Shaman Seeds A-F

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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: A shaman can use the Air Blast is a line 20 long/level with which she can hurl objects (or creatures) whose total
  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
  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
  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
  similarly-sized objects deal their normal damage when ‘thrown’ this way (not including Strength bonuses or any weapon-based
  feats), and targets of this seed take damage as if they had fallen for the same distance they were thrown. Larger objects deal 1d6
  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
  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.

  Throw: By manipulating the air currents around an object in her hands, a shaman can throw it at amazing speeds and with
  unusual control. By taking a standard action to throw any object she could normally use as a thrown like weapon, a shaman can
  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
  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
  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
  feet; flying Tiny creatures are blown back 1d6×5 feet. Small or larger creatures are not affected by the gust effect, and a gust
  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
  any of its movement effects. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It
  causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition
  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
  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
  'moved up' by one size category (so that Small flying creatures are blown back, etc.) for every 10 points by which the Bending
  checks exceeds the DC.