Animal Pacts
These pacts are made with might spirit of the animal kingdom, who often each protect their own kind and domain wherein they dwell.
Mark: A mark of 2 wings on your back.
Vow: Fight oppression and slavery wherever you go, protect freedom.
Spirit Zephyr: Until the end of the encounter, you and your allies within 20 ft. of you get a +2 bonus ranged attack rolls and damage rolls.
Tornado: You surround yourself within a torrent of wind. The tornado is occupying a 5 ft. radius around you. Arrows and bolts are deflected upwards and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the roaring winds. The tornado lasts for 3 rounds.
Hover: As the spell Levitate, 1 minute per level. You can divide the duration however you want over the course of a day.
Mark: Three colorful feathers appear in your hair.
Vow: Protect the emperor of the couatls and destroy the forces of evil.
Mind Thrust: You deal 1d10 points of damage to a creature within 25 ft. of you. Will save to negate. DC is 10 + your primary ability modifier + half your level. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
Danger Sense: You gain a +4 bonus to detect traps and a +4 bonus to saving throws against traps for 10 minutes per level.
Telepathy: You can communicate telepathically with any creature within 90 feet that has an intelligence of 3 or higher.
Mark: You bear the head of a wolf on your shoulder.
Vow: Each full moon you must hunt with your pack.
Trip: You can make trip attacks as if you had the improved trip feat.
Pack Tactics: You grant each ally within 10 ft. of you a +2 bonus to melee attacks and damage rolls until the end of the encounter.
Sensitive Nose: You gain the scent ability.
Bird
Lord of the skies, king of the avian realm, protector of freedom.Mark: A mark of 2 wings on your back.
Vow: Fight oppression and slavery wherever you go, protect freedom.
Spirit Zephyr: Until the end of the encounter, you and your allies within 20 ft. of you get a +2 bonus ranged attack rolls and damage rolls.
Tornado: You surround yourself within a torrent of wind. The tornado is occupying a 5 ft. radius around you. Arrows and bolts are deflected upwards and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the roaring winds. The tornado lasts for 3 rounds.
Hover: As the spell Levitate, 1 minute per level. You can divide the duration however you want over the course of a day.
Winged Serpent
The empire of the winged serpents is eternal.Mark: Three colorful feathers appear in your hair.
Vow: Protect the emperor of the couatls and destroy the forces of evil.
Mind Thrust: You deal 1d10 points of damage to a creature within 25 ft. of you. Will save to negate. DC is 10 + your primary ability modifier + half your level. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
Danger Sense: You gain a +4 bonus to detect traps and a +4 bonus to saving throws against traps for 10 minutes per level.
Telepathy: You can communicate telepathically with any creature within 90 feet that has an intelligence of 3 or higher.
Wolf
You run with the pack, the pack is life, the pack is your family.Mark: You bear the head of a wolf on your shoulder.
Vow: Each full moon you must hunt with your pack.
Trip: You can make trip attacks as if you had the improved trip feat.
Pack Tactics: You grant each ally within 10 ft. of you a +2 bonus to melee attacks and damage rolls until the end of the encounter.
Sensitive Nose: You gain the scent ability.
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