D20r:Druid

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(River)
(River)
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'''Rapid Fluidity (Su):''' If you take a 5' step, you may instead take a 10' step: this functions in all regards as a 5' step, except that you may move 10' instead of 5'. If you move at least 15' on your turn, you gain a +4 dodge bonus to your Armor Class and a +3 insight bonus to your Reflex save until the start of your next turn.
'''Rapid Fluidity (Su):''' If you take a 5' step, you may instead take a 10' step: this functions in all regards as a 5' step, except that you may move 10' instead of 5'. If you move at least 15' on your turn, you gain a +4 dodge bonus to your Armor Class and a +3 insight bonus to your Reflex save until the start of your next turn.
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'''Nature's Sign (Su):''' The ground around your feet and within 10' of you is constantly moist. Rivers within a half-mile of your location rise a foot (or to their flood-tide level, whichever is lower). River creatures (such as otters and fish) find you comforting, and you are constantly surrounded by harmless gnats and the sound of a babbling brook. In dry or arid climates, you take a -2 penalty to Strength and Charisma; in wet, humid, or rainy climates, you gain a +2 bonus to Strength and Charisma.
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'''Nature's Sign (Su):''' The ground around your feet and within 10' of you is constantly moist. Rivers within a half-mile of your location rise a foot (or to their flood-tide level, whichever is lower). River creatures (such as otters and fish) find you comforting, and you are constantly surrounded by harmless gnats. In dry or arid climates, you take a -2 penalty to Strength and Charisma; in wet, humid, or rainy climates, you gain a +2 bonus to Strength and Charisma.
'''Call:'''
'''Call:'''

Revision as of 19:51, 12 August 2010

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