Treebark — различия между версиями

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* 91 gp
 
* 91 gp
  
=== Reference ===
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== Reference ==
==== Earth Domain ====
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=== 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.
  
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# Elemental swarm (earth spell only)
 
# Elemental swarm (earth spell only)
  
==== Wild Empathy ====
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=== Wild Empathy ===
 
Wild Empathy (Ex)
 
Wild Empathy (Ex)
  
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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 =====
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==== 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.
  

Версия 17:23, 4 марта 2013

Base info

Half-Elf Druid 5
N Medium humanoid (elf, human)
Init +2 (+2 Dex)
Senses low-light vision (half-elf); Perception +11

Defense

AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 31 (5d8+5)
Fort +6 (+1 Con, +4 Druid, +1 equip)
Ref +6 (+2 Dex, +2 feat, +1 Druid, +1 equip)
Will +9 (+4 Wis, +4 Druid, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects

Offense

Speed 20 ft.
Melee quarterstaff +2 (1d6–1) or sickle +2 (1d6–1)
Ranged mwk sling +6 (1d4–1)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 5th; concentration +9)
7/day — acid dart (from #Earth domain).

Druid Spells Prepared (CL 5th; concentration +9)

3rd: spike growth (2, DC 17), stone shape D
2nd: barkskin, bear's endurance, soften earth and stone D, summon swarm
1st: cure light wounds, magic stone D, obscuring mist, shillelagh, speak with animals
0th (at will): create water, guidance, know direction, light
D: Domain spell; #Earth domain

Statistics

Str 8, Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +2 (+3 BAB, -1 Str); CMD 15 (10 +3 BAB, -1 Str, +2 Dex)

Feats

  • Dodge: +1 dodge to AC
  • Lightning Reflexes: +2 to Ref
  • Natural Spell: Allows to cast spells while wild shaped
  • Skill Focus (Survival): +3 bonus to skill

Skills

  • Climb +1 (-1 Str)
  • Fly +4 (+2 Dex)
  • Handle Animal +6 (+0 Cha)
  • Heal +10 (+4 Wis)
  • Knowledge (dungeoneering) +6 (+1 Int)
  • Knowledge (nature) +11 (+1 Int +2 nature sense)
  • Perception +11 (+4 Wis)
  • Spellcraft +7 (+1 Int)
  • Survival +15 (+4 Wis, +3 feat, +2 nature sense)

Languages Common, Druidic, Elven, Undercommon, Skald

SQ

  • Elf blood: Counts as elf for purpose of effects working on elves.
  • Nature bond (#Earth domain)
  • Nature sense: +2 to Know (nature) and Survival.
  • Trackless step: leaves no trail in natural surroundings and cannot be tracked.
  • #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.

Combat Gear:

  • Wand of cure light wounds (50 charges)
  • Alchemist's fire (3)

Other Gear

  • +1 hide armor
  • Heavy wooden shield
  • Masterwork sling with 20 bullets
  • Quarterstaff
  • Sickle
  • Cloak of resistance +1
  • Backpack
  • Healer's kit
  • Holly and mistletoe: used as divine focus
  • Silk rope (50 ft.)
  • Spell component pouch
  • 91 gp

Reference

Earth Domain

Granted Powers
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp)
As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex)
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells:

  1. Magic stone
  2. Soften earth and stone
  3. Stone shape
  4. Spike stones
  5. Wall of stone
  6. Stoneskin
  7. Elemental body IV (earth only)
  8. Earthquake
  9. Elemental swarm (earth spell only)

Wild Empathy

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a #Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

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

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.

Succeed: If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.
Fail: If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Starting Attitude Diplomacy DC
Hostile 25+ creature's Cha Modifier
Unfriendly 20+ creature's Cha Modifier
Indifferent 15+ creature's Cha Modifier
Friendly 10+ creature's Cha Modifier
Helpful 0+ creature's Cha Modifier

If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

Request Diplomacy Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more

Additional requests +5 per request