift action, you may encase yourself in metal plating. This plating grants you an armor bonus to AC and DR/- equal to your Constitution modifier. Both effects last for a number of rounds equal to your Charisma modifier. As an armor bonus, the AC bonus does not stack with any armor you might be wearing; however, it provides no arcane spell failure chance, has no armor check penalty, and you are automatically proficient with it. While not technically armor, spells like ''magic vestment'' may also be applied to your body.
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'''Hemoglobe (Su):''' As a standard action, once per day, you may control magnetic forces with enough dexterity to wrest metal from living opponents. You use magnetic forces to rip iron (or other appropriate metals) out of a living creatures blood and body within 30' and coalesce it into a projectile globe, which you may then use to attack a nearby target. The initial target must make a Fortitude save or take 1d10 points of magic, bludgeoning damage per two druid levels you posses and become fatigued for 10 minutes. After this effect, you may make a ranged touch attack against a target within 100' of the initial target, which deals 1d10 magic, bludgeoning damage per two druid levels you possess. A successful save on the original target's part negates the power's effects.
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'''Hemoblade (Su):''' As a standard action, once per day, you may control magnetic forces with enough dexterity to wrest metal from living opponents. You use magnetic forces to rip iron (or other appropriate metals) out of a living creature's blood and body within 30' and coalesce it into a flat sawblade, which you may then fling towards a nearby target. The initial target must make a Fortitude save or take 1d10 points of magic, slashing and piercing damage per two druid levels you posses and become fatigued for 10 minutes. After this effect, you may make a ranged touch attack against a target within 100' of the initial target, which deals 1d10 magic, slashing damage per two druid levels you possess. A successful save on the original target's part negates the power's effects.
'''Metamorphic Weaponry (Su):''' A pool of liquid metal coalesces around your forearm, and with but a thought you may form it into the shape of any melee weapon you like. You are proficient with this weapon, regardless of its form, and it gains an enhancement bonus equal to the number of spirits you have bound. You may alter the weapon's shape into any melee weapon you desire or into its liquid metal form as a swift action as long as it is sized appropriately to your size. This weapon overcomes metal-based damage reduction (like DR/adamantine) but not wood-based or other kinds of damage reduction (like DR/darkwood or DR/-).
'''Metamorphic Weaponry (Su):''' A pool of liquid metal coalesces around your forearm, and with but a thought you may form it into the shape of any melee weapon you like. You are proficient with this weapon, regardless of its form, and it gains an enhancement bonus equal to the number of spirits you have bound. You may alter the weapon's shape into any melee weapon you desire or into its liquid metal form as a swift action as long as it is sized appropriately to your size. This weapon overcomes metal-based damage reduction (like DR/adamantine) but not wood-based or other kinds of damage reduction (like DR/darkwood or DR/-).

Revision as of 15:24, 3 August 2010

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