D20r:Druid

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(3rd)
(4th)
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'''Nature's Sign (Su):''' The are around you becomes arid, and the temperature within 10' of you rises 20°. Wisps of sand form at your feet, and occasional bursts of hot wind cause them to move and shift around you. You become much easier to track in non-sandy environments: creatures tracking you in such conditions gain a +10 circumstance bonus on their check.
'''Nature's Sign (Su):''' The are around you becomes arid, and the temperature within 10' of you rises 20°. Wisps of sand form at your feet, and occasional bursts of hot wind cause them to move and shift around you. You become much easier to track in non-sandy environments: creatures tracking you in such conditions gain a +10 circumstance bonus on their check.
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'''Call:''' ''(Gynosphinx)''
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'''Call:''' If called forth, the desert spirit emerges as a gynosphinx, 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 seven before disappearing.
====Forest====
====Forest====
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'''Nature's Sign (Su):''' Your skin becomes barklike, giving you the benefits of a ''barkskin'' spell at all times. Your hair becomes leafy, and your feet covered in moss. Animals are naturally drawn to you, and the sight of a bared axe or flame causes you to become instantly hostile. You cannot employ axes or fire in any form, and will not willingly associate with anyone who does so. You take double damage from fire. You smell of pine and grass.
'''Nature's Sign (Su):''' Your skin becomes barklike, giving you the benefits of a ''barkskin'' spell at all times. Your hair becomes leafy, and your feet covered in moss. Animals are naturally drawn to you, and the sight of a bared axe or flame causes you to become instantly hostile. You cannot employ axes or fire in any form, and will not willingly associate with anyone who does so. You take double damage from fire. You smell of pine and grass.
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'''Call (Su):''' ''(Treant)''
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'''Call (Su):''' If called forth, the forest spirit emerges as a treant , 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 seven before disappearing.
====Mountain====
====Mountain====
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'''Nature's Sign (Su):''' Your features become rough and craggy, and you appear to be made of rough, unworked granite. Your feet become encased in what appear to be tiny mountains, and your hands lose their articulated fingers, seeming more like stone mitts. This makes fine motor control next to impossible, inflicting a -6 penalty on Dexterity checks related to fine motor coordination. You also are more lethargic and suffer a -2 penalty to Initiative checks.
'''Nature's Sign (Su):''' Your features become rough and craggy, and you appear to be made of rough, unworked granite. Your feet become encased in what appear to be tiny mountains, and your hands lose their articulated fingers, seeming more like stone mitts. This makes fine motor control next to impossible, inflicting a -6 penalty on Dexterity checks related to fine motor coordination. You also are more lethargic and suffer a -2 penalty to Initiative checks.
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'''Call:''' ''(Stone Giant)''
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'''Call:''' If called forth, the mountain spirit emerges as a delver, 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 seven before disappearing.
====Ocean====
====Ocean====
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'''Nature's Sign (Su):''' You are covered in thick, kelpy strands of seaweed and you are constantly sopping wet. You appear to be partially formed of water: you become semi-translucent, slightly amorphous, and gain the Water subtype. You are constantly surrounded by the smell of the sea which allows creatures with the scent ability to pinpoint you more easily. Powdery, dried salt covers your skin in small patches.
'''Nature's Sign (Su):''' You are covered in thick, kelpy strands of seaweed and you are constantly sopping wet. You appear to be partially formed of water: you become semi-translucent, slightly amorphous, and gain the Water subtype. You are constantly surrounded by the smell of the sea which allows creatures with the scent ability to pinpoint you more easily. Powdery, dried salt covers your skin in small patches.
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'''Call:''' ''(dire shark)''
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'''Call:''' If called forth, the ocean spirit emerges as a dire shark, 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 seven before disappearing.
====Plain====
====Plain====
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'''Nature's Sign (Su):''' Your eyes move to the sides of your head, like an antelope, and you grow two long, spiraling horns from the top of your head. Pack animals treat you as one of their own, but predatory creatures of the Animal and Magical Beast types with 1 or 2 Intelligence prefer you over all other targets.
'''Nature's Sign (Su):''' Your eyes move to the sides of your head, like an antelope, and you grow two long, spiraling horns from the top of your head. Pack animals treat you as one of their own, but predatory creatures of the Animal and Magical Beast types with 1 or 2 Intelligence prefer you over all other targets.
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'''Call:'''
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'''Call:''' If called forth, the plain spirit emerges as a hippogriff, 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 seven before disappearing.
====River====
====River====
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'''Nature's Sign (Su):''' The ground around your feet and within 10' of you is constantly moist. Rivers within a half-mile of your location rise a foot (or to their flood-tide level, whichever is lower). River creatures (such as otters and fish) find you comforting, and you are constantly surrounded by harmless gnats. In dry or arid climates, you take a -2 penalty to Strength and Charisma; in wet, humid, or rainy climates, you gain a +2 bonus to Strength and Charisma.
'''Nature's Sign (Su):''' The ground around your feet and within 10' of you is constantly moist. Rivers within a half-mile of your location rise a foot (or to their flood-tide level, whichever is lower). River creatures (such as otters and fish) find you comforting, and you are constantly surrounded by harmless gnats. In dry or arid climates, you take a -2 penalty to Strength and Charisma; in wet, humid, or rainy climates, you gain a +2 bonus to Strength and Charisma.
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'''Call:'''
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'''Call:''' If called forth, the river spirit emerges as a nixie, 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 seven before disappearing.
====Swamp====
====Swamp====
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'''Nature's Sign (Su):''' The odor emitted by your Stench of the Bog ability makes you much easier to pinpoint for a creature with the Scent ability: they may pinpoint you from up to 15' away. You leave a black, greasy sludge behind you when you walk: it has a similar scent and makes you much easier to track. The ground within 30' of you becomes slightly soggy, making squishing sounds when creatures walk upon it: this inflicts a -4 penalty to Stealth checks made within that area.  
'''Nature's Sign (Su):''' The odor emitted by your Stench of the Bog ability makes you much easier to pinpoint for a creature with the Scent ability: they may pinpoint you from up to 15' away. You leave a black, greasy sludge behind you when you walk: it has a similar scent and makes you much easier to track. The ground within 30' of you becomes slightly soggy, making squishing sounds when creatures walk upon it: this inflicts a -4 penalty to Stealth checks made within that area.  
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'''Call:'''
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'''Call:''' If called forth, the swamp spirit emerges as a giant crocodile, 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 seven before disappearing.
===5th===
===5th===

Revision as of 18:51, 17 August 2010

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