D20r:Druid

From Fax Encyclopedicus

Jump to: navigation, search
(Raiven Anwell, Lady of the Land)
(1st)
Line 140: Line 140:
'''Nature's Sign (Su):''' A white stripe (made up of skin, scale, fur, or otherwise, as appropriate) forms, starting just over your nose, traveling over the top of your head, and runs down the length of your spine.  
'''Nature's Sign (Su):''' A white stripe (made up of skin, scale, fur, or otherwise, as appropriate) forms, starting just over your nose, traveling over the top of your head, and runs down the length of your spine.  
-
'''Call (Su):''' ''(Badger)''
+
'''Call (Su):''' If called forth, the badger spirit emerges as a badger, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a dire badger instead.
====Bat====
====Bat====
Line 153: Line 153:
'''Nature's Sign (Su):''' Your ears enlarge and grow pointy and ridged, like those of a bat. Your eyes also enlarge slightly, and your eyes turn black. You find yourself more dependent upon your hearing than your sight to determine where things are: this inflicts a -2 penalty to your ranged attack rolls.
'''Nature's Sign (Su):''' Your ears enlarge and grow pointy and ridged, like those of a bat. Your eyes also enlarge slightly, and your eyes turn black. You find yourself more dependent upon your hearing than your sight to determine where things are: this inflicts a -2 penalty to your ranged attack rolls.
-
'''Call (Su):''' ''(Bat Swarm)''
+
'''Call (Su):''' If called forth, the bat spirit emerges as a bat, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a dire bat instead.
====Beetle====
====Beetle====
Line 168: Line 168:
'''Nature's Sign (Su):''' You grow a hard, chitinous, beetle-like shell over your back. This makes it impossible to wear armor, though no other magical item slots are affected by this change.  
'''Nature's Sign (Su):''' You grow a hard, chitinous, beetle-like shell over your back. This makes it impossible to wear armor, though no other magical item slots are affected by this change.  
-
'''Call (Su):''' ''(Giant Bombardier Beetle/Giant Fire Beetle)''
+
'''Call (Su):''' If called forth, the beetle spirit emerges as a giant fire beetle, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, you may call forth a giant stag beetle instead.
====Flower====
====Flower====
Line 181: Line 181:
'''Nature's Sign (Su):''' While bound to Flower, your arms and torso develop a greenish tint and your feet and legs develop a brownish tint. Your hair becomes a bright, vibrant color, (rose red, sunflower yellow, violet blue, or daisy white for example) normally associated with flowers. You exude a subtle floral scent. This gives you a +3 bonus on Charisma checks (except Intimidate). Furthermore, you cannot be tracked by Scent as long as you are in an area where flowers naturally grow (for example, this ability would not function underground or underwater). Because you smell like a flower, insectile swarms of creatures of the Vermin type (such as a swarm of bees) will not attack or sting you unless magically compelled, and you may walk through such swarms without suffering ill effects.  
'''Nature's Sign (Su):''' While bound to Flower, your arms and torso develop a greenish tint and your feet and legs develop a brownish tint. Your hair becomes a bright, vibrant color, (rose red, sunflower yellow, violet blue, or daisy white for example) normally associated with flowers. You exude a subtle floral scent. This gives you a +3 bonus on Charisma checks (except Intimidate). Furthermore, you cannot be tracked by Scent as long as you are in an area where flowers naturally grow (for example, this ability would not function underground or underwater). Because you smell like a flower, insectile swarms of creatures of the Vermin type (such as a swarm of bees) will not attack or sting you unless magically compelled, and you may walk through such swarms without suffering ill effects.  
-
'''Call:''' ''([[Survaria Flower]])''
+
'''Call:''' If called forth, the flower spirit emerges as a survaria flower, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.
====Hare====
====Hare====
Line 196: Line 196:
'''Nature's Sign (Su):''' You are constantly skittish and jump at loud noises. You suffer a general tendency towards flight rather than fighting (including a -2 penalty on saving throws against Fear effects). In particular, you have an unnatural fear towards dogs and dog-like creatures.
'''Nature's Sign (Su):''' You are constantly skittish and jump at loud noises. You suffer a general tendency towards flight rather than fighting (including a -2 penalty on saving throws against Fear effects). In particular, you have an unnatural fear towards dogs and dog-like creatures.
-
'''Call (Su):''' ''(rabbit)''
+
'''Call (Su):''' If called forth, the hare spirit emerges as a rabbit , advanced to a number of Hit Dice equal to half your druid level. Use the statistics for a cat, but remove the bite attack. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.
====Mole====
====Mole====
Line 211: Line 211:
'''Nature's Sign (Su):''' Your eyes grow small and beady, and your fingers end in long digging claws. Unfortunately, these claws are not useful in combat, nor are they accustomed for fine-motor skills. You take a -2 penalty on Dexterity-related skill checks.
'''Nature's Sign (Su):''' Your eyes grow small and beady, and your fingers end in long digging claws. Unfortunately, these claws are not useful in combat, nor are they accustomed for fine-motor skills. You take a -2 penalty on Dexterity-related skill checks.
-
'''Call (Su):''' ''(brain mole)''
+
'''Call (Su):''' If called forth, the mole spirit emerges as a brain mole, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.
====Otter====
====Otter====
Line 228: Line 228:
'''Nature's Sign (Su):''' You grow short, smooth fur all over your body. This fur traps air within it when wet, which keeps you warm in cold water.  
'''Nature's Sign (Su):''' You grow short, smooth fur all over your body. This fur traps air within it when wet, which keeps you warm in cold water.  
-
'''Call (Su):''' ''(Otter)''
+
'''Call (Su):''' If called forth, the otter spirit emerges as an otter, advanced to a number of Hit Dice equal to half your druid level. Use the statistics for a dog, but include a swim speed of 20'. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.
====Owl====
====Owl====
Line 241: Line 241:
'''Nature's Sign (Su):''' Your eyes become yellow-tinted, and you have difficulty adjusting your gaze without turning your head. You become slightly farsighted. You develop slight feathering around your eyes and ears, and your fingers become stiffer and grow talons. These manifest as two natural attacks that deal 1d4 points of damage. You feel tired during the day and more energetic at night, and feel an impulse to attack creatures smaller than yourself.
'''Nature's Sign (Su):''' Your eyes become yellow-tinted, and you have difficulty adjusting your gaze without turning your head. You become slightly farsighted. You develop slight feathering around your eyes and ears, and your fingers become stiffer and grow talons. These manifest as two natural attacks that deal 1d4 points of damage. You feel tired during the day and more energetic at night, and feel an impulse to attack creatures smaller than yourself.
-
'''Call (Su):''' If called forth, the Owl spirit emerges as an advanced owl with 2 HD. The Owl spirit has the talon rake, silent swoop, predatory perch and silent hunter abilities. The Owl spirit will remain for a number of rounds equal to 2 plus your Charisma modifier.
+
'''Call (Su):''' If called forth, the owl spirit emerges as an owl, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a giant owl instead.
====Raccoon====
====Raccoon====
Line 254: Line 254:
'''Nature's Sign (Su):''' Your skin darkens around your eyes, making you appear as if you have ash, soot, or even a mask around your eyes, like that of a raccoon. This discoloration remains even when you use your Bandit Mask ability, though it lessens somewhat when you do so. You become completely colorblind (seeing entirely in gray-scale), and you feel a desperate need to wash your food before you eat it, even if it is fully cooked.
'''Nature's Sign (Su):''' Your skin darkens around your eyes, making you appear as if you have ash, soot, or even a mask around your eyes, like that of a raccoon. This discoloration remains even when you use your Bandit Mask ability, though it lessens somewhat when you do so. You become completely colorblind (seeing entirely in gray-scale), and you feel a desperate need to wash your food before you eat it, even if it is fully cooked.
-
'''Call (Su):''' ''(Weasel)''
+
'''Call (Su):''' If called forth, the raccoon spirit emerges as a raccoon, advanced to a number of Hit Dice equal to half your druid level. Use the statistics for a weasel, but remove the Attach ability. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.
====Raven====
====Raven====
Line 271: Line 271:
'''Nature's Sign (Su):''' Your arms become covered in black feathers, and your fingers spread out, creating elongated, misshapen wings. The irises of your eyes turn yellow, and you suffer a predilection for shiny objects.
'''Nature's Sign (Su):''' Your arms become covered in black feathers, and your fingers spread out, creating elongated, misshapen wings. The irises of your eyes turn yellow, and you suffer a predilection for shiny objects.
-
'''Call (Su):''' ''(Raven)''
+
'''Call (Su):''' If called forth, the raven spirit emerges as a raven, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a giant raven instead. Use the statistics for a giant eagle.
====Snake====
====Snake====
Line 284: Line 284:
'''Nature's Sign (Su):''' Your skin becomes scaly, and your jaw gains the ability to unhinge. Short venomous fangs grow in your mouth, and your irises narrow into slits. While not in a warm environment (50° or warmer), you suffer a 10' penalty to your all your movement speeds.
'''Nature's Sign (Su):''' Your skin becomes scaly, and your jaw gains the ability to unhinge. Short venomous fangs grow in your mouth, and your irises narrow into slits. While not in a warm environment (50° or warmer), you suffer a 10' penalty to your all your movement speeds.
-
'''Call (Su):''' ''medium viper''
+
'''Call (Su):''' If called forth, the snake spirit emerges as a medium viper, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.
====Wolf====
====Wolf====
Line 299: Line 299:
'''Nature's Sign (Su):''' Your face shifts and alters to that of a wolf's. You gain a bite attack that 1d4 points of damage, and your nose picks up scents you couldn't before. You find your palate desires only meat, and preferably as raw as possible. Some druids bound to Wolf are mistaken for werewolves or similar creatures.
'''Nature's Sign (Su):''' Your face shifts and alters to that of a wolf's. You gain a bite attack that 1d4 points of damage, and your nose picks up scents you couldn't before. You find your palate desires only meat, and preferably as raw as possible. Some druids bound to Wolf are mistaken for werewolves or similar creatures.
-
'''Call (Su):''' ''(Wolf)''
+
'''Call (Su):''' If called forth, the wolf spirit emerges as a wolf, advanced to a number of Hit Dice equal to half your druid level. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a dire wolf instead.
===2nd===
===2nd===

Revision as of 18:35, 17 August 2010

Personal tools
Google AdSense