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General Tabletop Discussion
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Creature Catalog 3.5 Overhaul Project
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<blockquote data-quote="BOZ" data-source="post: 1137202" data-attributes="member: 1241"><p>Ok, how about these? The woodland mastery replaces what was left of the old nature mastery. Also, I decided to switch hold plants with command plants.</p><p></p><p>Strider's Charm (Su): If a hamadryad enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the hamadryad. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 19). These special charms can be used at will and do not count against the hamadryad's daily usage of her charm person spell-like ability. The save DC is Charisma-based.</p><p></p><p>Woodland Mastery (Su): Hamadryads are in tune with their forest and environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume any water, even water fouled by human or animal wastes.</p><p></p><p></p><p>for skills, she would now have 72 ranks (she's definitely getting a bump-up), so any suggestions on how to plan that out? the original conversion has Animal Empathy, Craft (any one), Knowledge (any one), Escape Artist, Hide, Listen, Move Silently, Search , Sense Motive, Spot, and Wilderness Lore.</p><p>note that the dryad has now been given Knowledge (nature), Ride, and Use Rope (not that we need to give the hamadryad any of these). Animal Empathy will become Handle Animal, and Wilderness Lore will become Survival.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1137202, member: 1241"] Ok, how about these? The woodland mastery replaces what was left of the old nature mastery. Also, I decided to switch hold plants with command plants. Strider's Charm (Su): If a hamadryad enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the hamadryad. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 19). These special charms can be used at will and do not count against the hamadryad's daily usage of her charm person spell-like ability. The save DC is Charisma-based. Woodland Mastery (Su): Hamadryads are in tune with their forest and environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume any water, even water fouled by human or animal wastes. for skills, she would now have 72 ranks (she's definitely getting a bump-up), so any suggestions on how to plan that out? the original conversion has Animal Empathy, Craft (any one), Knowledge (any one), Escape Artist, Hide, Listen, Move Silently, Search , Sense Motive, Spot, and Wilderness Lore. note that the dryad has now been given Knowledge (nature), Ride, and Use Rope (not that we need to give the hamadryad any of these). Animal Empathy will become Handle Animal, and Wilderness Lore will become Survival. [/QUOTE]
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