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Roots of Rescue

Druid Utility 10

Roots erupt from the ground and hold your ally in place.

Encounter Primal

Immediate Interrupt Ranged 10

Trigger: You or an ally within 10 squares of you is pulled, pushed, or slid

Target: The character affected by the forced movement Effect: The target is unaffected by the forced movement.

Winter Storm

Druid Utility 10

Ice covers the ground, and biting wind makes your foes more

vulnerable to your cold attacks.

Daily Primal, Zone

Standard Action Area burst 2 within 10 squares Effect: The burst creates a zone of difficult terrain that lasts

until the end of your next turn. While within the zone,

any enemy gains vulnerable 5 cold. You can end the zone as a minor action.

Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.

Level 13 Encounter Evocations

Claws of Retribution

Druid Attack 13

Wet with your enemy’s blood, your claws lash out at any foe

adjacent to you that dares to attack.

Encounter Beast Form, Implement, Primal Standard Action Melee touch

Target: One creature Attack: Wisdom vs. Reflex

Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, you can make a melee basic attack as an

opportunity action against any enemy adjacent to you that hits or misses with an attack.

Primal Predator: You gain a bonus to the attack rolls of the melee basic attacks equal to your Dexterity modifier.

Expose Weakness

Druid Attack 13

You expose a hole in your prey’s defenses, creating an opening

for another strike.

Encounter Beast Form, Implement, Primal Standard Action Melee touch

Target: One creature Attack: Wisdom vs. Reflex

Hit: 2d8 + Wisdom modifier damage. The next attack against the target before the end of your next turn is made against the target’s lowest defense.

Primal Guardian: If the next attack hits the target, the attack deals extra damage equal to your Constitution modifier.

Thunder Crash

Druid Attack 13

A crash of thunder leaves your target stunned.

Encounter Implement, Primal

Standard Action Ranged 5

Target: One creature Attack: Wisdom vs. Fortitude

Hit: The target is stunned until the end of your next turn.

C H A P T E R 2 | C h a r a c t e r C l a s s e s

Tidal Surge

Druid Attack 13

A wave of water rises up, moving creatures where you want

them.

Encounter Implement, Primal Standard Action Close blast 5

Target: Each creature in blast Attack: Wisdom vs. Fortitude

Hit: 2d6 + Wisdom modifier damage, and you slide the

target 3 squares.

Level 15 Daily Evocations

Baleful Polymorph

Druid Attack 15

Transformed into a harmless animal, your enemy can do

nothing but struggle against its useless new form.

Daily Implement, Polymorph, Primal Standard Action Ranged 10

Target: One creature Attack: Wisdom vs. Will

Hit: The target is stunned and assumes the form of a harmless, Tiny natural beast or fey beast such as a newt, a turtle, or a mouse (save ends both). As a minor action, you can end the effect, which makes the target subject to the aftereffect.

Aftereffect: 1d10 + Wisdom modifier damage.

Miss: 1d10 + Wisdom modifier damage, and the target is

dazed (save ends).

Call Lightning Storm

Druid Attack 15

Lightning strikes from dark clouds overhead.

Daily Implement, Lightning, Primal, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst

Attack: Wisdom vs. Reflex

Hit: 2d6 + Wisdom modifier lightning damage.

Effect: The burst creates a zone of wind and lightning that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there is slowed until the end of your next turn. As a move action, you can move the zone 5 squares.

Sustain Minor: The zone persists, and each creature within

it takes 5 lightning damage.

Devouring Ice

Druid Attack 15

A coating of ice forms over your enemy, rooting it to the ground

and freezing its flesh. The ice cuts the enemy when it breaks free.

Daily Cold, Implement, Primal, Reliable Standard Action Ranged 10

Target: One creature Attack: Wisdom vs. Fortitude

Hit: The target is immobilized and takes ongoing 5 cold

damage (save ends both).

Aftereffect: 2d10 + Wisdom modifier cold damage.

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