D20r:Druid

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(6th)
 
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{|border=1px
{|border=1px
!Level !!BAB !!Fort !!Ref !!Will !!Special !!<center>Maximum Spirit Level</center>
!Level !!BAB !!Fort !!Ref !!Will !!Special !!<center>Maximum Spirit Level</center>
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'''Prowess:''' A druid receives 4 prowess per level.
'''Prowess:''' A druid receives 4 prowess per level.
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'''Proficiencies:''' Druids are proficient with all simple weapons and with light and medium armor and shields (but not tower shields).
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'''Proficiencies:''' Druids are proficient with all simple weapons, with any other two weapon groups, and with light and medium armor and shields (but not tower shields).
'''Avatar of Nature (Su):''' Druids are sublime avatars of nature and can call spirits of natural power forth to grant them abilities.
'''Avatar of Nature (Su):''' Druids are sublime avatars of nature and can call spirits of natural power forth to grant them abilities.
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===1st===
===1st===
====Badger====
====Badger====
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'''Badger''' is in the demesne of Nelig, Mistress of the Wolves.
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'''Bearslayer:''' As a swift action, you can augment your damage based upon the difference in size between you and your opponent. For each size category your opponent is larger than you, add an additional 1d4 points of damage to melee damage you inflict to them this turn. This ability is usable at-will.
'''Bearslayer:''' As a swift action, you can augment your damage based upon the difference in size between you and your opponent. For each size category your opponent is larger than you, add an additional 1d4 points of damage to melee damage you inflict to them this turn. This ability is usable at-will.
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====Bat====
====Bat====
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'''Bat''' is inimical with Locust and is in the demesne of Shadow.
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'''Bat''' is inimical with Locust and is in the demesne of Shadow and Nelig, Mistress of the Wolves.
'''Blackout:''' As a swift action, you may create a 10' radius area of magical darkness within 30' called a blackout. You are capable of seeing in your own blackout, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. A blackout lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. Bats, druids that have Bat bound, and other creatures with an echolocation, blindsense, or blindsight ability can see normally in a blackout. This ability is usable at will.
'''Blackout:''' As a swift action, you may create a 10' radius area of magical darkness within 30' called a blackout. You are capable of seeing in your own blackout, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. A blackout lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. Bats, druids that have Bat bound, and other creatures with an echolocation, blindsense, or blindsight ability can see normally in a blackout. This ability is usable at will.
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====Hare====
====Hare====
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'''Hare''' is inimical with Wolf.
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'''Hare''' is inimical with Wolf, and is in the demesne of Nelig, Mistress of the Wolves.
'''Leap:''' As a swift action, you may make an Athletics check. For each five points on your Athletics check, you may move up to five feet horizontally, as if you were jumping.
'''Leap:''' As a swift action, you may make an Athletics check. For each five points on your Athletics check, you may move up to five feet horizontally, as if you were jumping.
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====Mole====
====Mole====
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'''Mole''' is inimical with flying spirits (Bat, Owl, Raven, and Hawk) and with air-based spirits (Air and Cyclone). Mole is within the same demesne as Earth, Mountain, and Earthquake.
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'''Mole''' is inimical with flying spirits (Bat, Owl, Raven, and Hawk) and with air-based spirits (Air and Cyclone). Mole is within the same demesne as Earth, Mountain, Earthquake, and Nelig, Mistress of the Wolves.
'''Dig:''' As a move action, you may burrow up to your land speed. If you end your movement underground, you must hold your breath or begin to suffocate.
'''Dig:''' As a move action, you may burrow up to your land speed. If you end your movement underground, you must hold your breath or begin to suffocate.
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====Otter====
====Otter====
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'''Otter''' is in the demesne of Water and Ocean.
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'''Otter''' is in the demesne of Water, Ocean, and Nelig, Mistress of the Wolves.
'''Swim:''' As a move action, you may swim up to your land speed.
'''Swim:''' As a move action, you may swim up to your land speed.
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====Owl====
====Owl====
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'''Owl''' is inimical with Mouse.
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'''Owl''' is inimical with Mouse and is in the demesne of Nelig, Mistress of the Wolves.
'''Talon Rake:''' As a standard action, you may make an attack with both of your talons. You may take a -4 penalty on this attack roll to add an additional 1d6 damage to the attack. You do not provoke attacks of opportunity when using your talon rake.
'''Talon Rake:''' As a standard action, you may make an attack with both of your talons. You may take a -4 penalty on this attack roll to add an additional 1d6 damage to the attack. You do not provoke attacks of opportunity when using your talon rake.
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====Raccoon====
====Raccoon====
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'''Raccoon''' is in the demesne of Nelig, Mistress of the Wolves.
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'''Bandit Mask:''' As a standard action, you may assume the likeness of any creature that shares both your current Size and your current Type. This is merely a change of appearance, not of physical form, so your retain your original racial stat adjustments and abilities. Treat this as a ''disguise self'' spell that does not affect your possessions and is not an illusion. This change lasts until you dismiss it (a free action), until you activate it again, or until you attack a creature (even if with a spell or ability). When using this ability to create a disguise, you gain a +10 circumstance bonus on Disguise checks. This ability is usable at will.
'''Bandit Mask:''' As a standard action, you may assume the likeness of any creature that shares both your current Size and your current Type. This is merely a change of appearance, not of physical form, so your retain your original racial stat adjustments and abilities. Treat this as a ''disguise self'' spell that does not affect your possessions and is not an illusion. This change lasts until you dismiss it (a free action), until you activate it again, or until you attack a creature (even if with a spell or ability). When using this ability to create a disguise, you gain a +10 circumstance bonus on Disguise checks. This ability is usable at will.
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====Raven====
====Raven====
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'''Raven''' is inimical with some earthen spirits (Earth and Earthquake).
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'''Raven''' is inimical with some earthen spirits (Earth and Earthquake) and is in the demesne of Nelig, Mistress of the Wolves.
'''Flit:''' As a move action, you may fly up to your land speed. You must end your movement on a solid surface or fall. While using this ability, you have Good maneuverability.
'''Flit:''' As a move action, you may fly up to your land speed. You must end your movement on a solid surface or fall. While using this ability, you have Good maneuverability.
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====Snake====
====Snake====
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'''Snake''' is inimical with Mouse.
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'''Snake''' is inimical with Mouse and is in the demesne of Nelig, Mistress of the Wolves.
'''Snake's Maw:''' You gain a bite attack. This is a natural attack that deals 1d6 damage. If you have no other natural attacks, it is your primary natural attack; otherwise, it is a secondary natural attack.
'''Snake's Maw:''' You gain a bite attack. This is a natural attack that deals 1d6 damage. If you have no other natural attacks, it is your primary natural attack; otherwise, it is a secondary natural attack.
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====Wolf====
====Wolf====
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'''Wolf''' is inimical with Hare, and is in the same demesne as Bear.
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'''Wolf''' is inimical with Hare, and is in is in the demesne of Bear and Nelig, Mistress of the Wolves.
'''Wolfpack Tactics:''' As a swift action, after successfully damaging an opponent with a bite attack, you may initiate a trip attempt. You gain a +4 racial bonus on this trip check, but it follows all other rules of tripping normally.
'''Wolfpack Tactics:''' As a swift action, after successfully damaging an opponent with a bite attack, you may initiate a trip attempt. You gain a +4 racial bonus on this trip check, but it follows all other rules of tripping normally.
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===2nd===
===2nd===
====Bear====
====Bear====
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'''Bear''' is in the demesne of Nelig, Mistress of the Wolves.
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'''Bear Hug:''' If you hit with both your claw attacks, you may attempt start a grapple as a swift action. If you succeed in passing your opponent's Grapple Defense, you may immediately attempt to pin them. If you succeed on pinning them, you may immediately deal your claw damage again.
'''Bear Hug:''' If you hit with both your claw attacks, you may attempt start a grapple as a swift action. If you succeed in passing your opponent's Grapple Defense, you may immediately attempt to pin them. If you succeed on pinning them, you may immediately deal your claw damage again.
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====Falcon====
====Falcon====
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'''Falcon''' is in the demesne of Nelig, Mistress of the Wolves.
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'''Pinon Throw:''' As a swift action, you may create a number of sharp, dagger-like feathers in your hands. You may create up to three per five points of Base Attack Bonus you possess. Treat these feathers as shuriken with an enhancement bonus equal to one-fifth your druid level. Whether or not they are thrown, the feathers disappear at the start of your next turn. You are automatically considered proficient with your feathers.
'''Pinon Throw:''' As a swift action, you may create a number of sharp, dagger-like feathers in your hands. You may create up to three per five points of Base Attack Bonus you possess. Treat these feathers as shuriken with an enhancement bonus equal to one-fifth your druid level. Whether or not they are thrown, the feathers disappear at the start of your next turn. You are automatically considered proficient with your feathers.
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====Fox====
====Fox====
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'''Fox''' is in the demesne of Nelig, Mistress of the Wolves.
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'''Camouflage:''' As a move action, if you are in any sort of natural terrain, you may make a Stealth check to hide, even if the terrain doesn't grant cover or concealment.  
'''Camouflage:''' As a move action, if you are in any sort of natural terrain, you may make a Stealth check to hide, even if the terrain doesn't grant cover or concealment.  
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====Mouse====
====Mouse====
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'''Mouse''' is inimical with Owl and Snake.
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'''Mouse''' is inimical with Owl and Snake, and is in the demesne of Nelig, Mistress of the Wolves.
'''Nimble Movement:''' As a move action, you may move up to your speed. You may move designate one opponent for each two spirits you have bound: you do not provoke attacks of opportunity from movement from those opponents during this move. Furthermore, you may move through squares occupied by the opponents have designated while using this ability without provoking attacks of opportunity.
'''Nimble Movement:''' As a move action, you may move up to your speed. You may move designate one opponent for each two spirits you have bound: you do not provoke attacks of opportunity from movement from those opponents during this move. Furthermore, you may move through squares occupied by the opponents have designated while using this ability without provoking attacks of opportunity.
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====Shark====
====Shark====
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'''Shark''' is in the demesne of Ocean.
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'''Shark''' is in the demesne of Ocean and Nelig, Mistress of the Wolves.
'''Blood in the Water:''' As a swift action, you gain blindsense 60' for one round, except that you can only sense creatures that have taken lethal damage within the past minute. If you are underwater, double this range. Creatures detected in this way do not have to actually possess blood as this ability is spiritual, rather than physical, in nature.
'''Blood in the Water:''' As a swift action, you gain blindsense 60' for one round, except that you can only sense creatures that have taken lethal damage within the past minute. If you are underwater, double this range. Creatures detected in this way do not have to actually possess blood as this ability is spiritual, rather than physical, in nature.
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====Tiger====
====Tiger====
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'''Tiger''' is in the demesne of Horjin, the Hunting Tiger, and Nelig, Mistress of the Wolves.
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'''Rend:''' If you strike an opponent with two or more natural attacks in a round, you may tear at their flesh, dealing extra damage. As a swift action, deal 2d4 plus twice your Strength bonus slashing damage to an opponent you have just struck with two or more natural attacks. If your claws possess an enhancement bonus, a special effect such as ''flaming'', overcome a particular kind of damage reduction, or any other effect, you may include that in your rend damage.
'''Rend:''' If you strike an opponent with two or more natural attacks in a round, you may tear at their flesh, dealing extra damage. As a swift action, deal 2d4 plus twice your Strength bonus slashing damage to an opponent you have just struck with two or more natural attacks. If your claws possess an enhancement bonus, a special effect such as ''flaming'', overcome a particular kind of damage reduction, or any other effect, you may include that in your rend damage.
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===3rd===
===3rd===
====Air====
====Air====
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'''Air''' is in the demesne of Cyclone and is inimical with Earth and Earthquake.
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'''Air''' is in the demesne of Cyclone and Malarbor, Master of the Elements, and is inimical with Earth and Earthquake.
'''Buffeting Blast:''' As a standard action, you can breathe a line of forceful wind. This is a 60' line: creatures caught in the blast take 1d6 points of bludgeoning damage per two druid levels and are bull-rushed to the closest area outside of the line's effects. The blast bull-rushes with an effective bonus equal to half your druid level plus your Constitution modifier. A successful Reflex save halves the damage and negates the bull-rush effect
'''Buffeting Blast:''' As a standard action, you can breathe a line of forceful wind. This is a 60' line: creatures caught in the blast take 1d6 points of bludgeoning damage per two druid levels and are bull-rushed to the closest area outside of the line's effects. The blast bull-rushes with an effective bonus equal to half your druid level plus your Constitution modifier. A successful Reflex save halves the damage and negates the bull-rush effect
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====Earth====
====Earth====
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'''Earth''' is in the demesne of Earthquake and Mountain, and is inimical with Air and Cyclone.
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'''Earth''' is in the demesne of Earthquake, Mountain, and Malarbor, Master of the Elements, and is inimical with Air and Cyclone.
'''Earth Spike:''' As a standard action, you can cause a stalagmite to burst from the earth within 30'. It deals 1d6 points of piercing damage per two druid levels and renders the struck creature to be unable to move from its current square. A successful Reflex save halves the damage and negates the immobilizing effect.
'''Earth Spike:''' As a standard action, you can cause a stalagmite to burst from the earth within 30'. It deals 1d6 points of piercing damage per two druid levels and renders the struck creature to be unable to move from its current square. A successful Reflex save halves the damage and negates the immobilizing effect.
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====Fire====
====Fire====
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'''Fire is in the demesne of Volcano and is inimical with Water.
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'''Fire is in the demesne of Volcano and Malarbor, Master of the Elements, and is inimical with Water.
'''Fire Breath:''' As a standard action, you may breathe a 30' cone of fire. This breath weapon deals 1d6 points of fire damage per two druid levels and offers a Reflex save for half damage.
'''Fire Breath:''' As a standard action, you may breathe a 30' cone of fire. This breath weapon deals 1d6 points of fire damage per two druid levels and offers a Reflex save for half damage.
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====Water====
====Water====
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'''Water''' is in the demesne of Thunderstorm, Ocean, and River, and is inimical with Fire, Desert, and Volcano.
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'''Water''' is in the demesne of Thunderstorm, Ocean, River, and Malarbor, Master of the Elements, and is inimical with Fire, Desert, and Volcano.
'''Quench:''' As a standard action, you may extinguish all nonmagical fires within 30' and attempt to dispel any ongoing fire spells in the same area. To dispel a fire spell, you must succeed on a dispel check (1d20 + your druid level) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
'''Quench:''' As a standard action, you may extinguish all nonmagical fires within 30' and attempt to dispel any ongoing fire spells in the same area. To dispel a fire spell, you must succeed on a dispel check (1d20 + your druid level) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Current revision as of 22:30, 17 August 2010

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