D20r:Druid

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(Fire)
(Nelig, Mistress of the Wolves)
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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.
'''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.
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'''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.  
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'''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, all 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.  
'''Nature's Sign (Su):''' Your shape becomes that of a large wolf. Your equipment (except your weapons) alters its shape so that it can accommodate your new form. If you carry one or more weapons, you may choose one and have its properties and enhancements applied to your natural weapons, but regardless of which one you choose, they all meld with your new form and become useless. Your size changes to Large and you gain a bite that deals 1d12 damage. Your bite becomes your primary natural attack, and if you strike with it you may immediately attempt to trip your opponent: if you fail your trip attempt, they may not attempt to counter-trip. You may talk in this form, though your lack of thumbs may prove problematic when dealing with objects. You radiate an aura of community and brotherhood. You are constantly affected as if by a ''speak with animals'' spell.
'''Nature's Sign (Su):''' Your shape becomes that of a large wolf. Your equipment (except your weapons) alters its shape so that it can accommodate your new form. If you carry one or more weapons, you may choose one and have its properties and enhancements applied to your natural weapons, but regardless of which one you choose, they all meld with your new form and become useless. Your size changes to Large and you gain a bite that deals 1d12 damage. Your bite becomes your primary natural attack, and if you strike with it you may immediately attempt to trip your opponent: if you fail your trip attempt, they may not attempt to counter-trip. You may talk in this form, though your lack of thumbs may prove problematic when dealing with objects. You radiate an aura of community and brotherhood. You are constantly affected as if by a ''speak with animals'' spell.

Revision as of 02:33, 17 August 2010

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