D20r:Druid

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(Earthquake)
(Earthquake)
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'''Call:'''
'''Call:'''
====Earthquake====
====Earthquake====
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'''Tremor (Su):''' As a standard action, you may stomp the ground, causing a tremor. You may select one of three shapes: a 30' radius burst centered on you, a 45' cone, or a 60' line. Regardless of your choice, the effect of this ability doesn't change: all creatures within the area take 1d6 bludgeoning, adamantine, magic damage per two druid levels you possess and are knocked prone. A successful Reflex save halves the damage and negates the prone effect. Creatures who levitate, fly, or who are not in contact with the ground are immune to this effect, and you cannot use this ability while not in contact with the ground.
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'''Tremor (Su):''' As a standard action, you may stomp the ground, causing a tremor. You may select one of three shapes: a 30' radius burst centered on you, a 45' cone, or a 60' line. Regardless of your choice, the effect of this ability doesn't change: all creatures within the area take 1d6 bludgeoning, adamantine, and magic damage per two druid levels you possess and are knocked prone. A successful Reflex save halves the damage and negates the prone effect. Creatures who levitate, fly, or who are not in contact with the ground are immune to this effect, and you cannot use this ability while not in contact with the ground.
'''Per Encounter (Su):'''  
'''Per Encounter (Su):'''  
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'''Daily (Su):'''  
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'''Fissure (Su):''' Once per day, as a standard action, you may tear open a fissure in the earth. This is a 120' line. A fissure into the earth opens along the course of the line that is 50' deep. Creatures within the area must make Reflex saves or fall 50' into the ground, landing on sharp, jagged rocks and possibly into molten lava. A creature that makes its save manages to catch itself on the edge of the fissure but still must climb out. Creatures who fail take 5d6 falling damage plus 5d6 slashing, piercing, adamantine, and magic damage and must make a second Reflex save. Failing the second plunges them into molten lava, inflicting 10d6 fire damage per round until they can get out of the lava.  A falling creature may attempt to catch themselves using the Grapple skill. Climbing out of the fissure requires at least one DC 15 Climb check (dependent upon distance fallen). The lava cools quickly, reducing by one die of damage every round: when there are no more dice for the lava to deal, it has completely cooled, and the fissure closes back upon itself. Creatures still within the fissure when it closes are forcibly ejected to the surface, taking 2d10 magic, bludgeoning, and adamantine damage per 5' of upwards travel.
'''Passive (Su):'''  
'''Passive (Su):'''  

Revision as of 22:47, 13 August 2010

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