D20r:Druid

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'''Whalesong (Su):''' As a standard action, you may sing a haunting, trilling whale-song. Allies within 30' gain a morale bonus on attack and damage rolls equal to the number of spirits you have bound, a morale bonus on saving throws equal to half the number of spirits you have bound, and a dodge bonus to Armor Class equal to your Charisma modifier. All these bonuses last until the end of your next turn. This ability's range triples if used underwater.
'''Whalesong (Su):''' As a standard action, you may sing a haunting, trilling whale-song. Allies within 30' gain a morale bonus on attack and damage rolls equal to the number of spirits you have bound, a morale bonus on saving throws equal to half the number of spirits you have bound, and a dodge bonus to Armor Class equal to your Charisma modifier. All these bonuses last until the end of your next turn. This ability's range triples if used underwater.
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'''Wake of the Leviathan (Su):''' Once per encounter, as a full-round action, you may charge a foe, trailing a wake of water. As part of this ability, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to twice your speed.
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'''Tidal Wave (Su):''' Once per encounter, as a standard action, you may create a mighty tidal wave that will send your opponents sprawling. To do so, designate a number of 10' boxes equal to half your druid level. All the boxes must be contiguous. You also designate a horizontal direction: creatures within these boxes are pushed in the direction you selected by a bull-rush attempt with an effective Strength bonus of half your druid level plus your Charisma modifier. Creatures that are successfully bull-rushed by the wave take 2d6 bludgeoning damage, plus an additional 2d6 damage per 5' they were pushed.
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A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 40'). Creatures caught in the cone during the course of your charge take 6d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed by your wake. The wake is treated as having a Strength modifier of +10 for making its bull-rush check. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake.
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This ability is an extraordinary ability when used underwater.
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This maneuver is an extraordinary ability when used underwater.
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'''Whirlpool Sink (Su):''' Once per day, as a full round action, you can move up to three times your speed. All of your movement must be along a continuous, solid surface or through a continuous liquid. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 4d6 points of damage. Creatures may make a Balance check (DC 10 plus half your druid level plus your Charisma modifier) to remain standing.
'''Whirlpool Sink (Su):''' Once per day, as a full round action, you can move up to three times your speed. All of your movement must be along a continuous, solid surface or through a continuous liquid. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 4d6 points of damage. Creatures may make a Balance check (DC 10 plus half your druid level plus your Charisma modifier) to remain standing.

Revision as of 22:42, 9 August 2010

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