====== Druid ====== === [advent class] === Crhubai Druid \\ //Rules governing [[Advent Classes]]//\\ Guardians of the natural world, druids learn a basic command of the four elements, and pursue a deep connection with nature. They are able to communicate with and make requests of the ki spirits of the natural world, even the spirit of the planet itself, tapping into a massive ki pool. They roam the wild places of their home planets, using their connection to nature to fight threats to the health and balance of the nature world Druid abilities center around transforming and enhancing their bodies, controlling and enhancing natural phenomenon, and bridging the gap between themselves and the natural world. Their perches are a unique ability which provides a safe haven, a space safe from the prying eyes of seers, a nest even the ki spirits cannot reach. Art by [[credits|John Latta]]\\ \\ **Druid Advent Class Level Table** ^ Level ^Talent Points^Level Bonuses^ ^ 1 |10 Talent Points|1 Talent| ^ 2 |10 Talent Points|1 Talent| ^ 3 |10 Talent Points|5 Bonus Talent Points| ^ 4 |10 Talent Points|1 Talent| ^ 5 |15 Talent Points|1 Feat| ^ 6 |15 Talent Points|1 Talent| ^ 7 |15 Talent Points|5 Bonus Talent Points| ^ 8 |15 Talent Points|1 Talent| ^ 9 |20 Talent Points|1 Feat| ^ 10 |20 Talent Points|10 Bonus Talent Points| \\ ===== Talent tree ===== {{map>:wiki:druid_talent_tree.png?nolink |Druid class talent tree}} [[Druid#Control Weather|jump to Control Weather @ 473, 295, 533, 355]] [[Druid#Druid's Perch|jump to Druid's Perch @ 74, 379, 134, 439]] [[Druid#Elemental Mastery|jump to Elemental Mastery @ 316, 141, 376, 201]] [[Druid#Eruption|jump to Eruption @ 403, 52, 463, 112]] [[Druid#Exigent|jump to Exigent @ 526, 86, 586, 146]] [[Druid#Fey Companion|jump to Fey Companion @ 104, 500, 164, 560]] [[Druid#Fissure|jump to Fissure @ 225, 51, 285, 111]] [[Druid#Hurricane|jump to Hurricane @ 557, 380, 617, 440]] [[Druid#Natural Healing|jump to Natural Healing @ 314, 453, 374, 513]] [[Druid#Oak Staff|jump to Oak Staff @ 160, 294, 220, 354]] [[Druid#Oakenskin|jump to Oakenskin @ 231, 536, 291, 596]] [[Druid#Quake|jump to Quake @ 558, 209, 618, 269]] [[Druid#Rampant Growth|jump to Rampant Growth @ 104, 84, 164, 144]] [[Druid#Raven Companion|jump to Raven Companion @ 525, 501, 585, 561]] [[Druid#Restoration|jump to Restoration @ 398, 537, 458, 597]] [[Druid#Shapeshift - Bear|jump to Shapeshift - Bear @ 426, 185, 486, 245]] [[Druid#Shapeshift - Raven|jump to Shapeshift - Raven @ 429, 405, 489, 465]] [[Druid#Speak with Animals|jump to Speak with Animals @ 202, 404, 262, 464]] [[Druid#Trackless Step|jump to Trackless Step @ 200, 185, 260, 245]] [[Druid#Tree Step|jump to Tree Step @ 71, 208, 141, 268]] {{ a misty morning fog rolls through a forest ==== Control weather ==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: You are able to summon and dismiss common weather phenomena\\ **Range**: 200 feet\\ **Speed**: Instant\\ **Effect**: Target weather phenomenon\\ **Special**: The following weather effects are under your control, within the range * Ambient temperature within 10°C of the natural state * Cloud Cover * Humidity * Rain * Snow * [[Sailing|Strong Breeze]] If your target effect is the complete opposite of the current weather state, the changes take 15 minutes to materialize. Otherwise, it materializes within 6 rounds. This applies more strictly to creating precipitation on a clear day. GM discretion advised\\ **Talent Point Improvements**:\\ □ Reduce the required action by one level. Minimum action is Swift\\ □ Extend the range by 200 feet\\ \\ ---- a red cottage door built into the trunk of a large tree ==== Druid's perch ==== **Action**: Full\\ **Requires**: Druid level 6, [[druid#Oak Staff]]\\ **Description**: Your strong bond with nature allows you to bind your ki to a living tree, creating a living space within the tree. You can use your ki to create a doorway between that space to another tree, allowing you to visit the original tree from any other tree\\ **Range**: Opening a door, 10 feet\\ **Effect**: An opaque doorway to your perch the in the target tree is stretched open. //Requires an Oak Staff//\\ **Special (Use)**: \\ You perform a ritual over 1 hour which allows you to create a perch within a living tree. Your perch is a circular room, 15 feet in diameter. You may only have one perch at a time. Using a druid's [[druid#Oak Staff]], you can open a door from another tree, creating a portal between that tree and your perch, through which you may enter your perch. When you leave the perch, you exit back through the portal to your last location before entering the perch. Creatures that have your permission may also use a doorway which you have opened\\ **Special (Destruction)**: \\ If a tree used to create a portal to your perch is completely destroyed, a doorway will open in the original tree in which you made your perch. Leaving a perch in any way other than through a doorway destroys the perch and the contents inside are expelled as the tree returns to normal. If a tree used to make a perch is destroyed, the contents are expelled, and attempts to make a doorway to the perch fail\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range at which you can open a door by 10 feet. Maximum range is 600 feet\\ □□ Increase the diameter of your perch by 5 feet\\ □□ Increase the number of active perches you may maintain by 1\\ \\ ---- a druid controls a blasting stream of water ==== Elemental mastery ==== **Action**: Standard\\ **Requires**: Druid level 4\\ **Description**: Pick one of the four elements. Blast an opponent or target hex with your chosen element\\ **Range**: 30 feet\\ **Speed**: 6H\\ **Effect**: Target creature, hex, or object\\ **Offensive**: //Attack Bonus + Dex + 8d6//\\ **Defensive**: //Defense Bonus + Dex + 8d6//\\ **Damage**: Strength x 2 + 8d6 [[damage#damage types|[Damage type varies]]]\\ **Special**: This talent allows you to use [[aeromancer#Air Blast]], [[hydromancer#Water Blast]], [[petramancer#Boulder Shot]], or [[pyromancer#Fire Blast]] but with the stats of this ability. If you already have an elemental blast you may use whichever talent's stats are better, and you may mix and match. Special features from the chosen blast still apply\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ \\ ---- lava and fire erupt out of the earth ==== Eruption ==== **Action**: Full\\ **Requires**: [[druid#Elemental Mastery]]\\ **Description**: You call up hot magma from deep below the surface of a planet, causing the area in front of you to spew hot lava into the air, making the area dangerous\\ **Range**: 20 feet\\ **Speed**: 6H\\ **Effect**: A 30° cone erupts with lava and becomes impassable for 10 minutes. Requires a planetary surface within the range\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Resolve x 2 + 6d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 12 rounds\\ **Special**: Lava erupts out of the ground, near you at first and then spidering outward in a cone at the speed. The ground is then covered in lava, causing anyone walking through the area to receive the [[conditions#Burned]] condition, and they take damage equal to the number of dice in the damage formula when they first come in contact with the lava. Players that successfully block the attack also divert the lava from landing in the hex in which they are standing, making that hex safe to stand in\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a colossal bear creature towers above a forest ==== Exigent ==== **Action**: Passive\\ **Requires**: [[druid#Shapeshift - Bear]], Druid level 8\\ **Description**: When in bear form, your ki presence, size, and positioning make you a dominating presence on the field\\ **Effect**: * Adjacent enemies in front of you (three consecutive hexes represent your facing direction) must target you or suffer a penalty. If an enemy targets any other creature, they must roll twice and take the lower result * Adjacent allies gain [[combat#advantage]] when defending, and enemies that attack your adjacent allies also receive [[combat#advantage|disadvantage]] on all rolls \\ ---- a glowing aquamarine fey ==== Fey companion ==== **Action**: Full, Swift\\ **Requires**: [[druid#Speak with Animals]], Druid Level 4\\ **Description**: You make a connection with a ki spirit of nature, forming a personal bond. The spirit materializes into a glowing, wispy, winged haze and follows at your side through your travels and bolsters your ki energy\\ **Range**: 20 feet\\ **Speed**: 8H\\ **Effect**: You form a bond with a ki spirit of nature\\ **Hit Points**: Res x 2 + 8d6\\ **Special**: The ki spirit bonds with you and follows at your side, no more than 10 feet away from you at all times. The ki spirit bonding requires that you give your spirit a name. Ki spirits can defend themselves against up to two attacks per round, using the defensive and speed formulas. The ki spirit you bond with provides you with one of the following benefits * A 1d6 bonus to all offensive formulas * A 1d6 bonus to all defensive formulas * 6d6 bonus hit points. Roll at the start of each day * 5 feet of additional movement speed You may change the benefit your Fey companion gives you by spending a swift action\\ **Talent Point Improvements**:\\ □□□□ The ki benefits also apply to allies within the range. Allies cannot receive the same benefit from more than one ki spirit at a time\\ □ Increase the dice bonus of the fey's hit point formula by 2d6\\ \\ ---- a bloom of fire and smoke and gas shoots out of a crack in the earth ==== Fissure ==== **Action**: Full\\ **Requires**: [[druid#Elemental Mastery]]\\ **Description**: You cause a violent earthquake, causing the earth to split open and vents of gasses to explode up into the air\\ **Range**: 10 feet\\ **Speed**: Instant\\ **Effect**: Fissure that is 10 feet deep, 10 feet wide, and 20 feet long opens up\\ **Cooldown**: 1 day\\ **Special**: The quake opens up when the ability is initiated. Creatures in the area of the fissure may make a **Dexterity vs Resolve** [[abilities#ability checks|Ability Check]] to cling to the edge of the fissure\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet\\ □□ Extend the length by 5 feet\\ □□ Extend the depth by 5 feet\\ □□□ Expand the depth to 15 feet\\ □□ Reduce the cooldown by 1 hour\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ \\ ---- a massive storm rages over the sea ==== Hurricane ==== **Action**: Standard, Move\\ **Requires**: [[druid#Control Weather]], Druid level 6\\ **Description**: You summon a storm of wind and water to hinder your enemies, or to quench natural flames\\ **Range**: 20 feet\\ **Speed**: 10H\\ **Effect**: Cylinder with diameter of 20 feet, 20 feet tall\\ **Cooldown**: 12 rounds\\ **Special**: A storm of wind and water emanates from the target hex. The hurricane lasts for 3 rounds and can be dismissed as a free action. Creatures within the hurricane move at half speed. Ranged attacks, [[Perception]], and [[Flying]] checks take [[combat#advantage|disadvantage]]. [[Stealth]] checks are made at [[combat#advantage]]\\ As a movement action, you may move yourself and/or the storm up to 20 feet\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maxiumum range is 120 feet\\ □□ Increase the speed by 1H. Maximum speed is 18H\\ □ Increase the diameter and height by 5 feet\\ □ Increase the distance you can move the storm by 5 feet. Maximum is 50 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a druid stands at the horizon, communing with a ki spirit ==== Natural healing ==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You learn to emulate the flora of Siur, channeling your ki to accelerate your body's natural healing\\ **Range**: Self\\ **Effect**: You begin a rapid regeneration\\ **Healing**: Resolve + 2d6\\ **Cooldown**: 12 rounds\\ **Special**: You receive hit points in the segment you activate Natural Healing. You receive the same healing amount in following two rounds, in the same segment you activated Natural Healing. The cooldown begins when you initiate the action\\ **Talent Point Improvements**:\\ □□□ Increase the [[dice bonus]] of the Healing formula to 3d6\\ □□□ Extend the duration from 3 rounds to 4 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a wooden staff transforms into a living branch ==== Oak staff ==== **Action**: Standard, Full\\ **Requires**: Druid Level 2\\ **Description**: You craft a druid's staff out of a branch of an ancient oak tree, that is wrapped in living vines. You learn to use it to protect yourself in combat. It can shift its shape, turning into various tools, and it's vines can grasp opponents, allowing you to perform maneuvers while striking\\ **Range**: 5 feet\\ **Speed**: 4H\\ **Effect**: Replace the Basic Attack with this attack\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[Bludgeoning]]]\\ **Cooldown**: 6 rounds\\ **Special**: * Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action * You may perform a [[combat maneuvers|maneuver]] in addition to dealing damage when you land a hit. If you are defending against an attack and are within attack range of your attacker, you may use a maneuver if you successfully defend against the attack, using [[glossary#e|excess dice]] from the defense for maneuver points * If you already have a melee attack, you may substitute stats or formulas from the other attack in place of Oak Staff's formulas or stats. You may also apply special features from the other attack in addition to Oak Staff's special features\\ **Talent Point Improvements**:\\ □ Extend the range to 10 feet\\ □ Increase the speed of your attack by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a gnarled tree reaches out its hand ==== Oakenskin ==== **Action**: Swift\\ **Requires**: [[druid#Natural Healing]], Druid level 4\\ **Description**: You use your ki connection to the forest to cause your skin to harden briefly, taking on a bark like quality, allowing you to shrug off some of the damage from attacks\\ **Range**: Self\\ **Effect**: You reduce damage from one attack\\ **Damage Reduction**: Resolve x 2 + 1d6\\ **Cooldown**: 12 rounds\\ **Special**: While this action costs a Swift, it is a reaction. The player chooses to spend it when they receive damage from an attack\\ **Talent Point Improvements**:\\ □□□ Increase the dice bonus of the Damage Reduction formula by 1d6. Maximum bonus is 6d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a destroyed scene with violent red streaks across the sky, vaguely resembling a seismograph ==== Quake ==== **Action**: Full\\ **Requires**: [[druid#Control Weather]], Druid level 6\\ **Description**: Tapping into the spirit of the earth, you precipitate a natural earthquake\\ **Range**: 10 feet\\ **Speed**: Instant\\ **Effect**: Natural earthquake occurs with its epicenter at the desired location within the range\\ **Magnitude**: 12d6\\ **Cooldown**: See magnitude chart, cooldown applies to creating a quake of that magnitude again. After attempting an earthquake, you are drained for 4 hours\\ **Special**: * To determine the magnitude of the quake, start by rolling the //Magnitude// formula. If you get at least one "six", you begin to summon a **//Magnitude 1//** quake * If you wish to increase the intensity, set aside 1 die and roll again with a target of two or more "sixes". If successful, the intensity increases in the next segment * Each time you successfully increase the magnitude, set aside one die and increase the target of the next roll by 1 * The quake ends 3d6 segments after you stop increasing the magnitude **Talent Point Improvements**:\\ □ Extend the range by 10 feet\\ □ Increase the radius of the quake \\ □□ Increase the dice in the Magnitude formula by 1d6. Maximum formula is 36d6 dice\\ **Magnitude table** ^ Magnitude^Severity^Description^Cooldown^ ^ 1 |Light|Shaking and rattling of indoor objects. Felt by most people. Minimal damage|-| ^ 2 |Moderate|Can cause damage to poorly constructed buildings, no damage to well constructed buildings. Felt by everyone|1 day| ^ 3 |Strong|Damage to moderate number of well constructed buildings. Poorly constructed buildings take severe damage. Violent shaking near epicenter|1 week| ^ 4 |Major|Causes damage to most buildings, some partially or completely collapse. Felt across great distances|2 weeks| ^ 5 |Severe|Severe damage to most buildings, moderate to heavy damage to earthquake resistant buildings, damage across a large area, felt throughout large regions|3 weeks| ^ 6 |Obliteration|At or near total destruction, Severe damage or collapse to all buildings, heavy damage and shaking extends to distant regions, permanent topographical changes|1 month| \\ ---- an overgrown branch in the forest ==== Rampant growth ==== **Action**: Standard\\ **Requires**: [[druid#Trackless Step]]\\ **Description**: You connect with the ki spirits of nature, sending a surge of ki energy into target plants. The plants grow at an extremely rapid rate\\ **Range**: 30 feet\\ **Speed**: 6H\\ **Effect**: Cause the plants in 3 hexes to rapidly grow 10 feet high, creating a mass of shifting plant material\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Hit Points**: Resolve x 2 + 6d6\\ **Special**: You control the plants in an area consisting of three adjacent hexes within your range. Plant life may be minimal but must be present, even in small amounts, in the target hexes. The following effects all apply within the hexes * Creatures (except you) in the hexes when the plants grow up gain may make a //**Dexterity vs Dexterity** [[abilities#ability checks|Ability Check]]// or use a defensive action to attempt to avoid becoming entangled in the plants, giving them the [[conditions#Rooted]] condition. Players that make the ability check or succeed against the offensive formula take a five foot step to avoid the plants * Creatures other than yourself cannot pass through the plants * All creatures within the hexes gain [[combat#advantage]] on [[Stealth]] checks, and cannot be directly targeted with attacks. Attacks may target the hex or the plants, but the plants must be destroyed before an attack can damage a player within the plants * The plants provide cover and concealment as would natural obstacles **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□ Increase the number of hexes affected by 3\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the hit point formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ \\ ---- a raven perches in an autumnal forest ==== Raven companion ==== **Action**: Move, Standard\\ **Requires**: [[druid#Shapeshift - Raven]]\\ **Description**: You form a spirit bond with a raven, making a friend for life\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: You gain an raven companion\\ **Animal Bond**: Res + 3d6\\ **Cooldown**: 6 rounds\\ **Special**: You reach out with your ki to form a bond with a raven within the range. The DC to make the bond is 10. If successful, you form an unshakable bond with the raven * If you have speak with animals, you can communicate telepathically with your raven * This bond allows you direct the actions of your companion as a move action * You may only have one raven companion at a time * Your raven's stats are: BAB: 5 | BDB: 8 | STR: 2 | DEX: 12 | RES: 3 | INT: 3 * Your raven's speeds are: Land: 10 | Swim: 5 | Fly: 60 * Your raven has a melee attack (Standard, formula below) and a Move action each round **[Raven] Offensive**: //Attack Bonus + Dex + 6d6//\\ **[Raven] Defensive**: //Defense Bonus + Dex + 6d6//\\ **[Raven] Damage**: Strength x 2 + 6d6 [[damage#damage types|[Piercing or Slashing]]]\\ **[Raven] Hit Points**: Druid Level x 2d6 + 20d6 + 12\\ **Talent Point Improvements**:\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the raven's offensive/defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the raven's damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Increase the raven's hit point formula, adding 2d6\\ \\ ---- the spirit of a ancient owl ==== Restoration ==== **Action**: 6 rounds\\ **Requires**: [[druid#Natural Healing]]\\ **Description**: Your strong connection to the nature spirits allows you to draw on massive amounts of ki energy. You commune with the spirits, requesting their aid to cure sickness and disease, or to restore a body to its natural state\\ **Range**: 5 feet\\ **Speed**: 4H\\ **Cooldown**: 1 day up to 1 week\\ **Special**: You gain a passive 1d6 bonus to [[Medicine]] checks. Restoration drains massive ki to heal target creature, curing mental or physical illness, removing burns, restoring limbs, or even restoring lost senses. The body is reconfigured, and made healthy and whole according to the perspective of the recipient\\ **Talent Point Improvements**:\\ □ Improve the bonus to [[Medicine]] checks by 1d6. Maximum bonus is 3d6\\ □□□ Once per day, gain [[combat#advantage]] on a [[Medicine]] check made using Restoration. Max use is once per day\\ \\ ---- a bear stands, among a swirling green energy ==== Shapeshift - bear ==== **Action**: Standard, Swift\\ **Requires**: No requirements\\ **Description**: You form a bond with the spirit of the bear. Through this connection you gain the ability to transform your body, briefly shifting into a twisting smoke before re-materializing as a massive bear\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: You shift into or out of the body of a [[sizes#Large]] bear\\ **Cooldown**: 12 rounds\\ **Special**: Shifting into a bear is a Standard action, shifting back into a humanoid is a swift action. You may remain in the form of a bear for twenty minutes. Repeated shifting is [[conditions#exhausted|exhausting]]. While in the form of a bear you have the following qualities * Your base movement speed is 60 feet, and you are able to take on a passenger * You gain a 4d6 bonus to [[Athletics]] * You gain 12d6 additional hit points * As a [[sizes#Large]] creature, you occupy three hexes on the game board * Your ability to speak is limited to the sounds a bear can make **Talent Point Improvements**:\\ □ Reduce the required action to shift into a bear by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the duration you can remain in bear form by 20 minutes\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a raven shifts its form with bright glowing eyes ==== Shapeshift - raven ==== **Action**: Standard, Swift\\ **Requires**: No requirements\\ **Description**: You form a bond with the spirit of the raven. Through this connection you gain the ability to transform your body, shifting into a twisting smoke briefly before re-materializing as a large raven\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: You shift in or out of the body of a raven\\ **Cooldown**: 12 rounds\\ **Special**: Shifting into a raven is a Standard action, shifting back into a humanoid is a swift action. You may remain in the form of a raven for up to 10 minutes. Repeated shifting is [[conditions#exhausted|exhausting]]. When shifted you have the following qualities: * Your visual acuity triples. Gain a 4d6 bonus to your [[Perception]] * You gain the ability to [[flying|fly]]. Your flying speed is 100 feet * You may make the [[combat#basic actions|Basic Attack]] action to attack with your claws. If you have a melee attack, you may use that formula to attack while in raven form * Your ability to speak is limited to the sounds a raven can make. Your manual dexterity with your claws is roughly similar to average human dexterity **Talent Point Improvements**:\\ □ Reduce the required action to shift into a raven by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Increase your flying speed by 5 feet. Maximum speed is 250 feet\\ □ Extend the duration you may remain in raven form by 10 minutes\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□□ You may speak normally in raven form, though with a slight raven accent\\ \\ ---- A wolf in a forest turns back to look at you ==== Speak with animals ==== **Action**: Free\\ **Requires**: No requirements\\ **Description**: You strengthen your bond to the spirit of the beasts, allowing rudimentary communication with animals\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: You are able to spiritually communicate with an animal\\ **Special**: The communication is similar to telepathy. An animal's ability to communicate coherently depends on its [[abilities|Intelligence]]. Animals with a intelligence of 1 or lower can only express simple emotional states. Animals with a 2 are capable of more complex ideas. Animals with a 3 or higher are able to freely converse with you but their understanding of human concepts may be limited\\ **Talent Point Improvements**:\\ □ Extend the range by 15 feet\\ \\ ---- smooth desert dunes ==== Trackless step ==== **Action**: Passive\\ **Requires**: No requirements\\ **Description**: You bind your ki to the earth and the plants as you move, ensuring you leave no footprints or sound, and do no damage to the foliage as you move. You direct currents of air to disperse your scent\\ **Range**: Self\\ **Special**: You gain a 1d6 bonus to stealth to avoid detection or tracking. Additionally, you may reroll a check before the results are known, but you must take the second result\\ **Talent Point Improvements**:\\ □□□ Extend the range from self to 5 feet. Allies that walk within 5 feet of you gain your stealth bonus\\ □ Increase the bonus by 1d6. Maximum skill bonus is 6d6\\ \\ ---- A silhouette of a tree against a blue and gold sunset ==== Tree step ==== **Action**: Full\\ **Requires**: Druid level 8, [[druid#Oak Staff]]\\ **Description**: Your strong bond with nature allows you to bind your ki to a living tree. You can use your ki to create a temporary doorway in a tree that connects to another living tree within sight\\ **Range**: 10 feet\\ **Effect**: An opaque doorway to your perch the in the target tree is stretched open, closing again after 1 round. //Requires an Oak Staff//\\ **Special**: You must be able to see both trees that will be connected by the doorway, and one of the trees must be within the range\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet\\ □ Extend the duration by 1 round\\