D20r:Druid

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(Horjin, the Hunting Tiger)
(Malarbor, Master of Elements)
Line 845: Line 845:
====Malarbor, Master of Elements====
====Malarbor, Master of Elements====
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'''At Will (Su):'''
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'''Energy Ray (Su):''' As a standard action, you may fire a 120' line of energy from your finger. Select one of the following energy types: acid, cold, electricity, fire, sonic. The line does 1d6 damage per two druid levels to all creatures within it. A successful Reflex save halves the damage. Cold, electricity, and fire rays deal one additional point of damage per die. Cold and sonic rays use Fortitude saves for half damage instead of Reflex. Acid and sonic rays deal one less point of damage per die, deal full damage to objects, and ignore hardness.
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'''Encounter (Su):'''
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'''Energy Pulse (Su):''' Once per encounter, as a standard action, you may fire a 40' radius burst of energy from your outstretched hand. Center this burst at any point within 400'. The sphere does 1d8 damage per druid level to all creatures within it. A successful Reflex save halves the damage. Cold, electricity, and fire bursts deal one additional point of damage per die. Cold and sonic bursts use Fortitude saves for half damage instead of Reflex. Acid and sonic bursts deal one less point of damage per die, deal full damage to objects, and ignore hardness.
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'''Daily (Su):'''
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'''Call of the Maelstrom (Su):''' Once per day, as a standard action, you may surround yourself with a scintillating roar of maelstromic energies. All creatures within 40' take 7d6 acid, 7d6 cold, 7d6 electricity, 7d6 fire, and 7d6 sonic damage. A successful Reflex save halves the damage from the acid, electricity, and fire, and a successful Fortitude save halves the damage from the cold and sonic.
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'''Passive (Su):'''
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'''Energy Shield (Su):''' You become immune to acid, cold, electricity, fire, and sonic damage. If an opponent ever attempts to strike you with an attack that deals one of those kinds of damage, you instead heal half the damage you would have taken from the attack if you were not immune. Furthermore, you fire a retort of energy back at your attacker: this is a ranged touch attack that inflicts 5d6 points of energy damage of a type opposed to the kind you were struck with (if you are struck with fire damage, the retort is cold damage; if you are struck with cold damage, the retort is electricity damage; if you are struck with electricity damage, the retort is sonic damage; if you are struck with sonic damage, the retort is acid damage; if you are struck with acid damage, the retort is fire damage). You may only fire one retort per attack, and another druid's retort (or a similar counterattack ability) does not activate your retort.
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'''Nature's Sign (Su):'''
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'''Nature's Sign (Su):''' You are surrounded by flowing energies. A roar of thunder follows your movement, making stealth all but impossible, and electricity and fire course over your body. Your steps and touch leave puddles of weak acid (not enough to dissolve metals or harm creatures, but enough to clearly display where you have been), and your breath is congealing frost.
'''Call:'''
'''Call:'''
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====Nelig, Mistress of the Wolves====
====Nelig, Mistress of the Wolves====
'''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.
'''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.

Revision as of 22:13, 16 August 2010

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