More New Ways for a Velociraptor Shaman




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More New Ways for a Velociraptor Shaman


(featuring dinosaurs from the Cretasus Adventure Guide and two from the Core Rulebook)

Way of the Ceratosaurus

Ceratosaurus shamans have access to all spells available to the way of Tyrannosaurus Rex.



Ceratosaurus Horn


Transmutation

Level: Vsh1

Components: V, M, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
The horn of a Ceratosaurus is considered a symbol of fertility, much like the horn of a Rhinoceras, and is a powerful stimulant. This spell causes the subject to grow a horn on his nose, similar to the carnosaur. The horn is not long enough to make a difference in combat, but the impact on the subject is obvious. For as long as the horn remains on the character’s nose, the subject gains a +1 enhancement bonus to Strength. The difference is not large, but it can make the difference in a battle between evenly-matched opponents.
Arcane Material Component: Powder from a ground up Ceratosaurus Horn.


Way of the Deinosuchus

Deinosuchus shamans have access to the spell Enormous Size available to Brachiosaurus.



Thick Hide


Transmutation

Level: Vsh1

Components: V, M, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell is similar to the spell Armored Hide except that this spell causes the subject’s skin to become thicker, not armored. Muscles do not have to strengthen in order for this spell to take effect, it’s just that the subject’s skin gets a little harder.
This spell adds +3 to the subject’s AC as a result of the now stronger skin.
Arcane Material Component: A scale from a Deinosuchus.
Note: This spell is also available to Shamans studying the ways of other dinosaurs whose skin can be used to make medium armor as according to page 80 of the Cretasus Adventure Guide, though AC bonuses will differ according to the table.


Water Camouflage


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell allows for the subject to be more attuned to the water when hiding. Perhaps it is do to its skin becoming colored differently or because the subject feels more at ease with his watery surroundings. Either way, the subject develops the Deinosuchus’s natural ability to hide easily in water. The spell gives the subject a +12 racial bonus to Hide rolls when hiding in water.


Croc Creature


Transmutation

Level: Vsh2

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell makes the subject comfortable on both water and land, an inherent advantage on the Deinosuchus. Maybe it’s that the subject’s skin feels lighter in water or it could be that the subject’s legs lengthen and their tail (if applicable) shortens making it easier to move about in a watery environment. Either way, the character this spell is cast upon can move (whether walking or running) without penalty in water as deep as half his height and receives no penalty to Move Silently rolls in the water.
The subject may also swim at the same speed as they can move (providing the subject is physically capable of swimming). If the character has any ranks in Swim, then the character gains a +4 racial bonus to swim checks (the spell does not teach the subject how to swim, it only enhances his ability in this field)..


Way of the Dryosaurus

Dryosaurus Shamans have access to the Stampede spell available to those of Parasaurolophus, though it can only be done to Medium creatures or smaller and it only does d6 damage not d12, and the Fast Escape available to Composognathus.


Dinosaur Gazelle

Transmutation



Level: Vsh2

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell causes the subject’s body to become leaner and more physically fit, for the purposes of jumping and running about, the primary activities of the Dryosaurus. The character’s tail (if applicable) also lengthens to provide greater balance to the subject.
The subject gains a +4 enhancement to Dexterity, a +5 racial bonus to Jump rolls, and their speed increases by 10 feet to a maximum of 120 feet.


Way of the Edmontosaurus

Edmontosaurus shamans have access to the Trample spell (with 2d10 damage) and Enormous Size spell available to Brachiosaurus and the Stampede spell available to Parasaurolophus (with 2d10 damage rather than 1d12).



Duckbill


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
The subject’s jaws morph into a laughable duckbill. This can be both a good and a bad thing. Raptor Shamans only use this spell as a defensive measure when confronted with an enemy of greater size, and they wish to greatly reduce the damage any bite attacks will cause. Shamans (in the rare occasions that they participate in combat) often cast this spell on the enemy to make them easier to defeat, since bite attacks with a duckbill would cause very little damage.
Consult the chart for damage caused for bite attacks with a duckbill which is determined by the size of the subject who has the spell cast on it.

Size of Subject the spell is cast on: Damage from bite attack:

Tiny 1

Small 1d2



Medium 1d3

Large 1d4

Huge 1d6+3

Garganutan 1d8+6

Colossal 1d10+9
Note: This spell is also available to Shamans studying the ways of other dinosaurs with duckbills (such as Bactrosaurus).


Way of the Monoclonius

Monoclonius shamans have access to the Armored Frill, Thundering Charge, and Furious Gore spells of the Triceratops.



Longhorn


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell causes a very long horn to grow from the subject’s nose, just like a Monoclonius. The horn may be used to attack or charge someone with. The body’s muscles (most notably the neck) and skeletal structure adjust to account for the added weight on the head. It is recommended that this only be cast on four legged animals rather than characters who make a habit of walking on two legs. Raptor shamans often cast this on their allies when in combat.
The damage which can be inflicted by the horn is determined by the size of the subject. The horn is proportionate to its size.
Subject Size: W/charge: W/O charge:

Tiny 2d4 1d4

Small 2d6+2 1d6+1

Medium 2d8+4 1d8+2

Large 2d10+8 1d10+4

Huge 2d12+12 1d12+6

Gargantuan 4d8+16 2d8+8

Colossal 4d10+20 2d10+10




Way of the Plesiosaurus

Plesiosaurus shamans have access to the Long Neck spell available to Brachiosaurus, though the length of the neck only increases to half the subject’s height (tail included).



Fins


Transmutation

Level: Vsh2

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell causes the subject’s arms and legs to become fins suitable for swimming. The subject’s land speed becomes their swimming speed and their land speed is cut in half, due to the difficulty of moving on land with fins instead of legs. A character with Fins can swim at any depth and is not required to make swim checks to their newfound ability in the water. They can swim as deep as they want to, providing they can hold their breath or have some sort of breathing apparatus.


Way of the Quetzalcoatlus

Quetzalcoatlus shamans have access to all the spells available to Pteranadon and the Enormous Size spell available to Brachiosaurus.



Bone Beak


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
The subject’s jaws lengthen and harden into a beak. The subject’s teeth morph into solid bone completing the transformation.
Consult the chart for damage caused for bite attacks with a bonebeak which is determined by the size of the subject who has the spell cast on it.

Size of Subject the spell is cast on: Damage from bite attack:

Tiny 1

Small 1d4



Medium 1d8

Large 1d8+4

Huge 2d8+4

Gargantuan 3d8+4

Colossal 4d8+4
Note: This spell is also available to Shamans studying the ways of other dinosaurs with bonebeaks (such as Pteranadon).
Graywing Sight

Transmutation



Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell is the only way that a Velociraptor Shaman could ever hope to study the Way of the Quetzalcoatlus. It is actually a spell which is passed down from one raptor shaman to another, due to a raptor’s vision being unable to fully observe a Quetzalcoatlus from high above in the sky. It is believed that a very old Quetzalcoatlus named Graywing (the inspiration for the dinosaur’s current nickname) became friends with a Velociraptor Shaman named Tek. Graywing allowed Tek to observe him long enough to learn the spell Graywing Sight, and, afterwards, the two parted as lifelong friends always watching out for each other. Tek later taught her children the spell, who passed it on to their children, and so on and so forth. A Velociraptor Shaman must be taught this spell by a shaman of the Way of Quetzalcoatlus. There is no way for a raptor shaman to learn this spell by herself.
This spell causes the subject’s eyes to go through a radical transformation. They morph and gain incredible vision capable of spotting objects from great distances away. The subject gains a +8 racial bonus to Spot checks in daylight.


Way of the Spinosaurus

Spinosaurus shamans access to all spells available Tyrannosaurus Rex and the Sailback spell of the Dimetrodon.



Swamp Lurker


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell causes the subject’s skin to change color to make them more capable of hiding in the swamp. The character who this spell is cast on also finds it easier than before to move through the water quietly. Both of these are vital to a Spinosaurus shaman if they hope to have the chance to study a Spinosaurus up close and personally without being spotted (and most likely eaten). The character gains a +9 racial bonus to Hide checks in the water or swamp as well as a +6 racial bonus to Move Silently in water or swamp terrain. The character is can move silently while swimming and walking.


Unbearable Stench


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell is largely a defensive measure cast on large predators to make it easier for raptors to notice. Shamans will often cast Swamp Lurker on themselves, sneak up to a sleeping dinosaur, and cast Unbearable Stench on the predator. This helps make sure that the raptors are able to steer clear of them while in the area. This spell has no effect on a Spinosaurus.
The spell causes a whopping -5 circumstance modifier to all friendly charisma rolls made by the target of Unbearable Stench. This becomes a bonus in unfriendly charisma rolls (something about the stink reminds a character of the scary Spinosaurus and further increases the intimidation factor of the character). Raptor shamans occasionally cast this on their warriors prior to an attack in order to frighten their opponents. Any characters with Scent can automatically tell the target is coming from 100 feet away. Other characters must make a Wisdom check with a DC of 10 once the target is 100 feet away and, if failed, must make another wisdom check every ten feet (with a +1 circumstance bonus for every ten feet below 100) until they notice the smell.


Way of the Styracosaurus




Short Spike


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell causes a small horn (smaller than a Monoclonious’s, but much larger than a Ceratosaurus’s) to grow from the subject’s nose, just like a Styracosaurus. The horn may be used to attack or charge someone (despite the rareness of a Styracosaurus using its small forward horn in this way). The body’s muscles (most notably the neck) and skeletal structure adjust to account for the added weight on the head, though this is slight. It is recommended that this only be cast on four legged animals rather than characters who make a habit of walking on two legs. Raptor shamans often cast this on their allies when in combat.
The damage which can be inflicted by the horn is determined by the size of the subject. The horn is proportionate to its size.
Subject Size: W/charge: W/O charge:

Tiny 1d2 1

Small 1d2 1

Medium 2d2+4 1d2+2

Large 2d4+8 1d4+4

Huge 2d6+12 1d6+6

Gargantuan 2d8+16 1d8+8

Colossal 2d10+20 1d10+10




Thrasher Frill


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell has the same effects as the Armored Frill spell of the Triceratops except that horns emerge from the sides of the frill making the use of them in combat only possible if the target moves in close and thrashes its head about. The damage inflicted by the frill from thrashing it about is 1d4+4 each for the two large horns going upward diagonally on both sides (see the picture of Styracosaurus on page 108 of the Cretasus Adventure Guide for better details) and counts as slashing, rather than piercing.


Way of the Tanystropheus

Tanystropheus shamans access to the Long Neck spell available to Brachiosaurus, except that the neck lengthens to three times the size of the target’s body.



Poison Teeth


Transmutation

Level: Vsh1

Components: V, F

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
This spell causes a gland to form in the target’s head which causes its teeth to secrete a poison when biting something. The poison has no effect on the subject or their bite attack, but it does infect a person who is successfully bitten. A bitten person must make a Fortitude save with a DC of 16 to keep from being infected. Infection causes a temporary loss of 1d4 Dexterity. Multiple bites do stack if infected. However, the DC increases by +2 for each successful infection.
Focus: A tooth from a Tanystropheus with its poison applied to it.


Poison Bite


Evocation [Force]

Level: Vsh2

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. +10 ft./level)

Target: One Creature

Duration: instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
The shaman calls forth a magical pair of jaws which bite the target for 1d4 damage. The target must then make a Fortitude save against a DC of 16 or temporarily lose 1d4 Dexterity. The DC increases by +2 for each poison bite following the first successful infection.


Way of the Therizinosaurus

Therizinosaurus shamans have access to the Long Neck spell available to Brachiosaurus, though the neck only grows to half the subject’s height.



Reaper Claws


Transmutation

Level: Vsh1

Components: V, M, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
The spell causes the subject’s fingers to lengthen and harden into solid bone. The claws make it almost impossible to hold things while under the effects of this spell. The claws have the same stats as a longsword, for the purposes of damage.
Arcane Material Component: A piece of a Therizinosaurus’s claw.


Danger Sense


Transmutation

Level: Vsh1

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)
Therizinosaurus would have been wiped out long ago if they didn’t have their excellent hearing to alert them to danger. This spell causes the target’s hearing to improve greatly. The subject gains a +8 enhancement to Listen rolls.
Note: This spell is also available to Shamans studying the ways of other dinosaurs who rely greatly on their sense of hearing to warn them of approaching predators.


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