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druid:ecole

Ecole de spécialisation

Wood**

<font inherit/inherit;;#27ae60;;inherit>Flexible Enhancement (Su)</font>

A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

<font inherit/inherit;;#f39c12;;inherit>Splintered Spear (Su)</font>

As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

<font inherit/inherit;;#f39c12;;inherit>Spec Spells</font>

0—light
1st—alter winds, animate rope, charm person

Forbidden Spells

Illusion - Shadow****

<font inherit/inherit;;#f1c40f;;inherit>Extended Illusions ( Su )</font>

Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends

<font inherit/inherit;;#f1c40f;;inherit>Binding Darkness (Sp):</font> As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle// your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

<font inherit/inherit;;#8e44ad;;inherit>Key Spec Spells</font>

Color Spray ; Disguise Self ; Silent Image ; Vanish


Transmutation**

<font inherit/inherit;;#27ae60;;inherit>Physical Enhancement ( Su )</font>

You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

One between :

<font inherit/inherit;;#f1c40f;;inherit>Augment (Sp)</font>: As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

<font inherit/inherit;;#f1c40f;;inherit>Battleshaping (Su)</font>: As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonuson attack and damage rolls for every four wizard levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (see page 302 of the Pathfinder RPG Pathfinder Roleplaying Game Bestiary). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

<font inherit/inherit;;#f1c40f;;inherit>Key Spec Spells</font>

Enlarge/Reduce Person ; Feather Fall


Conjuration - Teleportation****

<font inherit/inherit;;#27ae60;;inherit>Shift (Su)</font> : At 1st level, you can teleport// to a nearby space as a swift action as if using dimension door//. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

<font inherit/inherit;;#f1c40f;;inherit>Summoner’s Charm ( Su )</font>

Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monsterspells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monsterspell as permanent, the previous spell

<font inherit/inherit;;#8e44ad;;inherit>Key Spec Spells</font>

Grease, Mage Armor, Mount

druid/ecole.txt · Last modified: 2017/11/23 17:15 by lirlya-admin