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== Base info ==
 
== Base info ==
  
:'''Half-Elf Druid''' 6 / '''[http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness-seeker Brightness Seeker]''' 5
+
:'''Half-Elf Druid''' 5
 
:'''N Medium humanoid''' (elf, human)
 
:'''N Medium humanoid''' (elf, human)
 
:'''Init''' +2 (+2 Dex)
 
:'''Init''' +2 (+2 Dex)
Строка 8: Строка 8:
 
=== Defense ===
 
=== Defense ===
  
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)
+
:'''AC''' 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
:'''hp''' 67 (11d8+11); acid resistance 10 ([[#Earth Domain]])
+
:'''hp''' 31 (5d8+5)
:'''Fort''' +10 (+1 Con, +5 Druid, +3 Seeker, +1 equip)
+
:'''Fort''' +6 (+1 Con, +4 Druid, +1 equip)
:'''Ref''' +9 (+2 Dex, +2 feat, +2 Druid, +1 equip, +2 Seeker)
+
:'''Ref''' +6 (+2 Dex, +2 feat, +1 Druid, +1 equip)
:'''Will''' +15 (+4 Wis, +5 Druid, +3 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear
+
:'''Will''' +9 (+4 Wis, +4 Druid, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects
  
 
=== Offense ===
 
=== Offense ===
  
 
:'''Speed''' 20 ft. (due to armor; 30 ft base)
 
:'''Speed''' 20 ft. (due to armor; 30 ft base)
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)
+
:'''Melee''' quarterstaff +2 (1d6–1) or sickle +2 (1d6–1)
:'''Ranged''' mwk sling +9 (1d4–1)
+
:'''Ranged''' mwk sling +6 (1d4–1)
:'''Special Attacks''' [[#Wild Shape]] 5/day
+
:'''Special Attacks''' [[#Wild Shape]] 1/day
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
+
:'''Domain Spell-Like Abilities''' (CL 5th; concentration +9)
 
: 7/day — acid dart (from [[#Earth domain]]).
 
: 7/day — acid dart (from [[#Earth domain]]).
  
'''Druid [[#Spells]] Prepared''' (CL 6th; concentration +10)
+
'''Druid [[#Spells]] Prepared''' (CL 5th; concentration +9)
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D
+
:'''3rd''': [[#Spike Growth]] (2, DC 17), [[#Stone Shape]] D
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D
+
:'''2nd''': [[#Barkskin]], [[#Bear's Endurance]], [[#Soften Earth and Stone]] D, [[#Summon Swarm]]
:'''1st''': [[#Cure Light Wounds]], [[#Obscuring Mist]], [[#Faery Fire]], [[#Speak with Animals]], [[#Magic Stone]] D
+
:'''1st''': [[#Cure Light Wounds]], [[#Magic Stone]] D, [[#Obscuring Mist]], [[#Shillelagh]], [[#Speak with Animals]]
 
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]
 
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]
 
:''D'': Domain spell; [[#Earth domain]]
 
:''D'': Domain spell; [[#Earth domain]]
Строка 32: Строка 32:
 
=== Statistics ===
 
=== Statistics ===
  
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 8, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
:'''Base Atk''' +7 (+4 Druid +3 Seeker); '''CMB''' +6 (+7 BAB, -1 Str); '''CMD''' 18 (10 +7 BAB, -1 Str, +2 Dex)
+
:'''Base Atk''' +3; '''CMB''' +2 (+3 BAB, -1 Str); '''CMD''' 15 (10 +3 BAB, -1 Str, +2 Dex)
  
 
'''Feats'''
 
'''Feats'''
* 1st: ''Dodge'': +1 dodge to AC
+
* ''Dodge'': +1 dodge to AC
* 3rd: ''Lightning Reflexes'': +2 to Ref
+
* ''Lightning Reflexes'': +2 to Ref
* 5th: ''Natural Spell'': Allows to cast spells while wild shaped
+
* ''Natural Spell'': Allows to cast spells while wild shaped
* 7th: ''Skill Focus'' (Survival): +3 bonus to skill
+
* ''Skill Focus'' (Survival): +3 bonus to skill
* 9th: ''Iron Will'': Will save +2
 
  
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker
+
'''Skills'''
* Climb +3 (1 rank, -1 Str, +3 default)
+
* Climb +1 (-1 Str)
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)
+
* Fly +4 (+2 Dex)
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)
+
* Handle Animal +6 (+0 Cha)
* Handle Animal +6 (3 rank, +3 default, +0 Cha)
+
* Heal +10 (+4 Wis)
* Heal +10 (3 ranks, +3 default, +4 Wis)
+
* Knowledge (dungeoneering) +6 (+1 Int)
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
+
* Knowledge (nature) +11 (+1 Int +2 nature sense)
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)
+
* Perception +11 (+4 Wis)
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)
+
* Spellcraft +7 (+1 Int)
* Knowledge (the planes) +6 (5 ranks, +1 Int)
+
* Survival +15 (+4 Wis, +3 feat, +2 nature sense)
* Perception +11 (4 ranks, +3 default, +4 Wis)
 
* Spellcraft +7 (3 ranks, +3 default, +1 Int)
 
* Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)
 
  
 
'''Languages''' Common, Druidic, Elven, Undercommon, Skald
 
'''Languages''' Common, Druidic, Elven, Undercommon, Skald
Строка 61: Строка 57:
 
* Elf blood: Counts as elf for purpose of effects working on elves.
 
* Elf blood: Counts as elf for purpose of effects working on elves.
 
* Nature bond ([[#Earth domain]])
 
* Nature bond ([[#Earth domain]])
* [[#Nature sense]]: +2 to Know (nature) and Survival.
+
* Nature sense: +2 to Know (nature) and Survival.
* [[#Trackless Step]]: leaves no trail in natural surroundings and cannot be tracked.
+
* Trackless step: leaves no trail in natural surroundings and cannot be tracked.
* [[#Wild Empathy]] +6 (Druid level + Cha mod)
+
* [[#Wild Empathy]] +5 (Druid level + Cha mod)
* [[#Woodland Stride]]: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
+
* Woodland stride: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
* [[#Discover Omen]]: Meditate to grant insight bonus (+1).
 
* [[#Favored Pilgrim]]: Improves elves' attitude.
 
* [[#Tranquility]]: +10 to saves vs. fear
 
  
 
'''Combat Gear''':
 
'''Combat Gear''':
* Wand of [[#Cure Light Wounds]] (47 charges)
+
* Wand of cure light wounds (50 charges)
* Potions of Cure Medium Woulds x2
+
* Alchemist's fire (3)
* Potion of Levitate
 
* [[#Alchemist's Fire]] (3)
 
* Ring of Protection +1
 
  
 
'''Other Gear'''
 
'''Other Gear'''
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* Holly and mistletoe: used as divine focus
 
* Holly and mistletoe: used as divine focus
 
* Silk rope (50 ft.)
 
* Silk rope (50 ft.)
* Spell component pouc
+
* Spell component pouch
 
* 91 gp
 
* 91 gp
  
 
== Reference ==
 
== Reference ==
 
+
=== Earth Domain ===
=== Druid ===
 
Alignment: Any neutral
 
 
 
Hit Die: d8
 
 
 
==== Class Skills ====
 
 
 
The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
 
 
 
Skill Ranks Per Level: 4 + Int modifier.
 
 
 
==== Levels ====
 
{| class="standard"
 
!  rowspan=2 | Lvl
 
! rowspan=2 | BAB
 
! rowspan=2 | Fort
 
! rowspan=2 | Ref
 
! rowspan=2 | Will
 
! rowspan=2 | Special
 
! colspan=10 | Spells Per Day
 
|-
 
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
 
|-
 
! 1st
 
| +0 || +2 || +0 || +2 || Nature bond ([[#Earth Domain]]), [[#Nature Sense]], [[#Orisons]], [[#Wild Empathy]]
 
| 3 || 1 || — ||  — || — || — || — || — || — || —
 
|-
 
! 2nd
 
| +1 || +3 || +0 || +3 || [[#Woodland Stride]]
 
|4  || 2 || — || — || — || — || — || — || — || —
 
|-
 
! 3rd
 
| +2 || +3 || +1 || +3 || #Trackless Step]]
 
| 4 || 2 || 1 || — || — || — || — || — || — || —
 
|-
 
! 4th
 
| +3 || +4 || +1 || +4 || [[#Resist Nature's Lure]], [[#Wild Shape]] (1/day)
 
| 4 || 3 || 2 || — || — || — || — || — || — || —
 
|-
 
! 5th
 
| +3 || +4 || +1 || +4
 
| 4 || 3 || 2 || 1 || — || — || — || — || — || —
 
|-
 
! 6th
 
| +4 || +5 || +2 || +5 || Wild shape (2/day)
 
| 4 || 3 || 3 || 2 || — || — || — || — || — || —
 
|}
 
 
 
==== Earth Domain ====
 
 
;Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
 
;Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
  
Строка 148: Строка 89:
  
 
Domain Spells:
 
Domain Spells:
# [[#Magic Stone]]
+
# Magic stone
# [[#Soften Earth and Stone]]
+
# Soften earth and stone
# [[#Stone Shape]]
+
# Stone shape
 
# Spike stones
 
# Spike stones
 
# Wall of stone
 
# Wall of stone
Строка 158: Строка 99:
 
# Elemental swarm (earth spell only)
 
# Elemental swarm (earth spell only)
  
==== Wild Empathy ====
+
=== Wild Empathy ===
 
Wild Empathy (Ex)
 
Wild Empathy (Ex)
  
Строка 169: Строка 110:
 
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
 
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
  
===== Diplomacy =====
+
==== Diplomacy ====
 
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.
 
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.
  
Строка 213: Строка 154:
 
Additional requests +5 per request
 
Additional requests +5 per request
  
==== Nature Sense ====
+
=== Druid ===
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
+
Alignment: Any neutral
  
==== Woodland Stride ====
 
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
 
 
==== Trackless Step ====
 
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
 
 
==== Resist Nature's Lure =====
 
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
 
 
=== Brightness Seeker ===
 
 
Hit Die: d8
 
Hit Die: d8
 
To qualify to become a Brightness Seeker, a character must fulfill all of the following criteria:
 
* Feat: Iron Will
 
* Race: Elf
 
* Skills: Perception 1 rank, Survival 1 rank, Knowledge (nature) 1 rank and Knowledge (religion) 5 ranks (or vice versa).
 
  
 
==== Class Skills ====
 
==== Class Skills ====
  
The Brightness Seeker's class skills (and the key ability for each) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
+
The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
  
Skill Points at Each Level: 4 + Int modifier.
+
Skill Ranks Per Level: 4 + Int modifier.
  
 
==== Levels ====
 
==== Levels ====
 
{| class="standard"
 
{| class="standard"
!  Lvl
+
rowspan=2 | Lvl
! BAB
+
! rowspan=2 | BAB
! Fort  
+
! rowspan=2 | Fort  
! Ref  
+
! rowspan=2 | Ref  
! Will
+
! rowspan=2 | Will
! Special
+
! rowspan=2 | Special
 +
! colspan=10 | Spells Per Day
 +
|-
 +
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
 
|-
 
|-
 
! 1st  
 
! 1st  
| +0 || +1 || +0 || +1 || [[#Discover Omen]], [[#Favored Pilgrim]]
+
| +0 || +2 || +0 || +2 || Nature bond, nature sense, orisons, wild empathy
 +
| 3 || 1 || — ||  — || — || — || — || — || — || —
 
|-
 
|-
 
! 2nd  
 
! 2nd  
| +1 || +1 || +1 || +1 || [[#Channel Past Incarnation]], [[#Tranquility]]
+
| +1 || +3 || +0 || +3 || Woodland stride
 +
|4  || 2 || — || — || — || — || — || — || — || —
 
|-
 
|-
! 3nd
+
! 3rd
| +2 || +2 || +1 || +2 || [[#Common ground]], wild shape 1/day
+
| +2 || +3 || +1 || +3 || Trackless step
 +
| 4 || 2 || 1 || — || — || — || — || — || — || —
 
|-
 
|-
! 4nd
+
! 4th
| +3 || +2 || +1 || +2 || [[#One with nature]], [[#tranquility aura]]
+
| +3 || +4 || +1 || +4 || Resist nature's lure, wild shape (1/day)
 +
| 4 || 3 || 2 || — || — || — || — || — || — || —
 
|-
 
|-
! 5nd
+
! 5th
| +3 || +3 || +2 || +3 || [[#Rebirth]], wild shape 2/day
+
| +3 || +4 || +1 || +4
 +
| 4 || 3 || 2 || 1 || — || — || — || — || — || —
 +
|-
 +
! 6th
 +
| +4 || +5 || +2 || +5 || Wild shape (2/day)
 +
| 4 || 3 || 3 || 2 || — || — || — || — || — || —
 
|}
 
|}
 
 
==== Discover Omen ====
 
;Discover Omen (Su)
 
 
All Brightness Seekers know how to interpret the omens the natural world presents to them in order to discover lucky or unlucky actions for themselves and others. Once per day per class level, a Brightness Seeker may attempt to forecast the future of herself or a creature within 30 ft.
 
 
Searching for an omen takes 1 hour of uninterrupted meditation; the Brightness Seeker rolls 1d20 and adds her class level and Charisma modifier to determine the omen check result. She may add a +3 to her roll if she knows the target’s birthday and birth month, the target’s true name or birth name, or his city of birth (or similarly specific geographic area); these bonuses stack if she knows more than one of these things. If the check result is 20 or higher, she learns an omen regarding that creature’s next 24 hours. She may perform multiple forecasts for the same creature if the initial check fails to reveal an omen, but once she achieves a result, she cannot forecast for that creature again until a day has passed.
 
 
A creature who knows his omen may utilize a one-time insight bonus equal to the Brightness Seeker’s class level. This bonus may be used on any single attack roll, ability check, skill check, or saving throw made by the creature. Alternatively, he can apply the insight bonus to his AC against a single attack targeting them (even if flat-footed). Activating the effect doesn’t take an action; the character can even activate the bonus on another creature’s turn if needed. The character must choose to use this bonus before making the roll it is to modify. Once used, the effect of the omen ends.
 
 
==== Favored Pilgrim ====
 
;Favored Pilgrim (Ex)
 
 
Most elves revere Brightness Seekers, and will often do whatever they can to help them complete their personal journeys through their current incarnations. Elves who believe in the Brightness who normally would have an initial attitude of hostile, unfriendly, or indifferent toward the character instead start as one step closer to friendly when dealing with the character.
 
 
 
==== Channel Past Incarnation ====
 
;Channel Past Incarnation (Su)
 
 
At 2nd level, Brightness Seekers establish a mystical connection with their previous lives spent as simple creatures of the forest or field. Once per day, a Brightness Seeker may spend 1 hour meditating to manifest one of the special qualities detailed below. This special quality remains for 1 day or until the Brightness Seeker changes form or dismisses it.
 
 
* Bite and claws (1d6 points of damage each)
 
* [[#Blindsense]] 30 ft. (sound-based, like a bat)
 
* [[#Darkvision]] 60 ft.
 
* [[#Scent]]
 
* Temperature-adapted (as [[#Endure Elements]])
 
* Thick hide (+3 natural armor bonus to AC)
 
* Waterborn ([[#Swim]] speed 40 ft., can breathe water and air)
 
* Wings (average maneuverability, [[#Fly]] speed 40 ft.)
 
 
==== Tranquility ====
 
;Tranquility (Ex)
 
 
At 2nd level, Brightness Seekers awaken memories of their past incarnations and realize that even death is merely a threshold to another existence rather than something to be feared. They gain a +10 resistance bonus on saves against fear effects.
 
  
 
=== Spells ===
 
=== Spells ===
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This spell does not function underwater.
 
This spell does not function underwater.
  
==== Faery Fire ====
+
==== Shillelagh ====
 
<poem>
 
<poem>
School evocation [light]; Level druid 1; Domain light 1
+
School transmutation; Level druid 1
 
Casting Time 1 standard action
 
Casting Time 1 standard action
 
Components V, S, DF
 
Components V, S, DF
Range long (400 ft. + 40 ft./level)
+
Range touch
Area creatures and objects within a 5-ft.-radius burst
+
Target one touched non-magical oak club or quarterstaff
Duration 1 min./level (D)
+
Duration 1 min./level
Saving Throw none; Spell Resistance yes
+
Saving Throw Will negates (object); Spell Resistance yes (object)
 
</poem>
 
</poem>
  
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as [[#Candle|candles]]. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.
+
Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
 
 
The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
 
 
 
===== Candle =====
 
A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light).
 
  
 
==== Speak with Animals ====
 
==== Speak with Animals ====
Строка 542: Строка 440:
  
 
==== Summon Nature's Ally ====
 
==== Summon Nature's Ally ====
===== Summon Nature's Ally I =====
 
<poem>
 
School conjuration (summoning); Level druid 1, ranger 1
 
Casting Time 1 round
 
Components V, S, DF
 
Range close (25 ft. + 5 ft./2 levels)
 
Effect one summoned creature
 
Duration 1 round/level (D)
 
Saving Throw none; Spell Resistance no
 
</poem>
 
 
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
 
 
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
 
 
The spell conjures one of the creatures from the 1st Level list on Table: Nature's Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
 
 
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
 
 
===== Summon Nature's Ally II =====
 
School conjuration (summoning); Level druid 2, ranger 2
 
 
This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
 
{{-}}
 
 
===== Summon Nature's Ally III =====
 
 
School conjuration (summoning); Level druid 3, ranger 3
 
 
This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
 
 
===== Tables =====
 
<table><tr><td valign=top>
 
{| class="standard"
 
! 1st Level !! Subtype
 
|-
 
| Dire rat || —
 
|-
 
| Dog || —
 
|-
 
| Dolphin || —
 
|-
 
| Eagle || —
 
|-
 
| Giant centipede || —
 
|-
 
| Fire beetle || —
 
|-
 
| Mite (gremlin) || —
 
|-
 
| Poisonous frog || —
 
|-
 
| Pony (horse) || —
 
|-
 
| Stirge || —
 
|-
 
| Viper (snake) || —
 
|}
 
</td><td valign=top>
 
{| class="standard"
 
! 2nd Level !! Subtype
 
|-
 
| Ant, giant (worker) || —
 
|-
 
| Elemental (small) || Elemental
 
|-
 
| Giant frog || —
 
|-
 
| Giant spider || —
 
|-
 
| Goblin dog || —
 
|-
 
| Horse || —
 
|-
 
| Hyena || —
 
|-
 
| Octopus || —
 
|-
 
| Squid || —
 
|-
 
| Wolf || —
 
|}
 
</td><td valign=top>
 
{| class="standard"
 
! 3rd Level !! Subtype
 
|-
 
| Ant, giant (soldier) || —
 
|-
 
| Ape || —
 
|-
 
| Aurochs (herd animal) || —
 
|-
 
| Boar || —
 
|-
 
| Cheetah || —
 
|-
 
| Constrictor snake || —
 
|-
 
| Crocodile || —
 
|-
 
| Dire bat || —
 
|-
 
| Electric eel || —
 
|-
 
| Giant Crab || —
 
|-
 
| Leopard (cat) || —
 
|-
 
| Monitor lizard || —
 
|-
 
| Shark || —
 
|-
 
| Wolverine || —
 
|}
 
</td></tr></table>
 
  
 
==== Beast Shape I ====
 
==== Beast Shape I ====
Строка 701: Строка 484:
 
:[[#Fire Elemental]]: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability.
 
:[[#Fire Elemental]]: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability.
 
:[[#Water Elemental]]: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water.
 
:[[#Water Elemental]]: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water.
 
==== Endure Elements ====
 
<poem>
 
School abjuration; Level alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1; Domain sun 1
 
Casting Time 1 standard action
 
Components V, S
 
Range touch
 
Target creature touched
 
Duration 24 hours
 
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
 
</poem>
 
 
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.
 
 
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
 
  
 
=== Wild Shape ===
 
=== Wild Shape ===
Строка 727: Строка 495:
  
 
==== Air Elemental ====
 
==== Air Elemental ====
:'''N Small humanoid''' (elf, human)
 
:'''Init''' +3 (+3 Dex)
 
:'''Senses''' darkvision 60 ft.
 
:'''AC''' 18, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)
 
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
 
 
:'''Speed''' [[#Fly]] 60 ft. (perfect)
 
:'''Melee''' slam +5 (1d4-1)
 
:'''Special Attacks''' [[#Whirlwind]]
 
 
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)
 
 
===== Whirlwind =====
 
DC 13 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top
 
 
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
 
 
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.
 
 
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
 
 
A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.
 
 
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space.
 
 
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
 
 
 
==== Fire Elemental ====
 
==== Fire Elemental ====
:'''N Small humanoid''' (elf, human)
 
:'''Init''' +3 (+3 Dex)
 
:'''Senses''' darkvision 60 ft.
 
:'''AC''' 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)
 
:Resist fire 20, vulner. to cold (+50% dmg)
 
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
 
 
:'''Speed''' 50 ft.
 
:'''Melee''' slam +5 (1d4-1 + [[#Burn]] [1d4, DC 14])
 
 
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)
 
 
===== Burn =====
 
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature’s racial HD + the attacking creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster’s burn attack and must make a Reflex save to avoid catching on fire.
 
 
 
==== Earth Elemental ====
 
==== Earth Elemental ====
:'''N Small humanoid''' (elf, human)
 
:'''Senses''' darkvision 60 ft.
 
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)
 
 
:'''Speed''' 20 ft., burrow 20 ft.
 
:'''Melee''' slam +7 (1d6+1)
 
 
:'''Str''' 13 (+4 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Base Atk''' +5; '''CMB''' +5 (+5 BAB, +1 Str, -1 size); '''CMD''' 17 (10 +5 BAB, +1 Str, +2 Dex, -1 size)
 
 
===== Earth Glide =====
 
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
 
 
 
==== Water Elemental ====
 
==== Water Elemental ====
:'''N Small humanoid''' (elf, human)
 
:'''Senses''' darkvision 60 ft.
 
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)
 
:'''hp''' 55 (8d8+16); acid resistance 10 ([[#Earth Domain]])
 
:After changing back, Character loses 8 hp gained from higher Con.
 
 
:'''Speed''' 20 ft., swim 60 ft. (breathes water)
 
:'''Melee''' slam +5 (1d4-1)
 
 
:'''Fort''' +9 (+2 Con, +5 Druid, +1 equip, +1 Seeker)
 
 
:'''Str''' 9, '''Dex''' 14, '''Con''' 15 (+2 size), '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +5 BAB, -1 Str, +2 Dex, -1 size)
 
 
===== Vortex =====
 
DC 14 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top
 
 
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the [[#Whirlwind]] special attack, but can only form underwater and cannot leave the water.
 
 
 
==== Deinonychus ====
 
==== Deinonychus ====
:'''Senses''' low-light vision, [[#Scent]].
 
:'''AC''' 15, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 NA, +1 Ring)
 
:'''Speed''' 60 ft.
 
:'''Melee''' 2 talons +5 (1d8), bite +5 (1d6), foreclaws +0 (1d4)
 
:'''Special Attacks''': pounce (full attack after charge)
 
:'''Str''' 11 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''CMB''' +5 (+5 BAB); '''CMD''' 17 (10 +5 BAB, +2 Dex)
 
 
:'''Skills''':
 
:Jump +12 (+0 Str +12 racial)
 
 
 
==== Cave Bear ====
 
==== Cave Bear ====
:'''N Large humanoid''' (elf, human)
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Init''': +1
 
:'''AC''' 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size +1 Ring)
 
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
 
 
:'''Speed''' 40 ft.
 
:'''Melee''' 2 claws +5 (1d6+1 plus [[#Grab]]), bite +5 (1d8+1)
 
:'''Space/Reach''': 10 ft./ 5 ft.
 
 
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Base Atk''' +5; '''CMB''' +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; '''CMD''' 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)
 
 
:'''Skills''':
 
:Jump +5 (+1 Str +4 racial)
 
:Stealth -3 (-4 size, +1 Dex)
 
 
 
==== Dire Tiger ====
 
==== Dire Tiger ====
:'''N Large humanoid''' (elf, human)
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Init''': +1
 
:'''AC''' 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size)
 
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip +1 Seeker)
 
 
:'''Speed''' 40 ft.
 
:'''Melee''' 2 claws +5 (2d4+1 plus [[#Grab]]), bite +5 (2d6+1/19–20 plus [[#Grab]])
 
:'''Special Attacks''': pounce (full attack after charge), rake (2 claws +7, 2d4+1)
 
:'''Space/Reach''': 10 ft./ 5 ft.
 
 
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Base Atk''' +5; '''CMB''' +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; '''CMD''' 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)
 
 
:'''Skills''':
 
:Jump +5 (+1 Str +4 racial)
 
:Stealth -3 (-4 size, +1 Dex), +1 in tall grass
 
 
=== Special Abilities ===
 
 
==== Scent ====
 
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
 
 
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
 
 
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
 
 
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
 
 
==== Grab ====
 
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a [[#Grapple]] as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.
 
 
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
 
 
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
 
 
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
 
 
==== Grapple ====
 
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
 
 
;Move
 
 
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
 
 
;Damage
 
 
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
 
 
;Pin
 
 
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
 
Tie Up
 
 
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
 
 
;If You Are Grappled
 
 
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
 
 
;Multiple Creatures
 
 
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
 
 
;grappled condition
 
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
 
 
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
 
 
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
 
 
;pinned condition
 
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
 
 
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
 
 
==== Jump ====
 
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
 
 
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
 
 
Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
 
 
==== Fly ====
 
; Fly (Dex; Armor Check Penalty)
 
 
You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.
 
Requirement
 
 
You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
 
 
{| class="standard"
 
|+ Table: Flying Maneuver DCs
 
|-
 
! Flying Maneuver !! Fly DC
 
|-
 
Move less than half speed and remain flying || 10
 
|-
 
| Hover || 15
 
|-
 
| Turn greater than 45° by spending 5 feet of movement || 15
 
|-
 
| Turn 180° by spending 10 feet of movement || 20
 
|-
 
| Fly up at a greater than 45° angle1 || 20
 
|}
 
 
{| class="standard"
 
|+ Table: Wind Effects on Flying
 
|-
 
! Wind Force !! Wind Speed !! Checked Size !! Blown Away Size !! Fly Penalty
 
|-
 
| Light || 0–10 mph || — || — || —
 
|-
 
| Moderate || 11–20 mph || — || — || —
 
|-
 
| Strong || 21–30 mph || Tiny || — || –2
 
|-
 
| Severe || 31–50 mph || Small || Tiny || –4
 
|-
 
| Windstorm || 51–74 mph || Medium || Small || –8
 
|-
 
| Hurricane || 75–174 mph || Large || Medium || –12
 
|-
 
| Tornado || 175+ mph || Huge || Large || –16
 
|}
 
 
=====Attacked While Flying=====
 
 
You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.
 
 
=====Collision While Flying=====
 
 
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.
 
Avoid Falling Damage
 
 
If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.
 
 
===== High Wind Speeds=====
 
 
Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table.
 
 
“Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists.
 
 
“Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.
 
 
;Action
 
None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
 
 
;Try Again
 
Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage.
 
 
===== Fly Speed =====
 
Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:
 
 
:Clumsy –8
 
:Poor –4
 
:Average +0
 
:Good +4
 
:Perfect +8
 
 
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.
 
 
===== Size =====
 
A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:
 
 
:Fine +8
 
:Diminutive +6
 
:Tiny +4
 
:Small +2
 
:Large –2
 
:Huge –4
 
:Gargantuan –6
 
:Colossal –8
 
 
==== Low-light Vision ====
 
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
 
 
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
 
 
==== Darkvision ====
 
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
 
 
==== Blindsense ====
 
Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
 
 
==== Swim ====
 
A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
 
===== Swim skill =====
 
You know how to swim and can do so even in stormy water.
 
 
'''Check'''
 
 
Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.
 
{| class="standard"
 
|+ Table: Swim Skill DCs
 
|-
 
! Water !! Swim DC
 
|-
 
| Calm water || 10
 
|-
 
| Rough water || 15
 
|-
 
| Stormy water || 20*
 
|}
 
* You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.
 
 
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.
 
 
Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
 
Action
 
 
A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.
 
 
'''Special''''
 
 
* '''Swim Speed''': A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
 
* '''Feats''': If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.
 
* '''Size''': The rules for familiars say "Small animals like these use Dexterity to modify Climb and Swim checks." Note however, that not all familiars are size Small. For example, bats are size Diminutive and cats are size Tiny. Therefore our guess is that the sentence, "Small animals like these..." isn't referring specifically to size "Small" but instead to creatures size Tiny or smaller (note though that not even all creatures size Tiny or smaller appear to have this applied to their skills.)
 
 
=== Gear ===
 
==== Alchemist Fire ====
 
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
 
 
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
 
 
===== Using Splash Weapons =====
 
 
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
 
 
;You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
 
;You Miss: First, roll 1d8 to determine the misdirection of the throw.
 
* 1 - Falls short (straight line towards the thrower.)
 
* 2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
 
 
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
 
 
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
 

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