Aspect of the Earth Hunter
School: Transmutation
Sub-School: None
Descriptor: None
Ritual: No
Level: Primal 6th
Components: Somatic & Verbal
Casting Time: Standard
Range: Personal
Effect/Target: You
Duration: 1 Hour
Saving Throw: None You gain the following properties:
Your Proficiency is determined by your Transmutation Proficiency, if you have no innate Proficiency. Finally, as a Move action, you may perform an Athletics check to leap towards a location at least 15ft away.
Each creature in the area must make a Strength or Dexterity saving throw with a DC equal to your Athletics check.
Sub-School: None
Descriptor: None
Ritual: No
Level: Primal 6th
Components: Somatic & Verbal
Casting Time: Standard
Range: Personal
Effect/Target: You
Duration: 1 Hour
Saving Throw: None You gain the following properties:
- You become a Huge creature with a Reach of 10ft.
- Strength score of 27.
- Dexterity score of 15.
- Constitution score of 20.
- Armor bonus to AC is 10.
- Dodge bonus to AC is 2.
- Base Land Speed of 40ft.
- Burrow Speed of 10ft.
- Darkvision & Tremorsense 60ft.
- You lose all extraordinary, spell-like, and supernatural abilities, if they are not derived from class or character levels.
- You cannot speak.
- You cannot cast spells.
- Your equipment melds into your new form and becomes non-functional.
Your Proficiency is determined by your Transmutation Proficiency, if you have no innate Proficiency. Finally, as a Move action, you may perform an Athletics check to leap towards a location at least 15ft away.
Each creature in the area must make a Strength or Dexterity saving throw with a DC equal to your Athletics check.
- On a failed save, the creature takes Bludgeoning damage equal to your Claw weapon, and falls Prone.
- On a successful save, the damage is halved, and the creature is pushed onto an unoccupied space of your choice.
If there are no unoccupied space adjacent to you, they instead fall Prone on their current location.
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