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New Geomancer Drift attributes
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<blockquote data-quote="Machiavelli" data-source="post: 3112834" data-attributes="member: 40964"><p>Let's see if we can do some brainstorming...</p><p></p><p>I have been playing a Geomancer, and looking for some good Drift options in addition to the base list offered in Complete Divine. There are 5 levels of drift that progress to 5th level through the 10 levels of the Geomancer PrC. The first level has no game effects, and the 5th has very significant effects. Check out the specifics on the SRD, as I believe Complete Divine is included there.</p><p></p><p>Anyway, here's the list I came up with. Any suggestions for additions or modifications would be appreciated.</p><p></p><p>"Drift name" (drift level) Description.</p><p></p><p>Bushy tail (2) +2 on Balance checks.</p><p>Unibrow (1) Brow ridge overhangs eyes slightly further, and eyebrows join.</p><p>Pads on hands/feet (1) Similar in proportion and color to a bear, but somewhat thinner.</p><p>Dewclaws (1) Nonfunctional dewclaws form on wrists and ankles.</p><p>Unusual eye color (1) Eyes permanently become any color not natural for your race.</p><p>Mottled skin (1) Skin shade varies in patches between one color natural for your race and one that is not.</p><p>Neck/back hair (1) Matches the hair on your scalp.</p><p>Lengthened limbs (5) Long, thick limbs grant Powerful Build.</p><p>Pupils/irises disappear (4) Darkvision +60 feet. Light sensitivity.</p><p>Locking grasp (4) +4 Strength bonus on checks to continue holding objects, ledges, grapples, etc. Does not apply to first attempt, only to subsequent attempts after a success.</p><p>Nictating membranes (3) Immune to blinding effects that do not deal damage.</p><p>Bony spinal knobs (1) Your spine is especially prominent through the flesh of your back.</p><p>Webbed digits (2) +4 Swim checks.</p><p>Breath weapon (3) Once per day use of elemental breath weapon. 15 ft line deals 1d4 damage.</p><p>Scenting tongue (3) Scent out to 15 feet when you flick your long tongue.</p><p>Invertible esophagus (1) Can turn throat inside out, protruding from mouth to intake food.</p><p>Disjointed shoulders/hips (2) +2 on Escape Artist checks.</p><p>Prehensile feet (4) +8 on Climb checks</p><p>Canine teeth (3) Bite attack for 1d4 plus your strength bonus damage. </p><p>Dermal denticles (3) Extremely rough skin deals 1 damage as a full-round action, ignores hardness 5 or less.</p><p>Brown fur (2) +4 on Hide checks made to hide in undergrowth or heavy undergrowth.</p><p></p><p>Thanks for browsing!</p></blockquote><p></p>
[QUOTE="Machiavelli, post: 3112834, member: 40964"] Let's see if we can do some brainstorming... I have been playing a Geomancer, and looking for some good Drift options in addition to the base list offered in Complete Divine. There are 5 levels of drift that progress to 5th level through the 10 levels of the Geomancer PrC. The first level has no game effects, and the 5th has very significant effects. Check out the specifics on the SRD, as I believe Complete Divine is included there. Anyway, here's the list I came up with. Any suggestions for additions or modifications would be appreciated. "Drift name" (drift level) Description. Bushy tail (2) +2 on Balance checks. Unibrow (1) Brow ridge overhangs eyes slightly further, and eyebrows join. Pads on hands/feet (1) Similar in proportion and color to a bear, but somewhat thinner. Dewclaws (1) Nonfunctional dewclaws form on wrists and ankles. Unusual eye color (1) Eyes permanently become any color not natural for your race. Mottled skin (1) Skin shade varies in patches between one color natural for your race and one that is not. Neck/back hair (1) Matches the hair on your scalp. Lengthened limbs (5) Long, thick limbs grant Powerful Build. Pupils/irises disappear (4) Darkvision +60 feet. Light sensitivity. Locking grasp (4) +4 Strength bonus on checks to continue holding objects, ledges, grapples, etc. Does not apply to first attempt, only to subsequent attempts after a success. Nictating membranes (3) Immune to blinding effects that do not deal damage. Bony spinal knobs (1) Your spine is especially prominent through the flesh of your back. Webbed digits (2) +4 Swim checks. Breath weapon (3) Once per day use of elemental breath weapon. 15 ft line deals 1d4 damage. Scenting tongue (3) Scent out to 15 feet when you flick your long tongue. Invertible esophagus (1) Can turn throat inside out, protruding from mouth to intake food. Disjointed shoulders/hips (2) +2 on Escape Artist checks. Prehensile feet (4) +8 on Climb checks Canine teeth (3) Bite attack for 1d4 plus your strength bonus damage. Dermal denticles (3) Extremely rough skin deals 1 damage as a full-round action, ignores hardness 5 or less. Brown fur (2) +4 on Hide checks made to hide in undergrowth or heavy undergrowth. Thanks for browsing! [/QUOTE]
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