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=Shifter Druid= ===Scout Form=== Scout forms are magical versions of normal, smaller animals that are useful for scouting, such as bobcats, coyotes, owls, lizards, dire rats, giant spiders, and so on. In scout form, you shouldn’t have any problem slipping through the world without being troubled by any but the most serious defenses. However, you don’t look like a natural animal; there’s something extremely magical about you. <br>Becoming a small animal isn’t a perfect translation of self. Your humanoid brain doesn’t work the same when you’ve shifted into scout form. You don’t talk. You can’t cast spells. Your magical items and possessions change shape with you, but you don’t get to use them in scout form. You maintain your identity and know who your allies are, but you’re as much an animal as a person while in the form. <br>Before rolling initiative, you expend one daily scout form use and roll a skill check to see how successful you were with your combat recon. Depending on the terrain, the weather, and the particular enemies or dangers, the GM will ask you to use an ability score that makes sense for the situation just like any other check, though Wisdom, Dexterity, and Strength are often common choices. <br>You’ll normally roll against the standard difficulty of the current environment. While in scout form in an adventurer-tier area, the normal check starts at DC 15, a hard check is DC 20, and a ridiculously hard check is DC 25. Champion tier increases the DC by 5, and epic tier by 5 more. Note that a successful check that qualifies for a higher DC gains you the information/advantage for that result, plus any lower results. A normal success or better probably negates any chance of an ambush or surprise by the enemy you’ve scouted. ===Beast Form=== ''At-Will for Shifter adepts'' <br>Quick action <br>'''Effect:''' You leave your humanoid form behind and assume the form of a deadly predator such as a panther, tiger, lion, or another animal that you are naturally connected to. Stick to four-legged natural predators, not creatures with supernatural abilities or the ability to fly. <br>Shifter adepts can speak in growly voices and cast spells while in beast form. <br>'''Magic items:''' Your magic items stick with you and you get the benefit of their default bonuses. Yes, this means the bonuses from your magic axe translate to your beast form. Shifter adepts can use their magic item powers while in beast form. <br>'''Beast form actions:''' Shifter adepts can shift freely between humanoid form and beast form during a battle. Shifting to humanoid form during your turn is a quick action. So is shifting back to beast form. <br>'''Beast aspects:''' While in beast form, you can take on aspects of different beasts to help you in battle (see below). You don’t have to use the aspects; they’re an option to improve your beast form attacks and powers, not a requirement. While in beast form, you attack in melee using a beast form attack. <br>'''Adventurer Feat''' Your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level. You can have two beast aspects active at the same time. If you start using a third aspect, one of the two previous aspects of your choice ends. ===Beast Aspects=== '''Leopard Aspect''' <br>Recharge 16+ for adepts <br>Quick action <br>Until the end of the battle, when an enemy misses you with a melee attack and rolls a natural 1–4, you gain an additional standard action during your next turn. You can only gain one additional standard action a turn this way. Powers like elven grace or a command won’t stack with this effect either. <br>As the initiate effect, and you gain a +2 bonus to AC. You also gain a +5 bonus to disengage checks and to saves against being stuck, dazed, or stunned. '''Owlbear Aspect''' <br>Recharge 16+ for adepts <br>Quick action <br>Until the end of the battle, your crit range with melee attacks expands by 2. <br>As the initiate effect, and you gain a +1 bonus to melee attacks and a +2 bonus to AC and PD. <br>'''Adventurer Feat''' When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level). '''Tiger Aspect''' <br>Recharge 16+ for adepts <br>Quick action <br>Until the end of the battle, you gain the benefits of two-weapon fighting: if your attack roll is a natural 2, you can reroll the attack, but must use the reroll. In addition, the crit range of attacks you reroll this way expands by 4. <br>As the initiate effect, and increase the size of your beast form melee attack damage dice by one size (for example, d6s become d8s, and d10s become 12s).
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