D20r:Druid

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'''Fluid Motion (Su):''' Once per encounter, as a standard action, you may grant all allies within a 20' radius burst, centered within 60', the ability to immediately make an attack. The subjects can immediately make one melee or ranged attack. Taking this action doesn't affect the subjects' normal place in initiative order. These are single attacks and follow the standard rules for attacking.
'''Fluid Motion (Su):''' Once per encounter, as a standard action, you may grant all allies within a 20' radius burst, centered within 60', the ability to immediately make an attack. The subjects can immediately make one melee or ranged attack. Taking this action doesn't affect the subjects' normal place in initiative order. These are single attacks and follow the standard rules for attacking.
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'''Floodtide (Su):''' Once per day, as a full-round action, you may rearrange all creatures within 30' of you that you are aware and can pinpoint the location of as you see fit. You may not place a creature into an area where it does not have a mode of movement to support itself (such as shifting an orc underground when it does not have a burrow speed), nor can you move creatures into areas where they cannot fit (such as a Huge creature into a 5' wide hallway). You do not have to move all creatures within the area. Creatures unwilling to move may make a Reflex save to resist: if they do so, you may not move that creature.
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'''Floodtide (Su):''' Once per day, as a full-round action, you may rearrange all creatures within 30' of you that you are aware of and can pinpoint the location of as you see fit. You may not place a creature into an area where it does not have a mode of movement to support itself (such as shifting an orc underground when it does not have a burrow speed), nor can you move creatures into areas where they cannot fit (such as a Huge creature into a 5' wide hallway). You do not have to move all creatures within the area. Creatures unwilling to move may make a Reflex save to resist: if they do so, you may not move that creature.
'''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.

Revision as of 19:57, 12 August 2010

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