D20r:Druid

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(2nd)
(3rd)
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'''Nature's Sign (Su):''' You are surrounded by swirling dirt and dust at all times, making you appear as if you were sheathed in a very small dust devil. A fluttering breeze seems to be near you at all times: light objects within 15' flutter as if there was a light wind and unattended weak flames (like candles) go out.
'''Nature's Sign (Su):''' You are surrounded by swirling dirt and dust at all times, making you appear as if you were sheathed in a very small dust devil. A fluttering breeze seems to be near you at all times: light objects within 15' flutter as if there was a light wind and unattended weak flames (like candles) go out.
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'''Call (Su):''' ''(Air Elemental)''
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'''Call (Su):''' If called forth, the air spirit emerges as a medium air elemental, 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 five before disappearing.
====Earth====
====Earth====
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'''Nature's Sign (Su):''' Your skin hardens and becomes stone-like, and your eyes and teeth become shards of quartz. You move slower than normal, suffering a -10' penalty to your speeds, but you also become more stable (gaining a +4 bonus against trips and bull-rushes).  
'''Nature's Sign (Su):''' Your skin hardens and becomes stone-like, and your eyes and teeth become shards of quartz. You move slower than normal, suffering a -10' penalty to your speeds, but you also become more stable (gaining a +4 bonus against trips and bull-rushes).  
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'''Call (Su):''' ''(Earth Elemental)''
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'''Call (Su):''' If called forth, the earth spirit emerges as a medium earth elemental, 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 five before disappearing.
====Ether====
====Ether====
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'''Nature's Sign (Su):''' Your form becomes cloying and misty, as if you are not completely here. You are very mildly transparent: most people find this unnerving, so you suffer a -4 penalty to Diplomacy checks.
'''Nature's Sign (Su):''' Your form becomes cloying and misty, as if you are not completely here. You are very mildly transparent: most people find this unnerving, so you suffer a -4 penalty to Diplomacy checks.
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'''Call (Su):''' (''phase spider')
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'''Call (Su):''' If called forth, the ether spirit emerges as a phase spider, 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 five before disappearing.
====Fire====
====Fire====
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'''Nature's Sign (Su):''' You appear to be constantly on fire. You shed light like a campfire (making it difficult--but not impossible--to hide), and your footsteps leave scorch marks on the ground. Creatures tracking you gain a +5 bonus on their Survival check to do so.
'''Nature's Sign (Su):''' You appear to be constantly on fire. You shed light like a campfire (making it difficult--but not impossible--to hide), and your footsteps leave scorch marks on the ground. Creatures tracking you gain a +5 bonus on their Survival check to do so.
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'''Call (Su):''' ''(Fire Elemental)''
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'''Call (Su):''' If called forth, the fire spirit emerges as a medium fire elemental, 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 five before disappearing.
====Metal====
====Metal====
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'''Nature's Sign (Su):''' Small bits of metal orbit around you, seemingly stuck in some sort of magnetic field. Metal objects within 10' of you become mildly magnetic, sticking to each other and to you. When you are damaged, you bleed a silver, mercury-like substance instead of blood.
'''Nature's Sign (Su):''' Small bits of metal orbit around you, seemingly stuck in some sort of magnetic field. Metal objects within 10' of you become mildly magnetic, sticking to each other and to you. When you are damaged, you bleed a silver, mercury-like substance instead of blood.
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'''Call (Su):''' ''(Gorgon)''
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'''Call (Su):''' If called forth, the metal spirit emerges as a gorgon, 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 five before disappearing.
====Moon====
====Moon====
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'''Nature's Sign (Su):''' Your skin becomes pale. You glow with a soft white light, equivalent to a permanent ''faerie fire'' effect. Your eyes become a solid, softly-glowing white. You develop insomnia. You suffer a -2 morale penalty to attack rolls, damage rolls, AC and saving throws while in broad daylight.  
'''Nature's Sign (Su):''' Your skin becomes pale. You glow with a soft white light, equivalent to a permanent ''faerie fire'' effect. Your eyes become a solid, softly-glowing white. You develop insomnia. You suffer a -2 morale penalty to attack rolls, damage rolls, AC and saving throws while in broad daylight.  
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'''Call (Su):''' If called forth, the Moon spirit emerges as an advanced blink dog with 8 HD and a +4 increase to its size-adjusted Dex and Con scores. The Moon spirit has the moonbeam, lunar flare, moonlit aura and pearlescence abilities. The Moon spirit will remain for a number of rounds equal to 6 plus your Charisma modifier.
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'''Call (Su):''' If called forth, the moon spirit emerges as a blink dog, 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 five before disappearing.
====Shadow====
====Shadow====
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'''Nature's Sign (Su):''' Light within 10' of you dims slightly--not enough to impose any modifiers to rolls, but enough to be visibly noticeable. Your shadow seems to take on a life of its own, frequently displaying your true feelings, assisting your spellcasting or attacks, or acting as a distraction. Some people find this unsettling, and it makes it very difficult to Bluff. You take a -5 penalty to Bluff checks.
'''Nature's Sign (Su):''' Light within 10' of you dims slightly--not enough to impose any modifiers to rolls, but enough to be visibly noticeable. Your shadow seems to take on a life of its own, frequently displaying your true feelings, assisting your spellcasting or attacks, or acting as a distraction. Some people find this unsettling, and it makes it very difficult to Bluff. You take a -5 penalty to Bluff checks.
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'''Call (Su):''' ''(Shadow Mastiff)''
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'''Call (Su):''' If called forth, the shadow spirit emerges as a shadow mastiff, 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 five before disappearing.
====Sun====
====Sun====
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'''Nature's Sign (Su):''' You emit light like a bonfire. This light makes it difficult for you to hide (inflicting a -4 penalty on Stealth checks), but makes it difficult for creatures to strike you: in melee, attackers take a -1 penalty on attack rolls.
'''Nature's Sign (Su):''' You emit light like a bonfire. This light makes it difficult for you to hide (inflicting a -4 penalty on Stealth checks), but makes it difficult for creatures to strike you: in melee, attackers take a -1 penalty on attack rolls.
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'''Call (Su):'''
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'''Call (Su):''' If called forth, the sun spirit emerges as a lantern archon, 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 five before disappearing.
====Water====
====Water====
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'''Nature's Sign (Su):''' You appear constantly sopping wet and drip a trail of water behind you. If you remain in a place for long, a puddle forms around your feet. This dripping makes you easier to track in dry environments, giving your tracker a +4 bonus on their Survival check to track you.  
'''Nature's Sign (Su):''' You appear constantly sopping wet and drip a trail of water behind you. If you remain in a place for long, a puddle forms around your feet. This dripping makes you easier to track in dry environments, giving your tracker a +4 bonus on their Survival check to track you.  
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'''Call (Su):'''
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'''Call (Su):''' If called forth, the water spirit emerges as a medium water elemental, 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 five before disappearing.
====Wood====
====Wood====
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'''Nature's Sign (Su):''' You appear to be made of wood. Moss and bark grows across your skin. You gain a +4 bonus on Stealth checks made in woody terrain, but suffer a -4 penalty on Stealth checks in all other environments.
'''Nature's Sign (Su):''' You appear to be made of wood. Moss and bark grows across your skin. You gain a +4 bonus on Stealth checks made in woody terrain, but suffer a -4 penalty on Stealth checks in all other environments.
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'''Call (Su):'''
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'''Call (Su):''' If called forth, the wood spirit emerges as a phantom fungus, 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 five before disappearing.
===4th===
===4th===

Revision as of 18:47, 17 August 2010

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