Shaman Seeds P-Z
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Revision as of 20:31, 9 January 2008 by GnomeWorks (Talk | contribs)
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 (P - Z)
The following is an alphabetical list of seeds, from P to Z.
Particles Element: Air Bending DC: 10 By kicking up dust and sand, you can obscure vision and blind opponents. Dust Cloud: As a standard action, you can make a hemisphere of dust anywhere within your bending range, with a radius of 10 ft. The dust obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (20% miss chance), while creatures farther away than that have total concealment (50% miss chance, and attacker cannot use sight to find the target). A moderate wind disperses the cloud in 4 rounds; a strong wind disperses it in 1 round. This seed does not function underwater, and requires a generous supply of sand or similar material to work with. Increasing the radius of the dust cloud adds +5 to the Bending DC for each 5 ft radius increase. Blind: As a standard action, you can attempt to blind a creature by aiming a spray of dust or sand into their eyes. You must make a ranged touch attack, with a -4 penalty due to attempting to target such a small spot. If the attack is successful, the creature is blinded until the end of its next turn.
Run as the Wind Element: Air Bending DC: 10 Manipulate the air to allow you to run faster or up walls. Burst of Speed: As a swift action, you can manipulate air currents around you, reducing your wind resistance and accelerating your speed. When you use this seed, you increase your base movement speed by 5 feet, with an additional 5 feet for every 4 points by which you exceed the seed's Bending DC. This additional movement lasts 1 round. On the Walls: As a swift action, you can manipulate the air around you, allowing the air to support your weight even against gravity. So long as you move at least 60 feet, you can run on a vertical surface, including a wall or pillar, at no penalty. You must remain moving the entire time, and stopping for any reason while on a vertical surface causes you to fall immediately.