D20r:Druid

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(Nelig, Mistress of the Wolves)
(Nelig, Mistress of the Wolves)
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'''Call:'''
'''Call:'''
====Nelig, Mistress of the Wolves====
====Nelig, Mistress of the Wolves====
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'''At Will (Su):'''  
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'''Alpha Wolf Leadership (Su):''' As a standard action, you may move any one of your allies within 40' up to 10'. The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal place in initiative order. This is a single attacks and follows the standard rules for attacking.
'''Spiritual Emulation (Su):''' Once per encounter, as a standard action, you may unbind one of the following spirits and immediately replace it with another on the list: Badger, Bat, Bear, Falcon, Fox, Hare, Mole, Mouse, Otter, Owl, Raccoon, Raven, Shark, Snake, Tiger, Wolf. You must have one of the listed spirits currently bound to activate this ability.
'''Spiritual Emulation (Su):''' Once per encounter, as a standard action, you may unbind one of the following spirits and immediately replace it with another on the list: Badger, Bat, Bear, Falcon, Fox, Hare, Mole, Mouse, Otter, Owl, Raccoon, Raven, Shark, Snake, Tiger, Wolf. You must have one of the listed spirits currently bound to activate this ability.
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'''Wolfpack Mentality (Su):''' Once per day, as a full-round action, you and a number of allies equal to your Charisma modifier within 60' may immediately make charge actions. This does not alter the initiative count.
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'''Wolf Pack Mentality (Su):''' Once per day, as a full-round action, you may split into a number of wolves equal to your Charisma modifier, each appearing in a square you are adjacent to. The duplicates are not magic copies or clones--instead, they result from you moving so fast you appear to be in multiple places. Each duplicate has all your class features, abilities, and equipment. If one duplicate is damaged or effected by an ability, so are all of them (as well as you)--anything that happens to one duplicate happens to the rest. If an ability would affect multiple duplicates at once, it is instead only treated as affecting one. Each duplicate may take a single move action to move up to its base land speed, and a single standard action to either make a single melee attack or initiate any ability from a bound spirit with an initiation action of one standard action. Duplicates are capable of activating at-will and encounter abilities of bound spirits. Duplicates cannot take full round actions or swift actions, nor may they use their standard and move actions to do anything other than move, attack, or initiate spirit's abilities. At the end of your turn, the duplicates disappear. You may choose to remain in your own square, or to appear in a square that was occupied by one of your duplicates (this movement is not teleportation). You cannot use this maneuver if you are grappled, physically restrained, immobilized, or otherwise incapable of movement.
'''Pack Leader (Su):''' Allies within 50' of you gain a +4 morale bonus to their ability scores. They also gain scent, darkvision, and low-light vision. If one ally in your area of effect is aware of a particular danger, none of them are. If one ally in your area of effect is not flat-footed, none of them are. None of your allies in the area of effect are considered flanked unless all of them are.  
'''Pack Leader (Su):''' Allies within 50' of you gain a +4 morale bonus to their ability scores. They also gain scent, darkvision, and low-light vision. If one ally in your area of effect is aware of a particular danger, none of them are. If one ally in your area of effect is not flat-footed, none of them are. None of your allies in the area of effect are considered flanked unless all of them are.  

Revision as of 20:27, 16 August 2010

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