Shaman Seeds A-F
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Revision as of 21:02, 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 (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.
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.