Difference between revisions of "Shaman Seeds A-F"

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   Focus air currents around you into a jetstream, forcefully pushing objects.
 
   Focus air currents around you into a jetstream, forcefully pushing objects.
 
   
 
   
   ''Fling:'' A shaman can use the Air Blast is a line 20 long/level with which she can hurl objects (or creatures) whose total
+
   ''Fling:'' As a standard action, you can produce an air blast, a line extending for 20 ft/level, with which you can hurl objects
  weight is no more than 10 pounds/level through the air in the direction of the blast as a standard action. The target must be
+
  or creatures. The total weight moved cannot exceed 10 lbs/level. The target object or creature must be either within the shaman's
  either within 5 ft of the shaman or along the path of the Air Blast, and can be flung up to ten feet past the line’s end. Objects
+
  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
   within the line can be picked up by the wind and used as projectiles, requiring a ranged attack roll to hit a target. Weapons or
+
  10 feet beyond the extreme edge of the range; creatures pushed this way may make a Fortitude save to avoid the effect. In
   similarly-sized objects deal their normal damage when ‘thrown’ this way (not including Strength bonuses or any weapon-based
+
   addition, objects within the line can be picked up and used as projectiles; doing so requires a ranged touch attack, and weapons
  feats), and targets of this seed take damage as if they had fallen for the same distance they were thrown. Larger objects deal 1d6
+
   or similarly-sized objects deal their normal damage when thrown using this seed.
  damage for every 20 pounds of weight they have, and take falling damage as above if they successfully strike their target.
+
 
   
 
   
 
   ''Push:'' A shaman could alternatively choose to target a single creature or object with a concentrated blast of air to push them
 
   ''Push:'' A shaman could alternatively choose to target a single creature or object with a concentrated blast of air to push them
 
   backwards, away from her. This acts as a [http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush bull rush] attempt against any target within bending range, with the shaman’s Wisdom  
 
   backwards, away from her. This acts as a [http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush bull rush] attempt against any target within bending range, with the shaman’s Wisdom  
 
   score acting as his Strength score, and the shaman gains a bonus to his bull rush check equal to half her shaman level.
 
   score acting as his Strength score, and the shaman gains a bonus to his bull rush check equal to half her shaman level.
 +
 +
  ''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 [http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush 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:'' By manipulating the air currents around an object in her hands, a shaman can throw it at amazing speeds and with
+
   ''Throw:'' You can manipulate the air currents around a held object, allowing you to throw it with much greater velocity than
   unusual control. By taking a standard action to throw any object she could normally use as a thrown like weapon, a shaman can
+
   normal. Throwing the weapon in conjunction with this seed is a standard action; doing so doubles the weapon's normal range
   double the object’s range increment, and may add half her shaman level to the attack roll. A shaman can also alter thrown object’s
+
   increment, and the shaman may add one-half her shaman level to the attack roll.
  course by 45 degrees during its flight with a successful Bending check equal to the form’s original DC. Additional course changes
+
  may be added, but each one imposes a cumulative +4 to the DC of their respective Bending checks.
+
 
   
 
   
   ''Gust:'' A shaman can manipulate air into a large blast of wind as a standard action, affecting all creatures and objects in a
+
   ''Gust:'' As a standard action, you can manipulate the air around you into a large blast of wind; this effect affects all
  line out to her bending range. Diminutive creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10
+
  creatures and objects in a line out to your Bending range. Diminutive creatures are knocked prone by the force of wind, or if
  feet; flying Tiny creatures are blown back 1d6×5 feet. Small or larger creatures are not affected by the gust effect, and a gust
+
  flying are blown back 1d6x10 feet; flying Tiny creatures are forced back 1d6x5 feet. Small or larger creatures are unaffected by
  of wind can’t move a creature beyond the limit of its range. Any creature struck by the gust can make a Fortitude save to negate
+
  the gust, and the gust cannot move a creature beyond the limit of your Bending range. Any creature struck by the gust that would
  any of its movement effects. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It
+
  be forced to move can make a Fortitude save to avoid the movement effect. The force of the gust automatically extinguishes
  causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition
+
  candles, torches, and similar unprotected flame; it causes protected flames to dance wildly, and has a 50% chance to extinguish
  to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do, such as propel a small
+
  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
   boat with a sail, blow sand away from a flat surface, or send a stack of papers flying through the air. These effects can be
+
   watercraft, blow sand from a flat surface, or send a stack of papers flying. The size category of creature affected by this seed
   'moved up' by one size category (so that Small flying creatures are blown back, etc.) for every 10 points by which the Bending
+
   increases by one for every 10 points by which your Bending check exceeds the Bending DC.
  checks exceeds the DC.
+
 
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Revision as of 18:34, 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.

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: A shaman could alternatively choose to target a single creature or object with a concentrated blast of air to push them
  backwards, away from her. This acts as a bull rush attempt against any target within bending range, with the shaman’s Wisdom 
  score acting as his Strength score, and the shaman gains a bonus to his bull rush check equal to half her shaman level.
  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.