Difference between revisions of "Shaman Seeds A-F"

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This is a list of [[Shaman_Seeds|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.
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#REDIRECT [[Nature:_Gift_List]]
 
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'''A - F''' | [[Shaman_Seeds_G-O|G - O]] | [[Shaman_Seeds_P-Z|P - Z]]
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==Seeds (A - F)==
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The following is an alphabetical list of seeds, from A to F.
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<div id="Acoustics">
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'''Acoustics'''
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  '''Element:''' Air
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  '''Bending DC:''' 15
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  You can manipulate air to muffle or amplify sound.
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  ''Stillness:'' As a standard action, you can speed up the air around you and force it away, which slows or even negates any sound
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  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
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  creature within 5 feet by adding +10 to the Bending DC. You must concentrate while using this seed, which requires a standard
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  action each round.
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  ''Resonating Sound:'' By thickening the air around you and compressing it, you increase the potential for resonating sound energy.
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  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
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  a 30 foot line from you suffer 1d4 points of sonic damage and are deafened for 1d4 rounds; a successful Fortitude save halves the
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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,
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  to a maximum of 10d4.
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</div>
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<div id="Aerial_Strikes">
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'''Aerial Strikes'''
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  '''Element:''' Air
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  '''Bending DC:''' 15
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  Manipulate air to cause your attacks to hit faster and harder.
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  ''Aerial Strike:'' As a swift action, you enhance your attacks with powerful wind currents. This grants you a +1 circumstance
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  bonus to your attack and damage rolls, and an additional +1 for every 5 points by which you beat the Bending DC.
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</div>
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<div id="Air_Blast">
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'''Air Blast'''
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  '''Element:''' Air
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  '''Bending DC:''' 5
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  Focus air currents around you into a jetstream, forcefully pushing objects.
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  ''Fling:'' As a standard action, you can produce an air blast, a line extending for 20 ft/level, with which you can hurl objects
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  or creatures. The total weight moved cannot exceed 10 lbs/level. The target object or creature must be either within the shaman's
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  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
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  10 feet beyond the extreme edge of the range; creatures pushed this way may make a Fortitude save to avoid the effect. In
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  addition, objects within the line can be picked up and used as projectiles; doing so requires a ranged touch attack, and weapons
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  or similarly-sized objects deal their normal damage when thrown using this seed.
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  ''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
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  target must be within 20 feet/level. This effect is treated as a [http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush bull rush], with the shaman using her Wisdom modifier rather than
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  her Strength modifier; the shaman also gains a bonus to her bull rush attempt equal to one-half her shaman level.
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  ''Throw:'' You can manipulate the air currents around a held object, allowing you to throw it with much greater velocity than
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  normal. Throwing the weapon in conjunction with this seed is a standard action; doing so doubles the weapon's normal range
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  increment, and the shaman may add one-half her shaman level to the attack roll.
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  ''Gust:'' As a standard action, you can manipulate the air around you into a large blast of wind; this effect affects all
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  creatures and objects in a line out to your Bending range. Diminutive creatures are knocked prone by the force of wind, or if
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  flying are blown back 1d6x10 feet; flying Tiny creatures are forced back 1d6x5 feet. Small or larger creatures are unaffected by
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  the gust, and the gust cannot move a creature beyond the limit of your Bending range. Any creature struck by the gust that would
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  be forced to move can make a Fortitude save to avoid the movement effect. The force of the gust automatically extinguishes
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  candles, torches, and similar unprotected flame; it causes protected flames to dance wildly, and has a 50% chance to extinguish
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  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
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  watercraft, blow sand from a flat surface, or send a stack of papers flying. The size category of creature affected by this seed
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  increases by one for every 10 points by which your Bending check exceeds the Bending DC.
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</div>
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<div id="Air_Burst">
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'''Air Burst'''
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  '''Element:''' Air
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  '''Bending DC:''' +10 (Template)
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  A larger amount of air results in a larger affected area.
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  ''Applications:'' As part of an [[Shaman_Seeds_A-F#Air_Blast|Air Blast]] (Gust) or (Push), you may add +10 to the Bending DC. If you do, the effect now affects
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  all creatures within reach of you. You may bend this airflow around targets caught in expanded radius by increasing the Bending DC
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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
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  ft.
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</div>
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<div id="Deep_Breath">
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'''Deep Breath'''
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  '''Element:''' Air
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  '''Bending DC:''' +15 (Template)
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  Manipulate the element of air without somatic components.
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  ''Applications:'' By adding +15 to the Bending DC of any Air seed, you can use that seed without using somatic components;
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  however, you must be able to breathe.
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</div>
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<div id="Elemental">
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'''Elemental'''
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  '''Element:''' Any (see text)
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  '''Bending DC:''' 15
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  You can form an elemental that you control.
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  This seed exists for each element (air, earth, fire, water, lightning, ice, light, shadow). Each time you learn it, you learn it
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  for a different element.
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  ''Elemental:'' You use the specified element to form an elemental, a primal creature composed entirely of the chosen element.
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  Forming the elemental requires 1 round of concentration, after which it lasts for 1 round + 1 round for every 2 points by which
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  you exceed the Bending DC. Controlling the elemental requires a move action on your part, each round. The elemental created is
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  normally a Small elemental, but you can choose to increase the Bending DC by +5 for each category larger you want the elemental to
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  be.
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</div>
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[[category:Mechanics]]
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[[category:Nature]]
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[[category:Force Abilities]]
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Latest revision as of 10:11, 2 May 2017

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