Difference between revisions of "Shaman Seeds A-F"

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   damage and negates the deafness. You can increase the damage dealt by 1d4 for every 5 points by which you increase the Bending DC,
 
   damage and negates the deafness. You can increase the damage dealt by 1d4 for every 5 points by which you increase the Bending DC,
 
   to a maximum of 10d4.
 
   to a maximum of 10d4.
 +
</div>
 +
 +
<div id="Aerial_Strikes">
 +
'''Aerial Strikes'''
 +
  '''Element:''' Air
 +
  '''Bending DC:''' 15
 +
 
 +
  Manipulate air to cause your attacks to hit faster and harder.
 +
 +
  ''Aerial Strike:'' As a swift action, you enhance your attacks with powerful wind currents. This grants you a +1 circumstance
 +
  bonus to your attack and damage rolls, and an additional +1 for every 5 points by which you beat the Bending DC.
 
</div>
 
</div>
  
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   by an additional +5. You may increase the radius of this effect by 5 ft. by increasing the Bending DC by +5 for each additional 5
 
   by an additional +5. You may increase the radius of this effect by 5 ft. by increasing the Bending DC by +5 for each additional 5
 
   ft.
 
   ft.
 +
</div>
 +
 +
<div id="Deep_Breath">
 +
'''Deep Breath'''
 +
  '''Element:''' Air
 +
  '''Bending DC:''' +15 (Template)
 +
 
 +
  Manipulate the element of air without somatic components.
 +
 +
  ''Applications:'' By adding +15 to the Bending DC of any Air seed, you can use that seed without using somatic components;
 +
  however, you must be able to breathe.
 +
</div>
 +
 +
<div id="Elemental">
 +
'''Elemental'''
 +
  '''Element:''' Any (see text)
 +
  '''Bending DC:''' 15
 +
 
 +
  You can form an elemental that you control.
 +
 +
  This seed exists for each element (air, earth, fire, water, lightning, ice, light, shadow). Each time you learn it, you learn it
 +
  for a different element.
 +
 +
  ''Elemental:'' You use the specified element to form an elemental, a primal creature composed entirely of the chosen element.
 +
  Forming the elemental requires 1 round of concentration, after which it lasts for 1 round + 1 round for every 2 points by which
 +
  you exceed the Bending DC. Controlling the elemental requires a move action on your part, each round. The elemental created is
 +
  normally a Small elemental, but you can choose to increase the Bending DC by +5 for each category larger you want the elemental to
 +
  be.
 
</div>
 
</div>
  

Revision as of 22:10, 9 January 2008

This is a list of shaman seeds for the Trinity campaign setting. The list will probably be too long for a single page, so in some foresight, I've decided to split it into three.

A - F | G - O | P - Z

Seeds (A - F)

The following is an alphabetical list of seeds, from A to F.

Acoustics
  Element: Air
  Bending DC: 15
  
  You can manipulate air to muffle or amplify sound.

  Stillness: As a standard action, you can speed up the air around you and force it away, which slows or even negates any sound
  around you; this effect grants you a bonus on your Move Silent checks equal to your shaman level. You can extend this effect to a
  creature within 5 feet by adding +10 to the Bending DC. You must concentrate while using this seed, which requires a standard
  action each round.

  Resonating Sound: By thickening the air around you and compressing it, you increase the potential for resonating sound energy.
  As a standard action, you can solidify the air into a line and make a noise like the crack of thunder through it. All creatures in
  a 30 foot line from you suffer 1d4 points of sonic damage and are deafened for 1d4 rounds; a successful Fortitude save halves the
  damage and negates the deafness. You can increase the damage dealt by 1d4 for every 5 points by which you increase the Bending DC,
  to a maximum of 10d4.
Aerial Strikes
  Element: Air
  Bending DC: 15
  
  Manipulate air to cause your attacks to hit faster and harder.

  Aerial Strike: As a swift action, you enhance your attacks with powerful wind currents. This grants you a +1 circumstance
  bonus to your attack and damage rolls, and an additional +1 for every 5 points by which you beat the Bending DC.
Air Blast
  Element: Air
  Bending DC: 5
  
  Focus air currents around you into a jetstream, forcefully pushing objects.

  Fling: As a standard action, you can produce an air blast, a line extending for 20 ft/level, with which you can hurl objects
  or creatures. The total weight moved cannot exceed 10 lbs/level. The target object or creature must be either within the shaman's
  reach, or somewhere in the area affeced by the Air Blast, and the object or creature can be pushed anywhere along the line, up to
  10 feet beyond the extreme edge of the range; creatures pushed this way may make a Fortitude save to avoid the effect. In
  addition, objects within the line can be picked up and used as projectiles; doing so requires a ranged touch attack, and weapons
  or similarly-sized objects deal their normal damage when thrown using this seed.

  Push: As a standard action, you can produce a single mighty blast of air, which you can use to attempt to push a creature; the
  target must be within 20 feet/level. This effect is treated as a bull rush, with the shaman using her Wisdom modifier rather than
  her Strength modifier; the shaman also gains a bonus to her bull rush attempt equal to one-half her shaman level.

  Throw: You can manipulate the air currents around a held object, allowing you to throw it with much greater velocity than
  normal. Throwing the weapon in conjunction with this seed is a standard action; doing so doubles the weapon's normal range
  increment, and the shaman may add one-half her shaman level to the attack roll.

  Gust: As a standard action, you can manipulate the air around you into a large blast of wind; this effect affects all
  creatures and objects in a line out to your Bending range. Diminutive creatures are knocked prone by the force of wind, or if
  flying are blown back 1d6x10 feet; flying Tiny creatures are forced back 1d6x5 feet. Small or larger creatures are unaffected by
  the gust, and the gust cannot move a creature beyond the limit of your Bending range. Any creature struck by the gust that would
  be forced to move can make a Fortitude save to avoid the movement effect. The force of the gust automatically extinguishes
  candles, torches, and similar unprotected flame; it causes protected flames to dance wildly, and has a 50% chance to extinguish
  such lights. This effect can also produce any effect that a sudden gust of wind would be expected to do, such as propel a small
  watercraft, blow sand from a flat surface, or send a stack of papers flying. The size category of creature affected by this seed
  increases by one for every 10 points by which your Bending check exceeds the Bending DC.
Air Burst
  Element: Air
  Bending DC: +10 (Template)
  
  A larger amount of air results in a larger affected area.

  Applications: As part of an Air Blast (Gust) or (Push), you may add +10 to the Bending DC. If you do, the effect now affects
  all creatures within reach of you. You may bend this airflow around targets caught in expanded radius by increasing the Bending DC
  by an additional +5. You may increase the radius of this effect by 5 ft. by increasing the Bending DC by +5 for each additional 5
  ft.
Deep Breath
  Element: Air
  Bending DC: +15 (Template)
  
  Manipulate the element of air without somatic components.

  Applications: By adding +15 to the Bending DC of any Air seed, you can use that seed without using somatic components;
  however, you must be able to breathe.
Elemental
  Element: Any (see text)
  Bending DC: 15
  
  You can form an elemental that you control.

  This seed exists for each element (air, earth, fire, water, lightning, ice, light, shadow). Each time you learn it, you learn it
  for a different element.

  Elemental: You use the specified element to form an elemental, a primal creature composed entirely of the chosen element.
  Forming the elemental requires 1 round of concentration, after which it lasts for 1 round + 1 round for every 2 points by which
  you exceed the Bending DC. Controlling the elemental requires a move action on your part, each round. The elemental created is
  normally a Small elemental, but you can choose to increase the Bending DC by +5 for each category larger you want the elemental to
  be.