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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''' 6
 
:'''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''' 35 (6d8+6); acid resistance 10 ([[#Earth Domain]])
:'''Fort''' +10 (+1 Con, +5 Druid, +3 Seeker, +1 equip)
+
:'''Fort''' +7 (+1 Con, +5 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''' +10 (+4 Wis, +5 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 +3 (1d6–1) or sickle +3 (1d6–1)
:'''Ranged''' mwk sling +9 (1d4–1)
+
:'''Ranged''' mwk sling +7 (1d4–1)
:'''Special Attacks''' [[#Wild Shape]] 5/day
+
:'''Special Attacks''' [[#Wild Shape]] 2/day
 
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
 
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
 
: 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 6th; concentration +10)
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D
+
:'''3rd''': [[#Spike Growth]] (x2, DC 17), [[#Stone Shape]] D, +1
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D
+
:'''2nd''': [[#Barkskin]] x2, [[#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''' +4; '''CMB''' +3 (+4 BAB, -1 Str); '''CMD''' 15 (10 +4 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''' (4 +1 Int +1 fav. class) x6
 
* Climb +3 (1 rank, -1 Str, +3 default)
 
* Climb +3 (1 rank, -1 Str, +3 default)
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)
+
* Fly +6 (1 rank, +2 Dex, +3 default)
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)
 
 
* Handle Animal +6 (3 rank, +3 default, +0 Cha)
 
* Handle Animal +6 (3 rank, +3 default, +0 Cha)
 
* Heal +10 (3 ranks, +3 default, +4 Wis)
 
* Heal +10 (3 ranks, +3 default, +4 Wis)
 
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
 
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)
+
* Knowledge (nature) +11 (5 ranks, +3 default, +1 Int, +2 nature sense)
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)
+
* Knowledge (religion) +5 (4 rank, +1 Int)
* Knowledge (the planes) +6 (5 ranks, +1 Int)
+
* Knowledge (the planes) +5 (4 rank, +1 Int)
 
* Perception +11 (4 ranks, +3 default, +4 Wis)
 
* Perception +11 (4 ranks, +3 default, +4 Wis)
 
* Spellcraft +7 (3 ranks, +3 default, +1 Int)
 
* Spellcraft +7 (3 ranks, +3 default, +1 Int)
Строка 61: Строка 59:
 
* 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]] +6 (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
 
* Potion of Levitate
 
 
* [[#Alchemist's Fire]] (3)
 
* [[#Alchemist's Fire]] (3)
* Ring of Protection +1
 
  
 
'''Other Gear'''
 
'''Other Gear'''
Строка 87: Строка 79:
 
* 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 91:
  
 
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 101:
 
# Elemental swarm (earth spell only)
 
# Elemental swarm (earth spell only)
  
==== Wild Empathy ====
+
=== Wild Empathy ===
 
Wild Empathy (Ex)
 
Wild Empathy (Ex)
  
Строка 169: Строка 112:
 
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 156:
 
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 701: Строка 601:
 
:[[#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 730: Строка 615:
 
:'''Init''' +3 (+3 Dex)
 
:'''Init''' +3 (+3 Dex)
 
:'''Senses''' darkvision 60 ft.
 
:'''Senses''' darkvision 60 ft.
:'''AC''' 18, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)
+
:'''AC''' 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size)
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
+
:'''Ref''' +8 (+3 Dex, +3 feat, +1 Druid, +1 equip)
  
:'''Speed''' [[#Fly]] 60 ft. (perfect)
+
:'''Speed''' fly 60 ft. (perfect)
:'''Melee''' slam +5 (1d4-1)
+
:'''Melee''' slam +4 (1d4-1)
 
:'''Special Attacks''' [[#Whirlwind]]
 
:'''Special Attacks''' [[#Whirlwind]]
  
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 8, '''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)
+
:'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +4 BAB, -1 Str, +3 Dex, -1 size)
  
 
===== Whirlwind =====
 
===== 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
+
DC 12 (10 + 1/2 HD + Str mod), 3 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.
 
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.
Строка 759: Строка 644:
 
:'''Init''' +3 (+3 Dex)
 
:'''Init''' +3 (+3 Dex)
 
:'''Senses''' darkvision 60 ft.
 
:'''Senses''' darkvision 60 ft.
:'''AC''' 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)
+
:'''AC''' 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size)
 
:Resist fire 20, vulner. to cold (+50% dmg)
 
:Resist fire 20, vulner. to cold (+50% dmg)
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
+
:'''Ref''' +8 (+3 Dex, +3 feat, +1 Druid, +1 equip)
  
 
:'''Speed''' 50 ft.
 
:'''Speed''' 50 ft.
:'''Melee''' slam +5 (1d4-1 + [[#Burn]] [1d4, DC 14])
+
:'''Melee''' slam +4 (1d4-1 + [[#Burn]] [1d4, DC 14])
  
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 8, '''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)
+
:'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +4 BAB, -1 Str, +3 Dex, -1 size)
  
 
===== Burn =====
 
===== Burn =====
Строка 775: Строка 660:
 
:'''N Small humanoid''' (elf, human)
 
:'''N Small humanoid''' (elf, human)
 
:'''Senses''' darkvision 60 ft.
 
:'''Senses''' darkvision 60 ft.
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)
+
:'''AC''' 17, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +5 NA, +1 size)
  
 
:'''Speed''' 20 ft., burrow 20 ft.
 
:'''Speed''' 20 ft., burrow 20 ft.
:'''Melee''' slam +7 (1d6+1)
+
:'''Melee''' slam +6 (1d6+1)
  
:'''Str''' 13 (+4 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 12 (+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)
+
:'''Base Atk''' +4; '''CMB''' +4 (+4 BAB, +1 Str, -1 size); '''CMD''' 16 (10 +4 BAB, +1 Str, +2 Dex, -1 size)
  
 
===== Earth Glide =====
 
===== Earth Glide =====
Строка 789: Строка 674:
 
:'''N Small humanoid''' (elf, human)
 
:'''N Small humanoid''' (elf, human)
 
:'''Senses''' darkvision 60 ft.
 
:'''Senses''' darkvision 60 ft.
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)
+
:'''AC''' 17, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +5 NA, +1 size)
:'''hp''' 55 (8d8+16); acid resistance 10 ([[#Earth Domain]])
+
:'''hp''' 41 (6d8+12); acid resistance 10 ([[#Earth Domain]])
:After changing back, Character loses 8 hp gained from higher Con.
+
:After changing back, Character loses 6 hp gained from higher Con.
  
 
:'''Speed''' 20 ft., swim 60 ft. (breathes water)
 
:'''Speed''' 20 ft., swim 60 ft. (breathes water)
:'''Melee''' slam +5 (1d4-1)
+
:'''Melee''' slam +4 (1d4-1)
  
:'''Fort''' +9 (+2 Con, +5 Druid, +1 equip, +1 Seeker)
+
:'''Fort''' +8 (+2 Con, +5 Druid, +1 equip)
  
:'''Str''' 9, '''Dex''' 14, '''Con''' 15 (+2 size), '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 8, '''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)
+
:'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -1 Str, -1 size); '''CMD''' 14 (10 +4 BAB, -1 Str, +2 Dex, -1 size)
  
 
===== Vortex =====
 
===== 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
+
DC 13 (10 + 1/2 HD + Str mod), 3 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.
 
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.
Строка 808: Строка 693:
 
==== Deinonychus ====
 
==== Deinonychus ====
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Senses''' low-light vision, [[#Scent]].
:'''AC''' 15, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 NA, +1 Ring)
+
:'''AC''' 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 NA)
 
:'''Speed''' 60 ft.
 
:'''Speed''' 60 ft.
:'''Melee''' 2 talons +5 (1d8), bite +5 (1d6), foreclaws +0 (1d4)
+
:'''Melee''' 2 talons +4 (1d8), bite +4 (1d6), foreclaws -1 (1d4)
 
:'''Special Attacks''': pounce (full attack after charge)
 
:'''Special Attacks''': pounce (full attack after charge)
:'''Str''' 11 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 10 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
:'''CMB''' +5 (+5 BAB); '''CMD''' 17 (10 +5 BAB, +2 Dex)
+
:'''CMB''' +4 (+4 BAB); '''CMD''' 16 (10 +4 BAB, +2 Dex)
  
 
:'''Skills''':
 
:'''Skills''':
Строка 822: Строка 707:
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Init''': +1
 
:'''Init''': +1
:'''AC''' 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size +1 Ring)
+
:'''AC''' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size)
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
+
:'''Ref''' +6 (+1 Dex, +3 feat, +1 Druid, +1 equip)
  
 
:'''Speed''' 40 ft.
 
:'''Speed''' 40 ft.
:'''Melee''' 2 claws +5 (1d6+1 plus [[#Grab]]), bite +5 (1d8+1)
+
:'''Melee''' 2 claws +4 (1d6+1 plus [[#Grab]]), bite +4 (1d8+1)
 
:'''Space/Reach''': 10 ft./ 5 ft.
 
:'''Space/Reach''': 10 ft./ 5 ft.
  
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 12 (+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)
+
:'''Base Atk''' +4; '''CMB''' +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; '''CMD''' 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size)
  
 
:'''Skills''':
 
:'''Skills''':
Строка 840: Строка 725:
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Senses''' low-light vision, [[#Scent]].
 
:'''Init''': +1
 
:'''Init''': +1
:'''AC''' 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size)
+
:'''AC''' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size)
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip +1 Seeker)
+
:'''Ref''' +6 (+1 Dex, +3 feat, +1 Druid, +1 equip)
  
 
:'''Speed''' 40 ft.
 
:'''Speed''' 40 ft.
:'''Melee''' 2 claws +5 (2d4+1 plus [[#Grab]]), bite +5 (2d6+1/19–20 plus [[#Grab]])
+
:'''Melee''' 2 claws +4 (2d4+1 plus [[#Grab]]), bite +4 (2d6+1/19–20 plus [[#Grab]])
:'''Special Attacks''': pounce (full attack after charge), rake (2 claws +7, 2d4+1)
+
:'''Special Attacks''': pounce (full attack after charge), rake (2 claws +6, 2d4+1)
 
:'''Space/Reach''': 10 ft./ 5 ft.
 
:'''Space/Reach''': 10 ft./ 5 ft.
  
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
+
:'''Str''' 12 (+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)
+
:'''Base Atk''' +4; '''CMB''' +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; '''CMD''' 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size)
  
 
:'''Skills''':
 
:'''Skills''':
Строка 855: Строка 740:
 
:Stealth -3 (-4 size, +1 Dex), +1 in tall grass
 
:Stealth -3 (-4 size, +1 Dex), +1 in tall grass
  
=== Special Abilities ===
+
=== Scent ===
 
 
==== 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.
 
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.
  
Строка 866: Строка 749:
 
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.
 
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 ====
+
=== 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.
 
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.
  
Строка 875: Строка 758:
 
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
 
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
  
==== 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).
 
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).
  
Строка 901: Строка 784:
 
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.
 
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
+
=== Jump ===
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).
 
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).
  
Строка 919: Строка 790:
  
 
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.
 
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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