Animals have always been my friends!
Animal Magnetism Feat 7
General Skill
Prerequisites Master in nature
Here kitty! When you attempt an action to command an animal, you can reattempt the roll, but you must take the second result.
Animals have always been my friends!
General Skill
Prerequisites Master in nature
Here kitty! When you attempt an action to command an animal, you can reattempt the roll, but you must take the second result.
You’ve learned about how people work
Android
You live among them, and you’ve learned about them. Remove emotionally unaware, and instead gain a +1 circumstance bonus to deception checks and a +1 circumstance bonus to perception checks to determine motivations, both against any living, organic lifeforms.
.
Thoughts?
More nature, and times for the one for level 16!
General Skill
Prerequisites legendary in nature
Even elder druids begin to bow to your power. Once per day, you can choose an primal 2nd level spell that is not uncommmon and attempt a DC30 nature check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.
Thoughts?
Hard to hurt the dead!
Borai
The dead don’t feel. You gain resistance to all damage equal to one-third your level (minimum 1).
.
Thoughts?
More nature, and times for the one for more spells!
General Skill
Prerequisites master in nature
You’ve picked to continue to learn even more! Once per day, you can choose an primal 1st level spell that is not uncommmon and attempt a DC25 arcana check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
Thoughts?
How about some love for basic nature spell casting
General Skill
Prerequisites expert in nature
You’ve learned from the forest. Once per day, you can choose an primal cantrip and attempt a DC20 nature check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
Thoughts?
That boy can take a punch!
Vesk
You are built tough. Gain 2 additional hit points per level.
Thoughts?
Are you sure??
General Skill
Prerequisites expert in Nature
You pay attention in the forest, and it will take care of you. You gain the the ability to craft and identify potions, alchemical elixirs, and poisons using Nature as the associated skill instead of Craft.
Thoughts?
Pop your claws!
| Claws | ||||
| Level: 1 | Range personal | Duration: varies | Casting time: 1 action | Save: none |
| General | Your fingernails extend into talons | |||
| Manifestation | roll 1d4: (1) Your fingers extend to knives (2) Your skill pulls back to reveal sharp fingernails (3)Your hands spontaneously become elongated talons (4)Nothing changes on a large level, but at a small level your nails are sharp down to an atomic level | |||
| 1 | failure, power may not be used again today | |||
| 2-11 | failure | |||
| 12-13 | Your claws are melee weapons dealing 1d4 damage on a hit for 1 round | |||
| 14-17 | Your claws are melee weapons dealing 1d6 damage on a hit for 5 rounds and you gain 1d2 on critical hits | |||
| 18-19 | Your claws are melee weapons dealing 1d8 damage on a hit for 10 rounds and you gain 1d4 on critical hits on critical hits table results | |||
| 20-23 | Your claws are melee weapons dealing 2d6 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 19 or 20. | |||
| 24-27 | Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 18 to 20. | |||
| 28-29 | Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 17 or 20. | |||
| 30-31 | Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 16 to 20. | |||
| 32+ | Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 2d8 on critical hits table results and can critical on a 15 to 20. | |||
Where did he learn to negotiate?
Gunslinger Operative Linguistic Mental
Trigger You miss, but do not critically miss a ranged attack
Too close! When you miss a target, you can immediately make a demoralize check against the target of the attack.
Thoughts?