D20r:Druid

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(Earthquake)
(Earthquake)
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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 and 20' wide. 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 save 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. 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.  
'''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 and 20' wide. 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 save 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. 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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'''Passive (Su):'''  
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'''Firmament of Stone (Su):''' You are immune to being flat-footed, cannot be knocked prone, and treat yourself as one sizes larger for the purposes of size bonuses on opposed checks. If you have the powerful build ability, this ability stacks with it. You gain a +4 insight bonus to Strength, an insight bonus to your natural Armor Class equal to your Charisma modifier, and tremorsense out to 30'.
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'''Nature's Sign (Su):'''  
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'''Nature's Sign (Su):''' The ground within 50' of you constantly trembles, making a low groaning sound as it does. Most creatures find this unnerving and will react skittishly in that area. You take a -10 penalty to Stealth checks and a 10' to your speeds. You cannot fly or levitate even if able to do so naturally or due to another spirit.
'''Call (Su):'''
'''Call (Su):'''

Revision as of 23:32, 13 August 2010

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