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Fax Celestis
2010-08-17, 04:52 PM
{table=head]Level | BAB | Fort | Ref | Will | Special | Maximum Spirit Level
1st | +0 | +1 | +0 | +2 | Avatar of Nature (1 Spirit) | 1st
2nd | +1 | +1 | +0 | +3 | Call to Life | 1st
3rd | +2 | +2 | +1 | +3 | - | 2nd
4th | +3 | +2 | +1 | +4 | Spirit's Protection (HP Bonus) | 2nd
5th | +3 | +3 | +1 | +4 | Avatar of Nature (2 Spirits) | 2nd
6th | +4 | +3 | +2 | +5 | - | 3rd
7th | +5 | +3 | +2 | +5 | Spirit's Protection (AC Bonus) | 3rd
8th | +6/+1 | +4 | +2 | +6 | Repress Nature's Sign | 3rd
9th | +6/+1 | +4 | +3 | +6 | - | 4th
10th | +7/+2 | +5 | +3 | +7 | Avatar of Nature (3 Spirits), Spirit's Protection (Spell Resistance) | 4th
11th | +8/+3 | +5 | +3 | +7 | Spiritual Attunement (1 Ability) | 4th
12th | +9/+4 | +6 | +4 | +8 | - | 5th
13th | +9/+4 | +6 | +4 | +8 | Spirit's Protection (Bonus on Saves) | 5th
14th | +10/+5 | +6 | +4 | +9 | Spiritual Attunement (2 Abilities) | 5th
15th | +11/+6/+1 | +7 | +5 | +9 | Avatar of Nature (4 Spirits) | 6th
16th | +12/+7/+2 | +7 | +5 | +10 | Spirit's Protection (Immunity to Mind-Affecting) | 6th
17th | +12/+7/+2 | +8 | +5 | +10 | Spiritual Attunement (3 Abilities) | 6th
18th | +13/+8/+3 | +8 | +6 | +11 | - | 7th
19th | +14/+9/+4 | +8 | +6 | +11 | Spirit's Protection (Immunity to Petrification and Polymorph) | 7th
20th | +15/+10/+5 | +9 | +6 | +12 | Avatar of Nature (6 Spirits), Spiritual Attunement (4 Abilities) | 7th[/table]

HD: d8

Class Skills: (4+Int, x4 at 1st level). A druid receives the Druid skill set and selects two other skill sets.

Prowess: A druid receives 4 prowess per level.

Proficiencies: Druids are proficient with all simple weapons, with any other two weapon groups, and with light and medium armor and shields (but not tower shields).

Avatar of Nature (Su): Druids are sublime avatars of nature and can call spirits of natural power forth to grant them abilities.

A druid may call forth a spirit by enacting a ten-minute ritual: once complete, the druid gains the powers associated with the spirit he summoned for 24 hours. If interrupted, the druid must start again at a later time. Druids are limited to a small number of concurrent spiritual binds according to their level (1 at 1st, 2 at 5th, 3 at 10th, 4 at 15th, and 6 at 20th), and are also limited to what kind of spirits they may bind according to their level (1st only at 1st level, 2nd at 3rd level, 3rd at 6th level, 4th at 9th level, 5th at 12th level, 6th at 15th level, and 7th at 18th level). A druid may only bind one spirit of the highest level they have access to: all other spirits they bind to must be of a lesser level.

Binding a spirit and becoming an avatar of nature is a supernatural effect, though some of the abilities created by spirits are extraordinary or spell-like. Unless otherwise designated, spirit's powers are supernatural. Spiritual powers that have saving throws use 10 + 1/2 class level + Cha modifier unless otherwise notated.

Each spirit possesses five kinds of abilities: an at-will power, an encounter power, a daily power, a passive power, and a nature's sign.

At-will powers can be used as frequently as you like. Most require standard actions. Encounter powers may be used once per encounter. Daily powers may only be used once over the course of the spirit's presence. Passive powers are always-active abilities. Nature's sign includes the spirit's effect on your physical and emotional self: some spirits alter your form, while others change your mannerisms or your thought patterns.

Call to Life (Su): Starting at second level, a druid gains the ability to bring a spirit he has created a contract with already to life for a few brief moments. By spending a standard action and disabling the abilities related to one spirit (whether he still may use them or not), he may summon the creature described in the "Call" section of each spirit. The creature appears at the start of the druid's next turn in a square within 30' of the druid.

The summoned spirit has access to all its typical abilities as well as the spirit's at-will, encounter, and daily abilities. If those additional abilities include the use of the spirit's encounter or daily powers, the spirit may only use them if they would still have been available to the summoning druid.

Should the summoned creature perish, the druid loses access to that spirit and its powers for the rest of the spirit's duration, and he further may not bind that spirit again for an additional 24 hours. If the summoned creature is still alive at the end of the summon's duration, it reverts to spirit form, and the druid regains the use of any abilities associated with that spirit. Should the spirit have used encounter or daily abilities while summoned, those abilities remain unusable for the druid until they would normally have recharged. A druid may only have one spirit called to life at a time.

A druid may dismiss a called spirit as a move action or by waiting for the spirit's call duration to expire: in either instance, the spirit reverts to being bound.

Spirits called are generally tougher than their normal counterparts, gaining bonus Hit Points, Base Attack Bonus, and an insight bonus on saving throws and skill checks according to the following table:

{table=head]Advancement Value | Bonus HP | Bonus BAB | Bonus to Saves and Skills
1 or less | +0 | +0 | +0
2-4 | +10 | +2 | +1
5-7 | +20 | +4 | +3
8-10 | +30 | +6 | +4
11-13 | +40 | +8 | +6
14-16 | +50 | +10 | +7
17-19 | +60 | +12 | +9
20+ | +80 | +16 | +12[/table]

A spirit's Advancement Value is equal to your druid level minus twice the spirit's level. For effects based upon number of Hit Dice, use a spirit's base Hit Dice and add the Advancement Value.

Spirit's Protection (Su): Starting at fourth level, a druid gains additional power from spirits he is bound to. At fourth level, a druid gains bonus hit points equal to the highest level spirit he is able to bind squared (+4 at 4th, +9 at 6th, +16 at 9th, +25 at 12th, +36 at 15th, and +49 at 18th) whenever he is bound to a spirit.

At seventh level, a druid gains an enhancement bonus to natural AC equal to his Wisdom modifier as long as he is bound to a spirit.

At tenth level, a druid gains Spell Resistance equal to 10 plus his druid level as long as he is bound to a spirit.

At thirteenth level, a druid gains an insight bonus on saving throws equal to his Charisma modifier as long as he is bound to a spirit.

At sixteenth level, a druid gains immunity to mind-affecting spells as long as he is bound to a spirit.

At nineteenth level, a druid gains immunity to polymorph, petrification, and any ability that would negatively change his physical form (excluding Nature's Sign) as long as he is bound to a spirit.

Repress Nature's Sign (Su): Starting at eighth level, a druid may suppress side effects of binds for a short time. By spending a swift action to make a Will save (DC 15 + twice the highest bind's level + twice the number of other spirits, so that a fourth level spirit would have a DC 23 Will save, and a fourth level spirit with three other spirits bound would be DC 29), a druid can suppress the effects of all Nature's Sign abilities currently affecting him. While suppressed, the druid displays no aspects of the Nature's Sign ability from any spirit, nor do they suffer any relevant penalties or enjoy any relevant bonuses provided specifically by the Nature's Sign ability of spirits. The duration of suppression is based upon how much the druid beats the save DC by:

{table=head]Beats Save DC By... | Duration of Suppression
3 or less | 1 minute
4 to 6 | 5 minutes
7 to 10 | 10 minutes
11 to 15 | 1 hour
16 or more | Until the end of the bind's duration[/table]

He must have spirits currently bound to perform this action. A druid may resume displaying a spirit's sign as a swift action.

Spiritual Attunement: At 11th level and every three levels thereafter (14th, 17th, and 20th), you may select an at-will ability from a spirit to have access to at all times. You display that spirit's Nature's Sign at all times (unless you suppress it; if you do so, a result of 16 or more on your suppression roll indicates 24 hours of suppression), and always have access to that spirit's at-will ability even if you are not bound to that spirit. However, when choosing an ability, use your druid level -10 to determine which abilities you can select from: for instance, an 11th level druid selecting an ability in this fashion could only select at-will abilities from spirits a 1st level druid could bind, and as such could only choose abilities from a first-level spirit. These selections are permanent.

Spirits
Each Spirit, while bound, confers several active abilities to the druid, as well as a passive ability. In exchange, the druid takes on Nature's Sign, an indelible marking which varies according to the spirit. Anything which suppresses supernatural abilities also suppresses spirit abilities and Nature's Sign, even those which are preternatural or extraordinary abilities.

All spirit powers are Supernatural abilities unless otherwise stated. Spirits have six different attributes:

At-Will: An ability usable at will as long as the spirit is bound.

Per Encounter: An ability usable once per encounter while the spirit is bound.

Daily: An ability usable once each day that the spirit is bound.

Passive: An always-on ability that remains active for the duration of the bond.

Nature's Sign: Physiological and behavioral alterations that manifest as a side effect of the bond. More powerful spirits exhibit more taxing Signs.

Call: Most spirits can be called forth through the bond link, becoming manifested as entities outside the druid's own body for a limited time. A spirit slain while manifest in this fashion cannot be rebound for 24 hours, and any current bond the druid holds with it goes silent. While a spirit is called forth, a druid loses access to the spirit's abilities but retains the associated sign.

Inimical and Demesne Spirits
The spirit realm of nature is host to many different spirits, each their own distinct entity. These spirits have their own relations amongst one another.

Inimical spirits are opposed to one another. If a druid attempts to bind inimical spirits, the lower-ranked spirit will react with outrage. The bond will fall silent, and the spirit will resist any new bonding until the greater-ranked spirit has been left unbonded for at least 24 hours. Two same-ranked inimical spirits will both take affront and go silent. In addition to both bonds becoming unusable for 24 hours, the druid will gain one negative level for the rest of the day.

Example: Fax attempts to bind Drought and Water at the same time. The Water spirit, an enemy of Drought, silences its bond with Fax, as Drought is more powerful.

Demesne spirits are aligned to one another, with one spirit subservient to another. If a druid binds two (or more) spirits of the same demesne, he or she is granted an additional use of the lower-ranked spirit's daily ability. Further, the Nature's Sign of the lower-ranked spirit does not manifest, as the collective manifestation of the demesne spirits is encompassed by the Nature's Sign of the highest-ranked spirit bonded.

Example: Fax binds both Water and Ocean at the same time. As Water is within Ocean's demesne, Fax does not manifest the Nature's Sign of the Water spirit, and gains a second daily use of Torrent.

Note that although two spirits may share a demesne, they are not necessarily inimical towards the same spirits. Although Water and Drought are inimical, and Water is in the demesne of Ocean, Ocean and Drought are not inimical.

1st
Badger
Badger is in the demesne of Nelig, Mistress of the Wolves.

Bearslayer: As a swift action, you can augment your damage based upon the difference in size between you and your opponent. For each size category your opponent is larger than you, add an additional 1d4 points of damage to melee damage you inflict to them this turn. This ability is usable at-will.

Frenzy: Once per encounter, you may fly into a rage similar to that of a barbarian as a swift action. While in this frenzy, you gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to Will saves, but you suffer a -2 penalty to your Armor Class. You also gain two claws and a bite attack. Your claws deal 1d3 points of damage, while your bite deals 1d4. If you already possess claws or a bite attack, instead increase their damage size by one step. Your natural attacks also have an enhancement bonus equal to the maximum number of spirits you can bind minus one. This frenzy lasts for a number of rounds equal to your (new) Constitution modifier.

Warren: Once per day, you may dig out an underground warren suitable for resting in. The warren is large enough for one creature to rest in per druid level. Resting in this environment is both comforting and magically-enhanced, so a creature that rests in a warren created this way heals hit points and ability damage as if they had rested overnight, despite the warren only existing for a fraction of that time. Despite creatures healing as if they had rested overnight, a warren's shelter is not sufficient to regain spent spells: those instances still require eight hours of rest, and as such the warren does not provide ample time to regain spellcasting ability. This ability takes ten minutes of burrowing to complete and may be used once per day. You cannot create a warren unless you are standing on solid, natural ground. While the entrance to a warren can be hidden by placement or by disguise, neither of these are provided intrinsically by this ability. A warren created in this fashion lasts for two hours--enough time to rest--before ejecting all inside and sealing itself.

Rough and Tumble: While bound to Badger, you gain the Diehard feat as a bonus feat. Treat this bonus feat as if you had invested prowess equal to your druid level into it.

Nature's Sign: A white stripe (made up of skin, scale, fur, or otherwise, as appropriate) forms, starting just over your nose, traveling over the top of your head, and runs down the length of your spine.

Call: If called forth, the badger spirit emerges as a badger. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a dire badger instead.

Bat
Bat is inimical with Locust and is in the demesne of Shadow and Nelig, Mistress of the Wolves.

Blackout: As a swift action, you may create a 10' radius area of magical darkness within 30' called a blackout. You are capable of seeing in your own blackout, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. A blackout lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. Bats, druids that have Bat bound, and other creatures with an echolocation, blindsense, or blindsight ability can see normally in a blackout. This ability is usable at will.

Screech: As a standard action, you may create a high-pitched screech with your voice that is loud enough to cause damage. The screech takes the shape of a 30' cone and deals 1d6 points of sonic damage, plus an additional 1d6 points of sonic damage for each spirit other than Bat that you have bound. Living creatures damaged by the effect are also deafened for one minute. A successful Fortitude save halves the damage and negates the deafening effect. Objects within the area take damage from the screech: objects of crystal, glass, or other fragile substances do not receive a saving throw against this effect. This ability is usable once per encounter and has no effect in areas that have been silenced.

Fearsome Gaze: As a standard action, you may fill your eyes with fear and dread, causing all you gaze upon to trigger their most base phobias. You gain a gaze attack for one minute. Any creature affected by your gaze attack must make a Will save or become shaken. A creature already shaken who is affected by this ability instead becomes frightened. This ability cannot make a creature panicked. This is a mind-affecting fear effect and is usable once per day.

Echolocation: As long as you are not deafened or in an area of silence, you gain blindsense 10'. Increase the range of this ability by 10' for each spirit other than Bat that you have bound.

Nature's Sign: Your ears enlarge and grow pointy and ridged, like those of a bat. Your eyes also enlarge slightly, and your eyes turn black. You find yourself more dependent upon your hearing than your sight to determine where things are: this inflicts a -2 penalty to your ranged attack rolls.

Call: If called forth, the bat spirit emerges as a bat. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a dire bat instead.

Beetle
Beetle is in the demesne of Horjin, the Hunting Tiger.

Shellball: As a move action, you can roll into a ball. Doing so shrinks yourself by one size increment, increasing your natural armor by 3, your ground speed by 10', and providing a +3 bonus to Acrobatics checks. A second move action ends the effect and returns you to your regular form. While in this form, you may not make any attacks or take any actions other than moving or returning to your regular form. This ability is usable at will.

Crushing Roll: As a standard action while using your Shellball ability, you can move up to twice your speed and literally run over any opponents in your path. To trample an opponent with this ability, you merely have to move over the opponents in your path; any creature whose space is completely covered by your movement is subject to the trample attack. If a target's space is larger than 5 feet, it is only considered trampled if you move over all the squares it occupies. Affected creatures take 1d6 points of damage, plus one-half your Strength modifier. Double this damage for each spirit other than Beetle you have bound (so 2d6 plus your Str for two spirits, 3d6 plus one and a half times your Str for three spirits, 4d6 plus two times your Str for four spirits, etc.)

If you move over only some of a target's space, the target can make an attack of opportunity against you at a -4 penalty. If you accidentally end your movement in an illegal space, return to the last legal position you occupied, or the closest legal position, whichever is closer. Feats and abilities that work with the overrun or trample special attacks also function with this ability. Since this is an attack that includes movement, it does not provoke attacks of opportunity. This ability is usable once per encounter.

Mudshape (Sp): This ability functions like stone shape except it only targets dirt, mud, and other loose soil. Mudshape's maximum volume of shaped dirt is 10 cubic feet, plus 5 cubic feet per level. Substitute your druid level for your caster level.

Carapace: Your hard carapace grants you a +3 bonus to your natural Armor Class. Increase the bonus by the number of spirits other than Beetle you have bound (so that if you have four spirits including Beetle bound, you gain a total of a +6 bonus to your natural Armor Class). Also, double your carrying capacity: beetles and insects carry several times their weight with nary a care.

Nature's Sign: You grow a hard, chitinous, beetle-like shell over your back. This makes it impossible to wear armor, though no other magical item slots are affected by this change.

Call: If called forth, the beetle spirit emerges as a giant fire beetle. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, you may call forth a giant stag beetle instead.

Flower
Flower is in the demesne of Wood.

Survaria Beam: As a standard action, you can fire a beam similar to that of the Survaria flower. This deals 1d8 radiant damage. You may fire an additional beam for every additional spirit bound. This is a ranged touch attack, and is considered a ray.

Petal Shield: Once per encounter, as a move action, you can surround yourself with a swirling field of flower petals. These grant you 10 temporary hit points per spirit you have bound and fade after 10 rounds.

Stunning Spores: Once per day, as a standard action, you may exhale a cloud of spores in a 15' cone: creatures within it must make a Fort Save or be stunned sneezing for two rounds.

Sunlight Adaptation: You gain resistance to radiant damage equal to twice the number of spirits you have bound plus your Charisma modifier.

Nature's Sign: While bound to Flower, your arms and torso develop a greenish tint and your feet and legs develop a brownish tint. Your hair becomes a bright, vibrant color, (rose red, sunflower yellow, violet blue, or daisy white for example) normally associated with flowers. You exude a subtle floral scent. This gives you a +3 bonus on Charisma checks (except Intimidate). Furthermore, you cannot be tracked by Scent as long as you are in an area where flowers naturally grow (for example, this ability would not function underground or underwater). Because you smell like a flower, insectile swarms of creatures of the Vermin type (such as a swarm of bees) will not attack or sting you unless magically compelled, and you may walk through such swarms without suffering ill effects.

Call: If called forth, the flower spirit emerges as a survaria flower. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.

Hare
Hare is inimical with Wolf, and is in the demesne of Nelig, Mistress of the Wolves.

Leap: As a swift action, you may make an Athletics check. For each five points on your Athletics check, you may move up to five feet horizontally, as if you were jumping.

Adroit Dodge: Once per encounter, as a swift action, you may gain a +4 dodge bonus to your AC for a number of rounds equal to your Charisma modifier.

Woodland Stride: Once per day, as a standard action, you may gain woodland stride (as the ranger ability) for 10 minutes per Druid level.

Prey's Senses: You gain Run as a bonus feat and a +4 bonus to Awareness. Increase the bonus to Awareness by 1 for each spirit other than Hare that you are bound to.

Nature's Sign: You are constantly skittish and jump at loud noises. You suffer a general tendency towards flight rather than fighting (including a -2 penalty on saving throws against Fear effects). In particular, you have an unnatural fear towards dogs and dog-like creatures.

Call: If called forth, the hare spirit emerges as a rabbit . Use the statistics for a cat, but remove the bite attack. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.

Mole
Mole is inimical with flying spirits (Bat, Owl, Raven, and Hawk) and with air-based spirits (Air and Cyclone). Mole is within the same demesne as Earth, Mountain, Earthquake, and Nelig, Mistress of the Wolves.

Dig: As a move action, you may burrow up to your land speed. If you end your movement underground, you must hold your breath or begin to suffocate.

Entrench: As a move action, you may create an entrenchment. A trench is 15' long, must begin and end in squares you are adjacent to, and must be in a straight line. A trench creates a 5' wide by 15' long depression into the ground, and on one side of it a similarly-sized pile of packed earth. An entrenchment created in this way is permanent, though it can only be formed from dirt, soil, or other loose ground. The depression dips down five feet, and the embankment similarly rises five feet--a creature with a reach or ranged weapon behind an embankment threatens as normal, but a creature within the trench does not threaten the other side of the embankment. Climbing up the embankment from within the trench requires a DC 15 Climb check; climbing up the embankment from outside the trench requires a DC 10 Climb check. Trenches are occasionally filled with water or other liquids: if so, they inflict movement penalties (and occasionally damage) as appropriate. Multiple applications of this ability (whether over a long period of time or by multiple druids working in unison) can create fortifications, moats, irrigation, or streams. This ability is usable once per encounter.

Excavate: As a full-round action, you may burrow up to your land speed, leaving a tunnel behind you large enough to accommodate creatures of your size or smaller easily. Creatures larger than you must squeeze to fit through the tunnel. The tunnel is permanent, but you can collapse the tunnel with a second full-round action as long as you are adjacent to the tunnel. This ability (one creation and one destruction) is usable once per day.

Earth's Eyes: You gain tremorsense as long as you are in contact with the ground. It has a 10' radius, +10' for each other spirit you have bound.

Nature's Sign: Your eyes grow small and beady, and your fingers end in long digging claws. Unfortunately, these claws are not useful in combat, nor are they accustomed for fine-motor skills. You take a -2 penalty on Dexterity-related skill checks.

Call: If called forth, the mole spirit emerges as a brain mole. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.

Otter
Otter is in the demesne of Water, Ocean, and Nelig, Mistress of the Wolves.

Swim: As a move action, you may swim up to your land speed.

Magic Stone (Sp): Once per encounter, you may cast magic stone as a spell-like ability. Use your druid level as your caster level. You may throw these stones while underwater at no penalty.

Wake: Once per day, you may charge a foe, trailing a wake of water. As part of this ability, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to twice your land speed.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of your charge take 2d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake. The wake is treated as having a Strength modifier equal to your Constitution modifier for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone and are bull-rushed directly away from you. A creature may only be affected once in a round by this wake.

This ability is extraordinary if used underwater.

At Home in the Water: You gain the ability to hold your breath for an extended amount of time. Triple the normal amount of time you would normally be able to hold your breath.

Nature's Sign: You grow short, smooth fur all over your body. This fur traps air within it when wet, which keeps you warm in cold water.

Call: If called forth, the otter spirit emerges as an otter. Use the statistics for a dog, but include a swim speed of 20'. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.

Owl
Owl is inimical with Mouse and is in the demesne of Nelig, Mistress of the Wolves.

Talon Rake: As a standard action, you may make an attack with both of your talons. You may take a -4 penalty on this attack roll to add an additional 1d6 damage to the attack. You do not provoke attacks of opportunity when using your talon rake.

Silent Swoop: Once per encounter as a standard action, you may move up to your speed and make a single attack against a foe, who is considered flat-footed. You do not provoke attacks of opportunity at any point during this movement. You may substitute a talon rake for the attack.

Predatory Perch: Once per day, you may stand perfectly still for 1 round, taking no actions except to look around. If left undisturbed, you regain 2d8 hit points, and get a +2 bonus to attack and damage rolls for the next three rounds against any enemy you have line of sight to during your perch.

Silent Hunter: You acquire talons as natural weapons while this bond is active (1d6 slashing). You get a +2 bonus to attacks made against flying creatures, and a +2 bonus to attacks made against creatures of a lower size category. You gain a +4 bonus to Search and Stealth checks.

Nature's Sign: Your eyes become yellow-tinted, and you have difficulty adjusting your gaze without turning your head. You become slightly farsighted. You develop slight feathering around your eyes and ears, and your fingers become stiffer and grow talons. These manifest as two natural attacks that deal 1d4 points of damage. You feel tired during the day and more energetic at night, and feel an impulse to attack creatures smaller than yourself.

Call: If called forth, the owl spirit emerges as an owl. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a giant owl instead.

Raccoon
Raccoon is in the demesne of Nelig, Mistress of the Wolves.

Bandit Mask: As a standard action, you may assume the likeness of any creature that shares both your current Size and your current Type. This is merely a change of appearance, not of physical form, so your retain your original racial stat adjustments and abilities. Treat this as a disguise self spell that does not affect your possessions and is not an illusion. This change lasts until you dismiss it (a free action), until you activate it again, or until you attack a creature (even if with a spell or ability). When using this ability to create a disguise, you gain a +10 circumstance bonus on Disguise checks. This ability is usable at will.

Filch: As a standard action, you may attempt to grab a small article from your opponent. First, make a melee attack roll at your full Base Attack Bonus. Treat this as an unarmed strike, except that you are treated as if you are armed. If you hit, you dela no damage: instead, immediately make a contested Dexterity check. If you succeed, you can take a Small or smaller object of your choice from your foe. An attended object (such as a dagger in foe's hand) can be taken, but these instead require a successful Disarm check instead of a Dexterity check. This ability is usable once per encounter.

Miser's Scent (Sp): You gain the ability to sense deposits of valuable material. Treat this as a detect magic spell, except that in the first round you detect the presence or absence of vaulables; in the second round you detect the number of different groups of wealth and the largest one; and in the third the material (gold, silver, platinum, gems, stone, etc.) and the form (bars, cut gems, raw gems, mineral veins, coins, art, etc.) the wealth takes. You may use this ability once daily, and its effect lasts for as long as you concentrate, plus a number of rounds equal to your druid level.

Break and Enter: You gain the Trapfinding ability. You also gain a +2 circumstance bonus to Athletics, Acrobatics, Disable Device, Disguise, and Stealth checks.

Nature's Sign: Your skin darkens around your eyes, making you appear as if you have ash, soot, or even a mask around your eyes, like that of a raccoon. This discoloration remains even when you use your Bandit Mask ability, though it lessens somewhat when you do so. You become completely colorblind (seeing entirely in gray-scale), and you feel a desperate need to wash your food before you eat it, even if it is fully cooked.

Call: If called forth, the raccoon spirit emerges as a raccoon. Use the statistics for a weasel, but remove the Attach ability. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.

Raven
Raven is inimical with some earthen spirits (Earth and Earthquake) and is in the demesne of Nelig, Mistress of the Wolves.

Flit: As a move action, you may fly up to your land speed. You must end your movement on a solid surface or fall. While using this ability, you have Good maneuverability.

Dark Fate: Once per encounter, as an immediate action, you may force an opponent within 30' (plus 5' per point of your Charisma modifier) to reroll an attack roll, skill check, or saving throw they just succeeded upon. They must take the second result.

Entice: Once per day, you may attempt to entice an object away from an intelligent creature within 30' by commanding them to give you their possessions as a standard action. The creature must make a Will save (DC 10 + 1/2 class level + Cha modifier) or be forced to spend its next action walking up to you and giving you whatever object or objects it currently holds in its hands. If the creature cannot reach you within a double move, it moves as close as it can and halts: if the object is small enough to be thrown, the creature will attempt to toss it to you.

A creature who acts in this fashion will not move through an obviously dangerous area to complete this transaction. If the object held is shiny or reflective, the force of your conviction in your request increases the save DC of this ability by 2. The creature is fully aware of their actions, but is unable to halt them until the object or objects are out of their grasp--after that, however, they may be less than happy about giving up the item. This is a Compulsion effect, and you must share a language with the creature.

Mimicking Voice: You are constantly affected as if by a ventriloquism spell.

Nature's Sign: Your arms become covered in black feathers, and your fingers spread out, creating elongated, misshapen wings. The irises of your eyes turn yellow, and you suffer a predilection for shiny objects.

Call: If called forth, the raven spirit emerges as a raven. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a giant raven instead. Use the statistics for a giant eagle.

Snake
Snake is inimical with Mouse and is in the demesne of Nelig, Mistress of the Wolves and Horjin, the Hunting Tiger.

Snake's Maw: You gain a bite attack. This is a natural attack that deals 1d6 damage. If you have no other natural attacks, it is your primary natural attack; otherwise, it is a secondary natural attack.
Envenomed Fangs: Once per encounter, you may infuse your bite attack with a potent venom. As an immediate action after biting an opponent, you may force them to make a Fortitude save (DC 10 + 1/2 your druid level + your Con modifier) or take an additional 1d6 plus your Con modifier points of damage immediately and damage equal to your Con modifier each round for the next minute.

Serpent's Gullet: Once per day, while grappling an opponent you have just bitten with your bite attack, you may attempt to swallow them whole with a successful Grapple check. Once inside, the opponent takes 2d8 plus your Con modifier points of bludgeoning damage plus 2d6 points of acid damage per round from your gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage equal to or greater than 1/4 your maximum HP to the gizzard. Your gizzard uses your touch Armor Class. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. You may only have one creature swallowed at a time, and you may only swallow a creature smaller than your own size.

Constricting Grasp: On a successful grapple check, you deal damage equal to your unarmed strike damage. If you have a natural claw or slam attack, you may instead substitute that attack's damage.

Nature's Sign: Your skin becomes scaly, and your jaw gains the ability to unhinge. Short venomous fangs grow in your mouth, and your irises narrow into slits. While not in a warm environment (50 or warmer), you suffer a 10' penalty to your all your movement speeds.

Call: If called forth, the snake spirit emerges as a medium viper. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing.

Wolf
Wolf is inimical with Hare, and is in is in the demesne of Bear and Nelig, Mistress of the Wolves.

Wolfpack Tactics: As a swift action, after successfully damaging an opponent with a bite attack, you may initiate a trip attempt. You gain a +4 racial bonus on this trip check, but it follows all other rules of tripping normally.

Howl: Once per encounter, you may let out a mournful howl, signifying the start of a hunt. All allies within 30' of you gain a bonus on attack and damage rolls equal to the number of spirits you have bound or your Charisma modifier, whichever is lower, for the rest of the encounter.

Predation: Once per day, you may devour a dying enemy, killing them instantly. First, make an attack against an adjacent, dying creature. Your attack is automatically a critical hit, triggering feats and abilities that would trigger on a critical hit. If your opponent is slain by this ability, you gain a bonus on damage rolls equal to your Charisma modifier for the rest of the encounter. Further, any enemy within 30' of you when you use this ability must make a Will save or be rendered shaken for one minute. This ability is usable as a full-round action.

Natural Tracker: You gain the Scent ability, and you gain the Track feat as a bonus feat.

Nature's Sign: Your face shifts and alters to that of a wolf's. You gain a bite attack that 1d4 points of damage, and your nose picks up scents you couldn't before. You find your palate desires only meat, and preferably as raw as possible. Some druids bound to Wolf are mistaken for werewolves or similar creatures.

Call: If called forth, the wolf spirit emerges as a wolf. It remains for a number of rounds equal to your Charisma modifier plus one before disappearing. If you are at least tenth level, the creature called forth is a dire wolf instead.

Fax Celestis
2010-08-17, 04:54 PM
2nd
Bear
Bear is in the demesne of Nelig, Mistress of the Wolves.

Bear Hug: If you hit with both your claw attacks, you may attempt start a grapple as a swift action. If you succeed in passing your opponent's Grapple Defense, you may immediately attempt to pin them. If you succeed on pinning them, you may immediately deal your claw damage again.

Bellow: Once per encounter, as a standard action, you may let out a mighty bellow. Opponents within 30' who can hear must make a Will save or be rendered shaken. Allies within 30' gain a morale bonus on damage rolls equal to your Charisma modifier for a number of rounds equal to your Constitution modifier. This is a Fear effect.

Crush: Once per day, if you have an opponent pinned, you may attempt to immediately render them unconscious. Make a Grapple check: if you beat their Grapple Defense, your opponent must make a Fortitude save against your Grapple check result. If they fail, they are rendered unconscious.

Powerful Build: Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category.

Nature's Sign: You grow short, fuzzy brown fur all over your body, and your eyes become black. Your hands become powerful claws: these claws deal 1d4 points of damage each. If you already have claw attacks, instead increase their damage die by one size. Your bulk increases and you grow taller, and your voice deepens.

Call: If called forth, the bear spirit emerges as a black bear. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least thirteenth level, the creature called forth is a dire bear instead.

Falcon
Falcon is in the demesne of Nelig, Mistress of the Wolves.

Pinon Throw: As a swift action, you may create a number of sharp, dagger-like feathers in your hands. You may create up to three per five points of Base Attack Bonus you possess. Treat these feathers as shuriken with an enhancement bonus equal to one-fifth your druid level. Whether or not they are thrown, the feathers disappear at the start of your next turn. You are automatically considered proficient with your feathers.

Falcon Dive: Once per encounter, as a full-round action, you may fly up to your land speed. If you end your movement in the air, you may immediately dive up to twice your land speed towards an opponent. If you do so, treat this as a charge attack and if you hit add 1d6 damage per spirit you have bound.

Falcon Call: Once per day, as a standard action, you may make a loud, high-pitched sound akin to a falcon's call. Creatures in a 60' cone take 1d6 points of sonic damage per two druid levels you possess and are permanently deafened. A Fortitude save halves the damage and prevents the deafness.

Hawkeye: You gain the Far Shot feat as a bonus feat, and treat it as if you have invested prowess equal to one-half your druid level plus your Charisma modifier in it. You also gain a +4 competence bonus on Awareness checks.

Nature's Sign: Your arms, neck, and shoulders sprout falcon-like feathers, and your eyes narrow into bird-like slits. You become twitchy and develop a taste for rodents. Your legs become leathery, and your feet end in sharp--but ultimately useless in combat--talons.

Call: If called forth, the falcon spirit emerges as a hawk. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least thirteenth level, the creature called forth is a giant hawk instead. Use the statistics for a giant eagle, but reduce the creature one size category.

Fox
Fox is in the demesne of Nelig, Mistress of the Wolves.

Camouflage: As a move action, if you are in any sort of natural terrain, you may make a Stealth check to hide, even if the terrain doesn't grant cover or concealment.

Minor Image (Sp): Once per encounter, you may cast minor image as a spell-like ability. Substitute your druid level for your caster level.

Foxfire (Sp): Once per day, you may cast color spray as a spell-like ability. Creatures within the burst are also affected as if by faerie fire. Substitute your druid level for your caster level.

Fox's Cunning: You gain an insight bonus on Awareness checks, Knowledge checks, and Reflex saves equal to the number of spirits other than Fox you currently have bound.

Nature's Sign: Like the kitsune, you grow a fox's tail for each spirit you currently have bound. Your shadow also changes to that of a fox, regardless of your shape or form.

Call: If called forth, the fox spirit emerges as a kitsune. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing.

Locust
Locust Cloud: As a standard action, you may make an attack with a cloud of locusts anywhere within 10 feet. This is a swarm attack that deals 2d6 damage, and only affects living things. You must wait one round between uses of this ability.

Congregate: Once per encounter as a standard action, you may magnify the size of your locust cloud until a full swarm forms around you. A locust swarm appears occupying your square, and may act as though present at the start of the round. The swarm acts independently of you, and may even attack your allies. This swarm dissipates in 2d4 rounds; until that happens, you may not use your locust cloud ability.

Devouring Hunger: Once per day, you may rally your locusts and direct them to feed on either a plant or a living creature. Feeding on a plant has the effect of blight cast at your druid level, and gives you a +2 bonus to attack and damage rolls against living creatures for 24 hours if the targeted plant was Large or larger (most trees are Large). Feeding on an animal has the effect of vampiric touch cast at your druid level, save that it hits automatically. Should you acquire temporary hp from this effect, you gain a +2 bonus to attack and damage rolls against living creatures for 24 hours. You may use either effect in tandem with your locust cloud to target a plant or creature within the 10 ft. range.

Sworn to the Swarm: You are immune to swarm damage. Locust swarms will not attack you or interfere with you. You are immune to the distraction ability of a swarm. Three times per day as a free action, you may roll 1d8 and subtract the result from damage dealt to you by an attack. You gain a +2 bonus to Dexterity. Your attacks deal +2 damage to living creatures, and a further +4 damage to plants.

Nature's Sign: You are constantly infested with a few hundred locusts, which remain around you. Your legs grow sharp barbs along the backs of your calves. You suffer a -4 penalty to Stealth, as you constantly buzz, chirp and click subconsciously. You feel constantly hungry. Once per day, you can and must create a diminish plants effect targeting sufficient plant life to be encompassed by the Prune Growth ability; otherwise, the Stunt Growth effect occurs automatically at the end of the day.

Call: If called forth, the locust spirit emerges as a locust swarm. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least tenth level, the creature called forth is a dire badger instead.

Mouse
Mouse is inimical with Owl and Snake, and is in the demesne of Nelig, Mistress of the Wolves.

Nimble Movement: As a move action, you may move up to your speed. You may move designate one opponent for each two spirits you have bound: you do not provoke attacks of opportunity from movement from those opponents during this move. Furthermore, you may move through squares occupied by the opponents have designated while using this ability without provoking attacks of opportunity.

Invisibility (Sp): Once per encounter, as a standard action, you may cast invisibility as a spell-like ability. Substitute your druid level for your caster level.

Warren: Once per day, you may dig out an underground warren suitable for resting in. The warren is large enough for one creature to rest in per druid level. Resting in this environment is both comforting and magically-enhanced, so a creature that rests in a warren created this way heals hit points and ability damage as if they had rested overnight, despite the warren only existing for a fraction of that time. Despite creatures healing as if they had rested overnight, a warren's shelter is not sufficient to regain spent spells: those instances still require eight hours of rest, and as such the warren does not provide ample time to regain spellcasting ability. This ability takes ten minutes of burrowing to complete and may be used once per day. You cannot create a warren unless you are standing on solid, natural ground. While the entrance to a warren can be hidden by placement or by disguise, neither of these are provided intrinsically by this ability. A warren created in this fashion lasts for two hours--enough time to rest--before ejecting all inside and sealing itself.

If you are also bound to Badger, you instead heal double hit points and ability damage as if resting overnight.

Diminutive: Your physical stature alters to let you function in many ways as if you were one size category smaller.

Whenever you are subject to a size modifier or special size modifier for an opposed check, you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when squeezing through a restrictive space.

You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change your size category.

Nature's Sign: You grow a long, hairless, mouselike tail and long, silver whiskers. You have an urge to hoard small objects, and have an unnatural fear of cats and predatory birds. Around fields of grain, you feel at home and have a hard time leaving them. You appear to physically shrink and lose muscle mass, and those that may have found you imposing before may now find you to be less threatening.

Call: If called forth, the mouse spirit emerges as a rat. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least thirteenth level, the creature called forth is a dire rat instead.

Shark
Shark is in the demesne of Ocean, Nelig, Mistress of the Wolves, and Horjin, the Hunting Tiger.

Blood in the Water: As a swift action, you gain blindsense 60' for one round, except that you can only sense creatures that have taken lethal damage within the past minute. If you are underwater, double this range. Creatures detected in this way do not have to actually possess blood as this ability is spiritual, rather than physical, in nature.

Savage Critical: Once per encounter, when successfully striking a foe with a critical hit in melee, you may add an additional 1d4 points of damage to your critical per two levels of druid you possess (so 1d4 at 2nd, 2d4 at 4th, 3d4 at 6th, 4d4 at 8th, etc.). This ability takes no action and inflicts the same kind of damage as the attack that you got a critical hit with.

Shark's Wake: Once per day, you may charge a foe, trailing a wake of water. As part of this ability, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to twice your land speed.

A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of your charge take 3d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake. The wake is treated as having a Strength modifier equal to your Constitution modifier for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone and are bull-rushed directly away from you. A creature may only be affected once in a round by this wake.

You gain three temporary hit points for each creature damaged by this ability. These temporary hit points last for one minute before dissipating.

This ability is extraordinary if used underwater.

Sharktooth: You gain a bite attack. This attack deals 1d6 damage, and gains an enhancement bonus equal to 1/5th your druid level, rounded down (so +1 at 5th, +2 at 10th, etc.). This bite attack also has the Bleeding property. If you already have a bite attack, it gains the Bleeding property and gains this ability's enhancement bonus. If you have other natural attacks, this bite attack is secondary.

Nature's Sign: Your skin becomes tough, gray, and leathery, and you grow gills out of the sides of your neck. These gills allow you to breathe underwater without issue. While you can still breathe air, you have to breathe deeply to get enough air. This causes you to take a -2 penalty on saving throws against gas-like spells and effects.

Call: If called forth, the shark spirit emerges as a medium shark . It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least thirteenth level, the creature called forth is a dire shark instead.

Spider
Deadfall: If you are attached to a solid surface through your Spider Climb ability that is above an opponent, you may make use of your spinnerets to attack from an unorthodox angle. As a standard action, you may attach a web to the surface, drop up to 30' from above your opponent to within melee striking range, make a single attack, and then wind the web back up, moving back to your previous position. If you use your bite for your attack, it deals double damage. You may substitute a grapple attempt in place of the attack. This attack is considered a charge, conferring all benefits and penalties associated with one. You do not provoke attacks of opportunity from your target, but other creatures that threaten your path of movement retain their ability to make attacks of opportunity.

Venomous Bite: Once per encounter as an immediate action directly following a successful bite attack, you may inject your foe with a potent venom. For a number of rounds equal to your Constitution modifier, the creature must make a Fortitude save (DC 10 + 1/2 your druid class level + your Constitution modifier) at the start of their turn or take 2d6 damage from the venom coursing through their veins.

Spiderwebs (Sp): Once per day, you may cast web as the spell, substituting your druid level for your caster level.

Spider Climb: You are affected as if constantly under a spider climb spell.

Nature's Sign: Your hands become sticky and your eyes facet, giving you a total of eight eyes. This disorienting effect imposes a -1 penalty on attack rolls and a -2 penalty on Awareness checks. A coarse layer of fur sprouts across your limbs, and you grow web spinnerets from your back. You grow a pair of spider-like fangs from the corners of your mouth, granting you a bite attack that deals 1d4 damage (1d3 if you are Small). If you possess other natural attacks, this one is secondary. If you already possess a bite attack, instead increase its damage die by one step.

Call: If called forth, the spider spirit emerges as a medium monstrous spider. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least thirteenth level, the creature called forth is a large monstrous spider instead.

Tiger
Tiger is in the demesne of Horjin, the Hunting Tiger, and Nelig, Mistress of the Wolves.

Rend: If you strike an opponent with two or more natural attacks in a round, you may tear at their flesh, dealing extra damage. As a swift action, deal 2d4 plus twice your Strength bonus slashing damage to an opponent you have just struck with two or more natural attacks. If your claws possess an enhancement bonus, a special effect such as flaming, overcome a particular kind of damage reduction, or any other effect, you may include that in your rend damage.

Pounce: Once per encounter, as a swift action, you may grant yourself the pounce ability for one round.

Takedown: Once per day, as a swift action after successfully damaging an opponent with your bite attack, you may attempt to wrestle them to the ground. Make a Grapple check with a +4 competence bonus: if you succeed in passing your opponent's Grapple Defense, you may immediately attempt to pin them. If you succeed on the pin check, you may immediately deal bite damage, and may continue inflicting bite damage with successful Grapple checks until your opponent breaks the grapple or they are slain. This ability is still restricted to all normal restrictions for grappling. If you fail on any check in this ability beyond the initial Grapple check, you may continue this ability on your next turn as a standard action. Breaking the grapple ends this ability.

Predator's Weapons: You gain a suite of natural attacks. You have two claw attacks that deal 1d4 damage and one bite attack that deals 1d6 damage. All your natural weapons gain the High Critical weapon property. If you already have either of these natural attacks, instead increase their damage die by one step. Your claws become your primary natural attack.

Nature's Sign: You manifest long, ribbon-like stripes of black on your skin like a tiger's markings, and your hair patterns in a similar fashion. Black claws grow out of your fingertips, and your teeth become sharp and jagged. Your eyes turn amber and have slit irises instead of circular ones. You have an aversion to vegetables and crave meat, preferably as raw as possible. You may be mistaken for a weretiger.

Call: If called forth, the tiger spirit emerges as a tiger . It remains for a number of rounds equal to your Charisma modifier plus three before disappearing. If you are at least thirteenth level, the creature called forth is a dire tiger instead.

Tree
Tree is in the demesne of Wood.

Acorn Bomb: As a swift action, you can create an acorn bomb. An acorn bomb is a thrown grenade-like weapon with a 20' range increment. If thrown, an acorn bomb explodes where it lands, dealing 1d6 points of piercing and slashing damage per point of your Charisma modifier to all creatures within 5'. Furthermore, damaged creatures take a -5' penalty to their movement speeds for one minute as they are covered in sticky, unforgiving sap. A successful Reflex save negates the damage and the movement speed penalty.

Foundation of the Towering Oak: Once per encounter, as a standard action, you may increase your size by two steps for one round. Any equipment you wear increases in size with you, and any creature near you that occupies a square you will fill once you finish your size increase is bull-rushed by your size increase. Make a bull-rush check for each such opponent, except you do not provoke an attack of opportunity and you gain a competence bonus on the check equal to your Charisma modifier. Use your original size to determine your size bonus to your bull-rush attempt. If a creature successfully resists your bull-rush, you may not finish your size increase occupying that square.

Rooting: Once per day, as a full-round action, you may root yourself to the ground. While rooted, your land speed reduces to 5' and you lose all other forms of movement. You gain Fast Healing equal to your Charisma modifier and become immune to bull-rushing, tripping, and being overrun. You may end this ability as a swift action.

Photosynthesis: While in full, direct sunlight (or a magical equivalent), you gain Fast Healing 1.

Nature's Sign: Your skin becomes rough and bark-like, and your hair becomes leaves. Your eyes appear to be rough knots of wood, and you have a tough time moving as quickly as you did before when not energized by the sun. As such, you take a -2 penalty to Dexterity when not in direct sunlight.

Call: If called forth, the tree spirit emerges as a dryad. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing.

Vine
Whiplash: As a standard action, you may attack with both of the tentacles this spirit grants. If you strike the same target with both tentacles, you may also initiate a disarm or trip attempt (your choice).

Dredge Once per encounter, as a swift action, after tripping an opponent using your Whiplash ability, you may drag them closer to you. To do so, make a bull-rush attempt. Success indicates that instead of pushing them away, you drag them closer to you.

Entangle (Sp): Once per day you may cast entangle as a spell-like ability. Substitute your druid level for your caster level.

Tendrils: You gain two tentacles as natural attacks. These tentacles deal 1d6 points of damage, have 15' reach, and have the Continuous Reach, Tripping, and Disarming properties. However, they do not threaten, so you cannot make attacks of opportunity with them. If you possess other natural attacks, your tendrils are secondary.

Nature's Sign: Your skin becomes a bright green, and your limbs become long and ropy. Two green vine-tentacles burst from your shoulders and drag on the ground behind you--though you can lash at enemies with these tentacles. You may be mistaken for a dryad.

Call: If called forth, the vine spirit emerges as an assassin vine. It remains for a number of rounds equal to your Charisma modifier plus three before disappearing.

Fax Celestis
2010-08-17, 04:55 PM
3rd
Air
Air is in the demesne of Cyclone and Malarbor, Master of the Elements, and is inimical with Earth and Earthquake.

Buffeting Blast: As a standard action, you can breathe a line of forceful wind. This is a 60' line: creatures caught in the blast take 1d6 points of bludgeoning damage per two druid levels and are bull-rushed to the closest area outside of the line's effects. The blast bull-rushes with an effective bonus equal to half your druid level plus your Constitution modifier. A successful Reflex save halves the damage and negates the bull-rush effect

Whirlwind: Once per encounter, as a standard action, you may create a whirlwind around you. All creatures other than yourself within 30' of you must make a Reflex save or be knocked prone and blown 1d4x5' in a random direction. Flying creatures receive no save, are knocked 1d4x5' in a random direction, and fall. Creatures blown about by this ability take 2d6 bludgeoning damage per spirit you currently have bound.

Blinding Dust: Once per day, as a standard action, you may cause the wind to whip around you, throwing dust and other small particles into the air. You gain concealment for a number of rounds equal to your Charisma modifier. In addition, creatures within 10' of you when you activate this ability must make a Fortitude save or be blinded for 1d3 rounds. Creatures who pass the save are instead dazzled.

Flight: You are continuously affected as if by a fly spell. Use your druid level as your caster level if it is needed.

Nature's Sign: You are surrounded by swirling dirt and dust at all times, making you appear as if you were sheathed in a very small dust devil. A fluttering breeze seems to be near you at all times: light objects within 15' flutter as if there was a light wind and unattended weak flames (like candles) go out.

Call: If called forth, the air spirit emerges as a medium air elemental. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Earth
Earth is in the demesne of Earthquake, Mountain, and Malarbor, Master of the Elements, and is inimical with Air and Cyclone.

Earth Spike: As a standard action, you can cause a stalagmite to burst from the earth within 30'. It deals 1d6 points of piercing damage per two druid levels and renders the struck creature to be unable to move from its current square. A successful Reflex save halves the damage and negates the immobilizing effect.

Stone Shape (Sp): Once per encounter you may cast stone shape as a spell-like ability. Substitute your druid level for your caster level.

Wall of Stone (Sp): Once per day you may cast wall of stone as a spell-like ability. Substitute your druid level for your caster level.

Earthen Skin: Your skin becomes hard and rocky, granting you DR 5/Adamantine. This DR increases by 3 for each spirit other than Earth you have bound.

Nature's Sign: Your skin hardens and becomes stone-like, and your eyes and teeth become shards of quartz. You move slower than normal, suffering a -10' penalty to your speeds, but you also become more stable (gaining a +4 bonus against trips and bull-rushes).

Call: If called forth, the earth spirit emerges as a medium earth elemental. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Ether
Ethereal Travel: As a move action, you may become insubstantial (gaining the Incorporeal subtype and all its benefits) and move up to your speed. At the end of your movement, you become substantial again. If you end your movement inside an object or another creature, you are shunted back towards your original location, taking 1d6 points of force damage for each 5' of forced movement you suffer.

Blur (Sp): Once per encounter you may cast blur as a spell-like ability. Substitute your druid level for your caster level.

Forced Reality: Once per day, as a standard action, you may force all incorporeal or Ethereal creatures within 60' onto the material plane. They lose the Incorporeal subtype and all benefits associated with it. Creatures affected by this must make a Will save or be stranded on the material plane for one minute per point of your Charisma bonus; a successful save halves the duration. If a creature affected by this is inside an object or another creature, they are shunted towards you, taking 1d6 points of force damage for each 5' of forced movement.

Mistform: You become partially insubstantial, more like a thick, cloying mist than an actual solid creature. Attacks against you have a 10% miss chance.

Nature's Sign: Your form becomes cloying and misty, as if you are not completely here. You are very mildly transparent: most people find this unnerving, so you suffer a -4 penalty to Diplomacy checks.

Call: If called forth, the ether spirit emerges as a phase spider. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Fire
Fire is in the demesne of Volcano and Malarbor, Master of the Elements, and is inimical with Water.

Fire Breath: As a standard action, you may breathe a 30' cone of fire. This breath weapon deals 1d6 points of fire damage per two druid levels and offers a Reflex save for half damage.

Meteoric Strike: Once per encounter, as a swift action, you may charge your next melee attack with explosive energy. If you hit your foe, you deal an additional 1d6 points of fire damage for each spirit you are currently bound to. You also force a bull-rush on your target. Treat this as a regular bull-rush attempt, except you do not need to move with your target, you do not provoke an attack of opportunity, and you gain a +4 competence bonus on the bull-rush attempt.

Fireball (Sp): Once per day, you may cast empowered fireball as a spell-like ability. Substitute your druid level for your caster level.

Fire Resistance: When affected by a spell or effect that inflicts fire damage, you reduce each die of damage by an amount equal to your Constitution modifier, to a minimum of one. Bonus damage on top of each die is not reduced, and a spell affected by the Maximize Spell metamagic feat or an effect that has a fixed value of damage suffers no reduction.

Nature's Sign: You appear to be constantly on fire. You shed light like a campfire (making it difficult--but not impossible--to hide), and your footsteps leave scorch marks on the ground. Creatures tracking you gain a +5 bonus on their Survival check to do so.

Call: If called forth, the fire spirit emerges as a medium fire elemental. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Metal
Magnetic Encumbrance: As a standard action, you may target a creature wearing metal armor or made of metal. If they fail a Fortitude save, their metallic equipment or form becomes highly magnetic, causing them to fuse together for one round. The affected creature halves their speed and is rendered flat-footed.

Iron Body: Once per encounter, as a swift action, you may encase yourself in metal plating. This plating grants you an armor bonus to AC and DR/- equal to your Constitution modifier. Both effects last for a number of rounds equal to your Charisma modifier. As an armor bonus, the AC bonus does not stack with any armor you might be wearing; however, it provides no arcane spell failure chance, has no armor check penalty, and you are automatically proficient with it. While not technically armor, spells like magic vestment may also be applied to your body.

Hemoblade: As a standard action, once per day, you may control magnetic forces with enough dexterity to wrest metal from living opponents. You use magnetic forces to rip iron (or other appropriate metals) out of a living creature's blood and body within 30' and coalesce it into a flat sawblade, which you may then fling towards a nearby target. The initial target must make a Fortitude save or take 1d10 points of magic, slashing and piercing damage per two druid levels you posses and become fatigued for 10 minutes. After this effect, you may make a ranged touch attack against a target within 100' of the initial target, which deals 1d10 magic, slashing damage per two druid levels you possess. A successful save on the original target's part negates the power's effects.

Metamorphic Weaponry: A pool of liquid metal coalesces around your forearm, and with but a thought you may form it into the shape of any melee weapon you like. You are proficient with this weapon, regardless of its form, and it gains an enhancement bonus equal to the number of spirits you have bound. You may alter the weapon's shape into any melee weapon you desire or into its liquid metal form as a swift action as long as it is sized appropriately to your size. This weapon overcomes metal-based damage reduction (like DR/adamantine) but not wood-based or other kinds of damage reduction (like DR/darkwood or DR/-).

Nature's Sign: Small bits of metal orbit around you, seemingly stuck in some sort of magnetic field. Metal objects within 10' of you become mildly magnetic, sticking to each other and to you. When you are damaged, you bleed a silver, mercury-like substance instead of blood.

Call: If called forth, the metal spirit emerges as a gorgon. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Moon
Moonbeam: As a standard action, you may fire a ray of moonlight as a ranged touch attack against a target within 30 feet. You may choose to emit any of four variants:

Scintillating: The ray deals 1d12 damage and dazzles the target for 1 round (no save). Treat this ray as though it had the ghost touch property.

Pearly: The ray deals 2d6 damage and reduces the target's SR (if any) by 1d8+2 points for 3 rounds.

White: The ray deals 2d8 damage, or 4d8 to fey and/or shapechangers. You get a +2 bonus to your attack roll with this ray.

Blue: The ray deals 2d6 damage and outlines the target as a faerie fire effect for 1 minute.

Your attack and damage rolls with a moonbeam suffer a -4 penalty if you are standing in an area of bright illumination.

Lunar Flare: Once per encounter as a standard action, you may create a dispel magic effect in a 30 ft. line at your druid level. This effect automatically penetrates and dispels spells, spell-like and supernatural abilities that create a figment or glamer.

Moonlit Aura: Once per day, you may shed moonlight in a 30 ft. radius for 1 minute. Allies within the radius at the start of their turns regain 1d8+1 hp. Foes within the aura must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become confused as the spell cast at your druid level; a successful save prevents that foe from being affected by this confusion for 24 hours. While within the aura, you and your allies get a +1 morale bonus on attack rolls and saving throws, while foes suffer a -1 morale penalty to same. Your moonlit aura is blocked by anything that would block normal light, and does not affect areas of bright illumination.

Pearlescence: You can see invisible creatures normally, and can also see through figments. You gain low-light vision and darkvision to 60 feet. Between dusk and dawn, you get a +1 circumstance bonus to attack rolls, damage rolls and saving throws. You get a +2 bonus to Will saves. You gain DR 5/magic.

Nature's Sign: Your skin becomes pale. You glow with a soft white light, equivalent to a permanent faerie fire effect. Your eyes become a solid, softly-glowing white. You develop insomnia. You suffer a -2 morale penalty to attack rolls, damage rolls, AC and saving throws while in broad daylight.

Call: If called forth, the moon spirit emerges as a blink dog. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Shadow
Shadow is inimical with Sun.

[b]Shadowcloud: As a swift action, you may create a 10' radius area of magical darkness within 30' called a shadowcloud. This is similar to the Bat spirit's blackout, but has some key differences. You are immune to your own shadowcloud, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. Moving through a shadowcloud costs double movement, as cloying darkness impedes creature's movement. A shadowcloud lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. Bats, druids that have Bat or Shadow bound, and other creatures with an echolocation, blindsense, or blindsight ability can see normally in a shadowcloud. This ability is usable at will.

Blacklight: Once per encounter, as a standard action, you may reverse the existence of light and dark in a 60' radius surrounding you for one minute. During this time, sources of light instead create darkness wherever they would create bright illumination and vice versa. Creatures with low-light vision and darkvision find this disorienting and must make a Fortitude save or be sickened for the duration. You are immune to the sickening effect of your own blacklight.

Shadow Jump: Once per day, you may travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. You may jump up to a maximum distance of 10' per point of Charisma modifier.

Body of Shadow: You can use the Stealth skill even while being observed. As long as you are within 10' of some sort of shadow (generally at least one five-foot square of shadowy illumination or darker), you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow. You are also invisible to darkvision: if a creature would only be able to see you due to their darkvision, they are unable to see you.

Nature's Sign: Light within 10' of you dims slightly--not enough to impose any modifiers to rolls, but enough to be visibly noticeable. Your shadow seems to take on a life of its own, frequently displaying your true feelings, assisting your spellcasting or attacks, or acting as a distraction. Some people find this unsettling, and it makes it very difficult to Bluff. You take a -5 penalty to Bluff checks.

Call: If called forth, the shadow spirit emerges as a shadow mastiff. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Sun
Sun is inimical with Shadow and is in the demesne of Summer.

Scintillating Spike: As a standard action, you may fire a ray at a target within 30'. This ray deals 1d4 radiant damage per two druid levels you possess. Creatures especially susceptible to light (such as a vampire or a creature with the Light Blindness ability) instead take 1d4 radiant damage per druid level you possess and make a Fortitude save or be nauseated for one round. Creatures normally immune to nausea are not immune to this nauseating effect.

Scorching Ray (Sp): Once per encounter, you may cast scorching ray as a spell-like ability. Substitute your druid level for your caster level.

Continual Flame (Sp): Once per day, you may cast continual flame as a spell-like ability. Substitute your druid level for your caster level.

Phosphorescence: You emit a bright, hot aura. At the start of your turn creatures within 10' must make a Fortitude save or take 1d4 radiant damage and be dazzled. You may cease or resume this ability as a free action.

Nature's Sign: You emit light like a bonfire. This light makes it difficult for you to hide (inflicting a -4 penalty on Stealth checks), but makes it difficult for creatures to strike you: in melee, attackers take a -1 penalty on attack rolls.

Call: If called forth, the sun spirit emerges as a lantern archon. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Water
Water is in the demesne of Thunderstorm, Ocean, River, and Malarbor, Master of the Elements, and is inimical with Fire, Desert, and Volcano.

Quench: As a standard action, you may extinguish all nonmagical fires within 30' and attempt to dispel any ongoing fire spells in the same area. To dispel a fire spell, you must succeed on a dispel check (1d20 + your druid level) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Drown: Once per encounter, as a standard action, you may force a living creature within 30' to make a Fortitude save. If they fail this save, they immediately begin drowning as their lungs fill with water. A creature affected in this way is disabled (not dying), and must make a Fortitude save every round to attempt to break the effect. If a creature fails the saving throw a number of times equal to their Constitution modifier without passing the save, they die. If a creature makes a save, they break the effect but are sickened for one round.

Dehydrate: Once per day, as a standard action, you may rip the fluids from a living creature's body within 30'. The target takes 1d10 points of damage per two druid levels you possess. If the target dies from this effect, you can form a Medium water elemental from the extracted water. This water elemental follows your commands, acts on your initiative, and remains for one round per point of your Charisma modifier before dissolving.

Body of Water: You gain a swim speed equal to 1.5 times your land speed. You also gain the amphibious subtype.

Nature's Sign: You appear constantly sopping wet and drip a trail of water behind you. If you remain in a place for long, a puddle forms around your feet. This dripping makes you easier to track in dry environments, giving your tracker a +4 bonus on their Survival check to track you.

Call: If called forth, the water spirit emerges as a medium water elemental. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

Wood
Splintershard: As a standard action, you may fire giant sliver-shaped pieces of wood from your outstretched hand. You fire one sliver per three druid levels. Each sliver makes its own ranged attack roll, and you do not need to target the same creature with all the slivers. If a sliver hits, it deals 1d10 piercing damage. Each sliver has an enhancement bonus equal to one-fifth your druid level and has the High Critical and Heavy Critical properties.

Barkskin (Sp): Once per encounter, you may cast barkskin as a spell-like ability. Substitute your druid level for your caster level.

Wall of Thorns (Sp): Once per day, you may cast wall of thornsas a spell-like ability. Substitute your druid level for your caster level.

Photosynthetic: If you have Flower, Tree, and Vine bound, you gain the photosynthetic template. Substitute your druid level for your hit dice when determining the template's effects.

Nature's Sign: You appear to be made of wood. Moss and bark grows across your skin. You gain a +4 bonus on Stealth checks made in woody terrain, but suffer a -4 penalty on Stealth checks in all other environments.

Call: If called forth, the wood spirit emerges as a phantom fungus. It remains for a number of rounds equal to your Charisma modifier plus five before disappearing.

4th
Desert
Desert is inimical with Water, Ocean, and River and is in the demesne of Raiven, Lady of the Land.

Sandblast: As a standard action, you may deal 1d4 piercing damage per two druid levels you possess to all creatures within 10' of you by sending a blast of sand-ridden wind outwards. Creatures damaged by this effect must make a Fortitude save or be stunned for one round.

Parch: Once per encounter, as a standard action, you may drain the water from a creature in a burst of evaporation. One creature within 30' takes 1d6 points of damage per two druid levels you possess . In addition, they must make a Fortitude save or be sickened for one round. Oozes, plants, and creatures with the Water subtype take double damage from this effect.

Severe Dessication: Once per day, as a standard action, you may dry out a creature within 100' so severely, they may burn to ash. The targeted creature takes 1d8 points of damage per druid level you possess. In addition, the targeted creature must make a saving throw of each type: failing the Fortitude save indicates they are sickened; failing the Reflex save indicates they are knocked prone; failing the Will save indicates they are stunned for one round. If the creature dies from this effect, their body crumbles to ash as if they were destroyed by a disintegration spell.

Desertheart: You become immune to environmental heat dangers for temperatures exceeding 80, heat effects of spells and similar abilities (such as the fire damage due to proximity to a wall of fire but not fire damage from moving through the wall of fire), radiant damage, and harmful effects of spells with the Light descriptor. You no longer need to eat or drink, though you may do so if you desire.

Nature's Sign: The are around you becomes arid, and the temperature within 10' of you rises 20. Wisps of sand form at your feet, and occasional bursts of hot wind cause them to move and shift around you. You become much easier to track in non-sandy environments: creatures tracking you in such conditions gain a +10 circumstance bonus on their check.

Call: If called forth, the desert spirit emerges as a gynosphinx. It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

Forest
Forest is in the demesne of Raiven, Lady of the Land.

Wood Walk: As a full action, you may step into any tree you touch and emerge instantly from a similar tree anywhere within 100', as the tree stride spell.

Instant Growth: Once per encounter as a standard action, you may cause a fully-grown tree to erupt from a ground surface, as the effect of a feather token (tree), anywhere within 60 feet. Creatures standing atop the tree's spaces must make Reflex saves or be knocked prone and take 4d6 falling damage. Huge or larger creatures negate this effect and stop the tree from growing. Creation of multiple trees may affect the local ecosystem, and so is to be done with care and moderation.

Arboreal Protector: Once per day as a standard action, you may animate a single tree, as the liveoak spell but not restricted to oaks. This tree remains animate for 1 minute/level. Alternately, you may summon a treant (as summon nature's ally) within 30'.

Woodland Master: You gain a +4 bonus on Charisma checks dealing with animals, fey and magical beasts. If you concentrate for 10 minutes undisturbed while in a forest, you may transport yourself to any point within the same forest. You may create a shillelagh simply by touching any living tree. You do not treat wooded areas as difficult terrain.

Nature's Sign: Your skin becomes barklike, giving you the benefits of a barkskinspell at all times. Your hair becomes leafy, and your feet covered in moss. Animals are naturally drawn to you, and the sight of a bared axe or flame causes you to become instantly hostile. You cannot employ axes or fire in any form, and will not willingly associate with anyone who does so. You take double damage from fire. You smell of pine and grass.

Call: If called forth, the forest spirit emerges as a treant . It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

Mountain
Mountain is in the demesne of Raiven, Lady of the Land.

Grasp of Stone: As a standard action, you may cause a humanoid arm of earth to erupt from the ground in one square within 40' of you. The arm immediately and unerringly grasps any corporeal, non-swarm creature standing within its square. If the creature attempts to move out of the square, the arm keeps it in place unless the creature beats a contested Strength check. The arm has an effective Strength bonus equal to your Constitution modifier. A creature may break the arm with a sunder attempt. The arm has AC 14, 10 hardness, and 30 hit points. An immobilized creature in this fashion can't move out of its current square, but takes no other penalties from the arm. You may only have one arm active at a time: creating a second causes the first to recede. This ability can only affect creatures physically standing on the ground or floating within five feet of it.

Crushing Weight of the Mountain: As a standard action, once per encounter, you may crush a creature you have already immobilized with your Grasp of Stone ability. The creature affected takes 3d8 damage, plus 1d8 for each spirit you have bound and is fatigued. This is magic, bludgeoning, adamantine damage. A successful Reflex save halves the damage and negates the fatigue.

Mountain's Embrace: As a standard action, once per day, you may force the earth to consume a creature you have already immobilized with your Grasp of Stone ability. The creature affected is dragged, screaming, into the earth and entombed there for a number of rounds equal to your Constitution modifier. The creature takes 4d8 points of magic, adamantine, bludgeoning damage each round it is entombed and may suffocate if entombed long enough. A successful Fortitude save halves the damage taken in that round. A creature may break free by making a Strength check against a DC of 10 plus 1/2 your druid level plus your Constitution modifier.

Mountain's Root: You become immune to being bull-rushed or tripped. You gain a +4 insight bonus to Strength. If you perform a bull-rush or a trip, you gain an additional +2 insight bonus to your contested check. In any round in which you move less than 10', you gain a dodge bonus to your Armor Class equal to your Constitution modifier.

Nature's Sign: Your features become rough and craggy, and you appear to be made of rough, unworked granite. Your feet become encased in what appear to be tiny mountains, and your hands lose their articulated fingers, seeming more like stone mitts. This makes fine motor control next to impossible, inflicting a -6 penalty on Dexterity checks related to fine motor coordination. You also are more lethargic and suffer a -2 penalty to Initiative checks.

Call: If called forth, the mountain spirit emerges as a delver. It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

Ocean
Ocean is inimical with Desert and is in the demesne of Raiven, Lady of the Land.

Whalesong: As a standard action, you may sing a haunting, trilling whale-song. Allies within 30' gain a morale bonus on attack and damage rolls equal to the number of spirits you have bound, a morale bonus on saving throws equal to half the number of spirits you have bound, and a dodge bonus to Armor Class equal to your Charisma modifier. All these bonuses last until the end of your next turn. This ability's range triples if used underwater.

Tidal Wave: Once per encounter, as a standard action, you may create a mighty tidal wave that will send your opponents sprawling. To do so, designate a number of 10' boxes equal to half your druid level. All the boxes must be contiguous and be within 50' of you. You also designate a horizontal direction: creatures within these boxes are pushed in the direction you selected by a bull-rush attempt with an effective Strength bonus of half your druid level plus your Charisma modifier. Creatures that are successfully bull-rushed by the wave take 2d6 bludgeoning damage, plus an additional 2d6 damage per 5' they were pushed.

This ability is an extraordinary ability when used underwater.

Whirlpool Sink: Once per day, as a full round action, you can move up to three times your speed. All of your movement must be along a continuous, solid surface or through a continuous liquid. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 4d6 points of damage. Creatures may make a Balance check (DC 10 plus half your druid level plus your Charisma modifier) to remain standing.

The whirlpool is created the first time you form a closed area. You cannot create multiple areas in one move.

This maneuver is an extraordinary ability when used underwater.

Sea Legs: You may charge over difficult terrain, and if you charge and then bull-rush you do not need to move with your target as you bull-rush them. Your gentle shifting back and forth makes you a difficult target to strike, granting you a 10% miss chance. If you are also bound to Moon, this becomes a 20% miss chance.

Nature's Sign: You are covered in thick, kelpy strands of seaweed and you are constantly sopping wet. You appear to be partially formed of water: you become semi-translucent, slightly amorphous, and gain the Water subtype. You are constantly surrounded by the smell of the sea which allows creatures with the scent ability to pinpoint you more easily. Powdery, dried salt covers your skin in small patches.

Call: If called forth, the ocean spirit emerges as a dire shark. It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

Plain
Plain is in the demesne of Raiven, Lady of the Land.
Healing Touch: As a standard action, you may heal wounds with a touch. By touching a living creature, you may heal hit point damage equal to your druid level plus your Charisma modifier plus your Wisdom modifier.

Savannah Pride: Once per encounter, as a standard action, you may bolster creatures that share your race. Creatures that share your race who are within 30' of you gain a +4 morale bonus to Strength and Dexterity and may see invisibility (as the spell) for a number of rounds equal to your Constitution modifier.

Stampede: Once per day, as a standard action, you may summon a stampede of plains animals (such as bison). Designate a 40' by 40' square on the ground within 100': the animals appear at one edge of this square, trample across it, and then disappear once they reach the other side. Creatures in the area take 1d10 force damage per druid level, and may make a Reflex save for half damage.

Bounty of the Harvest: You gain resistance to entropic damage equal to your druid level plus your Charisma modifier. Creatures within 30' of you gain Fast Healing equal to the number of spirits you have bound. Healing in this manner can only heal a creature to 50% of its maximum hit points.

Nature's Sign: Your eyes move to the sides of your head, like an antelope, and you grow two long, spiraling horns from the top of your head. Pack animals treat you as one of their own, but predatory creatures of the Animal and Magical Beast types with 1 or 2 Intelligence prefer you over all other targets.

Call: If called forth, the plain spirit emerges as a hippogriff. It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

River
River is inimical with Desert and is in the demesne of Raiven, Lady of the Land.

Swiftwater Rapids: As a move action, you may grant an ally within 30' the ability to move up to their speed.

Fluid Motion: Once per encounter, as a standard action, you may grant all allies within a 20' radius burst, centered within 60', the ability to immediately make an attack. The subjects can immediately make one melee or ranged attack. Taking this action doesn't affect the subjects' normal place in initiative order. These are single attacks and follow the standard rules for attacking.

Floodtide: Once per day, as a full-round action, you may rearrange all creatures within 30' of you that you are aware of and can pinpoint the location of as you see fit. You may not place a creature into an area where it does not have a mode of movement to support itself (such as shifting an orc underground when it does not have a burrow speed), nor can you move creatures into areas where they cannot fit (such as a Huge creature into a 5' wide hallway). You do not have to move all creatures within the area. Creatures unwilling to move may make a Reflex save to resist: if they do so, you may not move that creature.

Rapid Fluidity: If you take a 5' step, you may instead take a 10' step: this functions in all regards as a 5' step, except that you may move 10' instead of 5'. If you move at least 15' on your turn, you gain a +4 dodge bonus to your Armor Class and a +3 insight bonus to your Reflex save until the start of your next turn.

Nature's Sign: The ground around your feet and within 10' of you is constantly moist. Rivers within a half-mile of your location rise a foot (or to their flood-tide level, whichever is lower). River creatures (such as otters and fish) find you comforting, and you are constantly surrounded by harmless gnats. In dry or arid climates, you take a -2 penalty to Strength and Charisma; in wet, humid, or rainy climates, you gain a +2 bonus to Strength and Charisma.

Call: If called forth, the river spirit emerges as a nixie. It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

Swamp
Swamp is in the demesne of Raiven, Lady of the Land.
Mire: As a move action, you may create a 10' radius zone of difficult terrain, transforming the ground into a sticky, sucking bog. You are immune to your own mire, but those created by other druids affect you as normal. You may only have one mire active at one time: creating a second immediately removes the first.

Stagnant Waters: Once per encounter, as a standard action, you may attempt to inflict disease upon a creature within your mire. The targeted creature must make a Fortitude save or immediately contract filth fever. The onset of the illness is so vicious that the creature takes the primary damage immediately.

Marsh Gas: Once per day, as a standard action, you may cause noxious vapors to erupt from the earth. This is a 10' tall cloud of gas with a 20' radius, which moves 10' away from you every round, staying as close to the ground as possible. Creatures within the cloud at the time of creation or at the start of their turn must make a Fortitude save or be sickened for one round. Regardless of the saving throw, creatures within the cloud at the start of your turn take 5d6 acid damage. If any fire damage happens near the cloud, the entire cloud immediately ignites in a blistering inferno, burning all creatures within it for 1d8 fire damage per druid level you possess, after which it immediately dissipates. Unattended flammable materials and creatures within the cloud light on fire, taking an additional 1d6 fire damage per round. Being immersed in water, or falling prone and making a Reflex save (a full-round action) ends the burning effect.

Stench of the Bog: You are surrounded by a nauseating, sulfurous odor: living creatures within 10' of you must make a Fortitude save every round or be sickened for 1d4 plus your Charisma modifier rounds. Vermin will not enter this aura or attack you without being compulsed to do so by a spell or effect, or commanded to do so by a summoner.

Nature's Sign: The odor emitted by your Stench of the Bog ability makes you much easier to pinpoint for a creature with the Scent ability: they may pinpoint you from up to 15' away. You leave a black, greasy sludge behind you when you walk: it has a similar scent and makes you much easier to track. The ground within 30' of you becomes slightly soggy, making squishing sounds when creatures walk upon it: this inflicts a -4 penalty to Stealth checks made within that area.

Call: If called forth, the swamp spirit emerges as a giant crocodile. It remains for a number of rounds equal to your Charisma modifier plus seven before disappearing.

Fax Celestis
2010-08-17, 04:56 PM
5th
Blizzard
Blizzard is inimical with Volcano.

Spatterglaze: As a standard action, you may unleash a burst of freezing precipitation in a 15' burst centered on you. Those caught within the burst take 3d8 cold damage and are slowed for 1d3 rounds due to the accumulation of glaze ice. A Fortitude save negates the slowing effect; creatures with the Fire or Cold subtypes are immune to this slowing effect.

Snow Storm (Sp): Once per encounter, you may summon a sleet storm (as the spell) cast at your druid level, either centered on your person as a swift action or to any point within the spell's range as a standard action. The Balance DC for this sleet storm is 15 instead of 10, and creatures within the area take 2d6 cold damage each round.

Whiteout: Once per day as a standard action, you may produce an intensely heavy snowstorm centered on your position, in a 40' high cylinder with a 30' radius. Creatures within the area of the whiteout have total concealment, become entangled, and take 4d6 cold damage each round. Once during the whiteout, you may use cone of cold as a caster of your druid level. The whiteout lasts for a number of rounds equal to your druid level, but ends if you leave the affected area. Terrain affected by the whiteout is considered difficult during the whiteout and for 2d6 rounds afterwards, due to the heavy snow.

Subzero: You acquire the Cold subtype while this bond is active. Your natural armor increases by 2. Attacks against you suffer a 10% miss chance due to the blowing snow around you. You ignore concealment due to snowfall or blowing snow. Weapons you wield gain the frost ability. You move normally through snow, heavy snow, sleet and hail.

Nature's Sign: You become surrounded by snowflakes. Slush accumulates anywhere you stand for too long. Creatures within 5' of you suffer 1d6 cold damage each round from the freezing air around you, and liquids (other than oils) on your person begin to frost over, which may damage or destroy them. You suffer a -4 penalty to Dexterity. Your skin dries out as though chilled by a vicious winter wind, your hair becomes matted with sleet, and your demeanor becomes cold and harsh.

Call: If called forth, the blizzard spirit emerges as a winter wolf. It remains for a number of rounds equal to your Charisma modifier plus nine before disappearing.

Cyclone
Cyclone is inimical with Earthquake.

Whirlwind: As a standard action, you may create a 20' radius burst centered on you of whirling, chilling winds. Creatures within take 5d6 cold damage and you may push them 5' in any direction. A successful Reflex save halves the damage and negates the pushing effect.

Forceful Wind: Once per encounter, as a standard action, you may push one creature up to 30' in any one direction. They may make a Reflex save to halve the distance pushed.

Cyclonic Torrent: Once per day, as a standard action, you may surround yourself with cyclonic, buffeting winds. All creatures within 40' of you take 1d6 cold damage per druid level, are knocked prone, and are pushed 10' in any direction you choose. A successful Reflex save halves the damage and negates the push.

Wind At Back: You become immune to bull-rushing. You gain Whirlwind Attack as a bonus feat: treat it as if it has prowess invested in it equal to your druid level. You gain a fly speed of 50' with Good maneuverability.

Nature's Sign: Wind rushes about you at all times: a 10' field around you has winds that average 10 mph faster than the wind around you . Winds within one mile of you increase 5 mph.

Call: If called forth, the cyclone spirit emerges as a belker. It remains for a number of rounds equal to your Charisma modifier plus nine before disappearing.

Earthquake
Earthquake is inimical with Cyclone.

Tremor: As a standard action, you may stomp the ground, causing a tremor. You may select one of three shapes: a 30' radius burst centered on you, a 45' cone, or a 60' line. Regardless of your choice, the effect of this ability doesn't change: all creatures within the area take 1d6 bludgeoning, adamantine, and magic damage per two druid levels you possess and are knocked prone. A successful Reflex save halves the damage and negates the prone effect. Creatures who levitate, fly, or who are not in contact with the ground are immune to this effect, and you cannot use this ability while not in contact with the ground.

Rippling Earth: Once per encounter, as a standard action, you may shake the ground around you. Creatures within 30' of you are rendered flat-footed until they leave the area or the effect ends. This shaking earth lasts for a number of rounds equal to your Constitution modifier. Creatures who levitate, fly, or who are not in contact with the ground are immune to this effect, and you cannot use this ability while not in contact with the ground.

Fissure: Once per day, as a standard action, you may tear open a fissure in the earth. This is a 120' line. A fissure into the earth opens along the course of the line that is 50' deep and 20' wide. Creatures within the area must make Reflex saves or fall 50' into the ground, landing on sharp, jagged rocks and possibly into molten lava. A creature that makes its save manages to catch itself on the edge of the fissure but still must climb out. Creatures who fail take 5d6 falling damage plus 5d6 slashing, piercing, adamantine, and magic damage, and must make a second Reflex save. Failing the second save plunges them into molten lava, inflicting 10d6 fire damage per round until they can get out of the lava. A falling creature may attempt to catch themselves using the Grapple skill. Climbing out of the fissure requires at least one DC 15 Climb check (dependent upon distance fallen). The lava cools quickly, reducing by one die of damage every round: when there are no more dice for the lava to deal, it has completely cooled, and the fissure closes back upon itself. Creatures still within the fissure when it closes are forcibly ejected to the surface, taking 2d10 magic, bludgeoning, and adamantine damage per 5' of upwards travel. Creatures who levitate, fly, or who are not in contact with the ground are immune to this effect, and you cannot use this ability while not in contact with the ground.

Firmament of Stone: You are immune to being flat-footed, cannot be knocked prone, and treat yourself as one sizes larger for the purposes of size bonuses on opposed checks. If you have the powerful build ability, this ability stacks with it. You gain a +4 insight bonus to Strength, an insight bonus to your natural Armor Class equal to your Charisma modifier, and tremorsense out to 30'.

Nature's Sign: The ground within 50' of you constantly trembles, making a low groaning sound as it does. Most creatures find this unnerving and will react skittishly in that area. You take a -10 penalty to Stealth checks and a 10' to your speeds. You cannot fly or levitate even if able to do so naturally or due to another spirit.

Call: If called forth, the earthquake spirit emerges as a medium xorn. It remains for a number of rounds equal to your Charisma modifier plus nine before disappearing.

Thunderstorm
Thunderbolt: As a standard action, you may release a bolt of electrical energy from your outstretched hand. You fire a 60' line of electricity that deals 1d6 electrical damage per two druid levels: a successful Reflex save halves the damage.

Call Lightning: Once per encounter, you may cast call lightning as a spell-like ability. Substitute your druid level for your caster level.

Rolling Thunder: Once per day, you may summon the power of mighty storms to rain death upon your enemies. This takes the form of a 30' radius, 60' tall cylinder that you center within 100' of you. Creatures within the area take 1d8 electrical damage per druid level and are stunned. A Reflex save halves the damage, and a Fortitude save negates the stunning effect. At the start of your next turn, a loud crack of thunder shatters the same area: creatures within the same cylinder take 1d4 points of sonic damage per druid level and are permanently deafened: a Fortitude save halves the damage and negates the deafening. Objects within the area are affected as if by an area shatter spell.

Thunderheart: You gain the electric subtype. You reduce damage from sonic effects by an amount equal to your Charisma modifier per die of damage (to a minimum of one point of damage per die). You ignore negative effects of rain and wind.

Nature's Sign: The skies over your head and within half a mile always appear to be overcast, and periodic flickers of lightning and rain burst forth from the clouds over your head. Your teeth and nails spark with electrical energy and your eyes turn bright, vivid blue.

Call: If called forth, the thunderstorm spirit emerges as an arrowhawk. It remains for a number of rounds equal to your Charisma modifier plus nine before disappearing.

Volcano
Volcano is inimical with Blizzard and is in the demesne of Raiven, Lady of the Land.

Lava Plume: As a standard action, you may cause a minor eruption from any fixed horizontal surface within 30'. This eruption originates from a 5' square and plumes to a height of 10' before receding, causing 6d6 fire damage to any creature occupying the square. For the next 1d4 rounds, creatures moving through that square take 1d6 fire damage from residual magma and convection.

Ash Cloud: Once per encounter as a standard action, you may exhale a cone of hot ash or billowing smoke. The hot ash cone is 20' long and provides total concealment for 1 round. At least one square of the ash cloud must share a border with your current square. Creatures within the cone take 12d6 fire damage, and may make a Reflex save for half damage. The billowing smoke cone is 40' long and provides total concealment for 2d4+Con modifier rounds. Creatures within the cone take 6d4 damage from the suffocating ash, and may make a Fortitude save for half damage.

Eruption: Once per day, you may unleash a massive eruption from any fixed horizontal surface within 200'. This eruption takes the form of a cylinder of lava 30' in diameter and 60' in height, dealing 2d6 fire damage per druid level. Creatures within 60' of the cylinder's origin take 10d6 fire damage from convection, but may make a Reflex save for half damage. For the next 2d6 rounds, creatures moving through the area take 1d6 fire damage from residual magma and convection. Causing an eruption prevents you from using your lava plume or ash cloud abilities for 1d6 rounds.

Caldera: You acquire the Fire subtype while this bond is active. Any physical attack that deals 10 or more damage to you results in a spurt of magma flying from the wound towards your attacker. If the attacker is within 5' of you, he is automatically hit for 2d8 fire damage.

Nature's Sign: Your skin becomes dark, brittle and rocky. Every step you take leaves a smoldering, incandescent footstep, making you extremely easy to track. Creatures within 5' of you suffer 1d6 fire damage each round from the intense heat roiling within you, and flammable objects on your person or touched by you ignite. Metal you touch is affected as by heat metal. You exhale smoke, cough up cooling lava, and when enraged you begin smoking at the mouth and glowing red. You are now quicker to anger, and hard to calm when enraged.

Call: If called forth, the volcano spirit emerges as a thoqqua. It remains for a number of rounds equal to your Charisma modifier plus nine before disappearing.

6th
Autumn
Autumn is inimical with Spring.

Autumntide: As a standard action, you may create drifts of rustling, dry leaves. You may fill up to one square per two druid levels with these dry leaves, and all these squares must be contiguous and on the ground. Moving through these squares is considered difficult terrain and imposes a -5 penalty to Stealth checks due to rustling leaves. If a damaging fire effect touches any of these squares (magical or otherwise), all the squares immediately ignite, dealing an equal amount of fire damage to all creatures in their covered area. The leaves burn for one round: any creature moving through a burning square must make a Reflex save or take 1d6 fire damage.

Last Harvest: Once per encounter, as a standard action, you may touch a dying creature or a creature that has died within a number of rounds equal to your Charisma modifier. If you do so, the creature must make a Fortitude save or immediately die. If they fail the save, you gain temporary hit points equal to the slain creature's hit dice. If the slain creature possessed blindsense, blindsight, tremorsense, or scent, you gain the same ability at half the range. If the creature had a swim speed, a fly speed, or a burrow speed, you gain the same speed or speeds at a 30' rate or the creature's rate, whichever is slower. If the creature had spell resistance, you gain spell resistance equal to it, minus five. You also gain a +2 insight bonus to Strength and Dexterity. All these effects last for one minute.

Heroes' Feast (Sp): Once per day you may cast heroes' feast as a spell-like ability. Substitute your druid level for your caster level.

Autumn Skies: Dry leaves shift around you, providing you 20% concealment. You gain the scent ability. Spells and effects that deal electricity damage that are cast within 30' of you deal an additional 2 points of electricity damage per die.

Nature's Sign: You are surrounded by drifts of rustling, dry leaves that gently swirl about. You appear to be in the 'old' age category regardless of your actual age. Fruiting, living plants you touch immediately produce ripe, fresh fruit. Air around you seems to be clear and crisp, with the occasional scent of a wood fire. The air within one mile of your location becomes very muggy, the skies are more frequently overcast, and thunder rumbles through them. Unless the local season is autumn, animals and some magical beasts will be uncomfortable in your presence.

Call: If called forth, the autumn spirit emerges as a griffon. It remains for a number of rounds equal to your Charisma modifier plus eleven before disappearing.

Spring
Spring is inimical with Autumn.

Fresh Start: As a standard action, you may touch a creature and remove any of the following ongoing status conditions: blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, immobilized, nauseated, paralyzed, sickened, staggered, or stunned.

Downpour: Once per encounter, as a standard action, you may create a zone of torrential pouring rain, centered within 60'. This is a 20' radius, 60' tall cylinder: creatures within the cylinder have concealment against creatures outside the cylinder, and vice versa. Creatures on opposite sides of the cylinder have total concealment against each other. This cylinder impedes rolls as heavy rain does. Once per round, a random creature within the cylinder is struck by a bolt of lightning, dealing 1d6 electrical damage per two druid levels, with a Reflex save for half damage. Flying creatures have double the chance of being struck by the lightning. The cylinder lasts for a number of rounds equal to your Charisma modifier before dissipating.

Pollination: Once per day, as a standard action, you may create a cloud of pollen surrounding you. This is a 60' diameter, 10' tall cloud that flows away from the location it was created in by 10' every round and attempts to stay as low to the ground as possible. Breathing creatures in the area at the start of their turn must make Fortitude saves or be confused for one round: those who succeed on the save are immune to further effects of the cloud, but are still sickened while within the cloud and for 1d4 rounds afterward. Spells and effects within the cloud that inflict any of the following status conditions have their save DC increased by an amount equal to your Charisma modifier: sickened, nauseated, fatigued, exhausted, dazzled, dazed, stunned, unconscious, immobilized, or paralyzed.

Vivacious: Whenever you move, you heal 2 Hit Points for each five feet you move. Allies within 40' of you gain Fast Healing equal to your Charisma modifier. You become immune to fatigue, exhaustion, entropic damage, ability drain, ability damage, and energy drain: allies within 40' of you gain a bonus on saving throws against similar effects equal to your Charisma modifier.

Nature's Sign: You appear to be a young adult, regardless of your actual age. Wherever you tread, new, green plants sprout within 20' of you, including in terrain where they wouldn't normally. If they sprout in an area where they cannot sustain themselves, they wither away into nothingness after you move on; otherwise, they are fully self-supporting new growth. Weather within a mile of you becomes occasionally overcast, with short, periodic bursts of rain. Unless the local season is spring, animals and some magical beasts will be uncomfortable in your presence. You become bubbly, energetic, playful, and optimistic.

Call: If called forth, the spring spirit emerges as a unicorn. It remains for a number of rounds equal to your Charisma modifier plus eleven before disappearing.

Summer
Summer is inimical with Winter.

Dancing Light: As a move action, you may teleport a distance up to twice your speed, as long as both your starting location and ending location are in full daylight.

Scorching Ray: Once per encounter, you may cast empowered scorching ray as a spell-like ability. Substitute your druid level for your caster level.

Anger of the Summer Sun: Once per day, as a standard action, you may create a 20' radius cylinder that is 60' tall. Creatures in this cylinder take 1d8 radiant damage per druid level, are permanently blinded, fatigued for one minute, and dazed for one round. A successful Reflex save halves the damage and negates the blinding. A successful Fortitude save halves the damage and negates the fatigue. A successful Will save negates the dazing. A creature that succeeds on both the Fortitude and Reflex saves for this ability takes no damage and does not need to make a Will save to avoid the dazing effect.

Summerborn: You become immune to radiant damage, blinding, fatigue, exhaustion, immobilization, heat damage (such as from being near a wall of fire, but not from being in one) and sleep effects.

Nature's Sign: Your skin becomes bright and vibrant, and a constant halo of light beams overhead. You appear to be in the 'adult' category regardless of your actual age. Temperatures in your immediate vicinity jump up 10 degrees. Creatures within 10' of you take 2d6 radiant damage each round. The temperature within one mile of your location increases by 5 degrees, the skies are more frequently clear, and local winds decrease in severity by 10-15 mph. Unless the local season is summer, animals and some magical beasts will be uncomfortable in your presence. You become outgoing, energetic, and warm in your demeanor, and shun cold and chill.

Call: If called forth, the summer spirit emerges as a dragonne. It remains for a number of rounds equal to your Charisma modifier plus eleven before disappearing.

Winter
Winter is inimical with Summer.

Icicle: As a standard action, you may form an icicle in your hand or at some point in midair within 100 feet. If formed in hand, the icicle becomes a +3 keen longsword that remains for five rounds or until it scores a critical hit. If formed in midair, the icicle descends immediately, causing 3d6 cold and 3d6 piercing damage to any creature occupying the square below. A Reflex save negates the damage of the falling icicle. If you take at least 10 points of fire damage, or if either manifestation strikes a creature with the Fire subtype, the icicle melts away harmlessly.

Boreal Pulse: Once per encounter as a standard action, you may unleash a pulse of bitter cold as either a line or a freezing sphere cast at your druid level. The line is 5' wide, stretches 5' per druid level and deals 8d6 cold damage. In addition, creatures caught within the line are slowed for five rounds and affected as though by chill metal. A successful Reflex save halves the damage and negates the slow effect.

Winter's Cloak: Once per day, you may wreath yourself in a cloak of wintry power as a swift action. You manifest an aura of winter in a 30' radius around yourself. This aura is constantly affected as though by a sleet storm cast at your druid level, and creatures within the aura take 2d6 cold damage each round. Animals and vermin within the aura must make a Will save or fall unconscious as they begin to hibernate, while plants and creatures with the Fire subtype must make a Fortitude save or die. While the aura is active, you gain three uses of wall of ice and ice storm, two uses of cone of cold and one use of polar ray as spell-like abilities cast at your druid level, each of which can be used as a standard action until the duration of your winter's cloak expires. Your winter's cloak remains active for a number of rounds equal to your druid level, and can be dismissed at any time as a swift action. After it ends, you cannot use your icicle or boreal pulse abilities for 2d4 rounds.

Winter's Heart: You gain immunity to cold damage and the effects of extreme cold while this bond is active. Fire damage dealt to you is halved. Weapons you wield gain the icy burst ability. You do not need to make Balance checks related to movement over ice or snow, and move normally across ice and through snow, heavy snow, sleet and hail.

Nature's Sign: Your skin becomes pale and clammy, and frost forms around your eyes, nose and mouth. You appear to be in the 'venerable' category regardless of your actual age. Ice begins to build up all over your body as well as the ground you stand on. You suffer a -4 penalty to Dexterity. Creatures within 10' of you take 2d6 cold damage each round. Metal you touch is affected as though by [i]chill metal[/]i, while other surfaces begin frosting over. Liquids (other than oils) within 5' of you begin to freeze, which may damage or destroy them as well as possibly rupturing their containers. The temperature within one mile of your location decreases by 5 degrees Fahrenheit, the skies are more frequently overcast, and local winds increase in severity by 10-15 mph. Unless the local season is winter, animals and some magical beasts will be uncomfortable in your presence. You become distant, withdrawn and uncaring, and shun warmth and fire.

Call: If called forth, the winter spirit emerges as an annis hag. It remains for a number of rounds equal to your Charisma modifier plus eleven before disappearing.

Zodiac
Zodiac is in the demesne of Vox Caelestia, the Song of the Stars.

Oracular Shielding: As a standard action, you may grant all allies within 60' two of the following properties for one round: Spell Resistance equal to your druid level + 4; Fast Healing equal to your Charisma modifier; an insight bonus on saving throws equal to your Charisma modifier; or an insight bonus to attack and damage rolls equal to your Charisma modifier.

Prescient Strike (Sp): Once per encounter, you may gain the sneak attack ability (as a rogue). This ability lasts for a number of rounds equal to your druid level. You deal a number of sneak attack dice equal to one-half your druid level.

Spawn of the Stars: Once per day, as a standard action, you may summon an advanced aboleth with HD equal to your druid level. It appears and may act immediately, and remains for a number of rounds equal to your druid level plus your Charisma modifier, or until slain. It follows your telepathic commands without question.

Aura of Fortune: You gain a +4 luck bonus to your saving throws and Armor Class. Allies within 20' of you gain a +2 luck bonus to their saving throws and Armor Class. Enemies within that same area take a -2 penalty to saving throws and Armor Class. You gain Spell Resistance equal to your druid level + 4.

Nature's Sign: Your eyes glow with a golden light, and your skin becomes black as night. Etched across your skin, points of light burst forth, describing constellations. This is very unsettling for most people, so you suffer a -6 penalty on Diplomacy checks made against non-Aberration creatures. When you activate your abilities, these constellations flare brightly. Small motes of light and planet-like rocks orbit you slowly, and creatures within 20' of you feel short of breath.

Call: If called forth, the zodiac spirit emerges as an aboleth. It remains for a number of rounds equal to your Charisma modifier plus eleven before disappearing.

7th
Horjin, the Hunting Tiger
Master of the Hunt: As a standard action, you may turn invisible (as the spell greater invisibility) and move up to your speed. If you end this movement adjacent to an enemy, you may immediately make a full-attack as if you had taken the full-attack action. This invisibility ends at the end of your turn.

Thunderous Roar: Once per encounter, as a standard action, you may roar a mighty bellow. Opponents within 60' take 15d6 sonic damage and are permanently deafened. A successful Fortitude save halves the damage and prevents the deafening. Allies within the same area gain temporary hit points equal to your druid level, a morale bonus on attack and damage rolls equal to the number of spirits you have bound, and a +4 morale bonus to Strength, Dexterity, and Constitution. All of these effects last for a number of rounds equal to your Charisma modifier.

Stunning Alacrity: Once per day, as a swift action, you may grant yourself an extra standard and move action this turn. At the end of your turn, you are stunned for one round.

Lightning Claws: Any natural weapon you possess also deals an additional 1d6 electricity damage, gains the High Critical and Bleeding properties, and possesses an enhancement bonus equal to the number of spirits you have bound. Further, when you make a full-attack, you deal extra rending damage based upon the number of natural attacks you strike one target with.

{table=head]Number of Hits | Rending Damage
2-3 | 2d6 + twice your Strength modifier
4-5 | 3d6 + three times your Strength modifier
6 | 4d6 + four times your Strength modifier
7+ | 6d6 + six times your Strength modifier[/table]

Nature's Sign: Your shape becomes that of a tiger. Your equipment (except your weapons) alters its shape so that it can accommodate your new form. If you carry one or more weapons, you may choose one and have its properties and enhancements applied to your natural weapons, but regardless of which one you choose, they all meld with your new form and become useless. Your size changes to Large and you gain two claws that deal 1d8 damage, and a bite that deals 1d10 damage. Your bite becomes your primary natural attack. You may talk in this form, though your lack of thumbs may prove problematic when dealing with objects. You radiate an aura of superiority and confidence, instilling a conviction into your allies within 60': they gain a bonus on saves against fear effects equal to your Charisma modifier, but you take a similar penalty to Diplomacy and Stealth checks.

Call: If called forth, Horjin emerges as a legendary tiger. It remains for a number of rounds equal to your Charisma modifier plus thirteen before disappearing.

Malarbor, Master of Elements
Energy Ray: As a standard action, you may fire a 120' line of energy from your finger. Select one of the following energy types: acid, cold, electricity, fire, sonic. The line does 1d6 damage per two druid levels to all creatures within it. A successful Reflex save halves the damage. Cold, electricity, and fire rays deal one additional point of damage per die. Cold and sonic rays use Fortitude saves for half damage instead of Reflex. Acid and sonic rays deal one less point of damage per die, deal full damage to objects, and ignore hardness.

Energy Pulse: Once per encounter, as a standard action, you may fire a 40' radius burst of energy from your outstretched hand. Center this burst at any point within 400'. The sphere does 1d8 damage per druid level to all creatures within it. A successful Reflex save halves the damage. Cold, electricity, and fire bursts deal one additional point of damage per die. Cold and sonic bursts use Fortitude saves for half damage instead of Reflex. Acid and sonic bursts deal one less point of damage per die, deal full damage to objects, and ignore hardness.

Call of the Maelstrom: Once per day, as a standard action, you may surround yourself with a scintillating roar of maelstromic energies. All creatures within 40' take 7d6 acid, 7d6 cold, 7d6 electricity, 7d6 fire, and 7d6 sonic damage. A successful Reflex save halves the damage from the acid, electricity, and fire, and a successful Fortitude save halves the damage from the cold and sonic.

Energy Shield: You become immune to acid, cold, electricity, fire, and sonic damage. If an opponent ever attempts to strike you with an attack that deals one of those kinds of damage, you instead heal half the damage you would have taken from the attack if you were not immune. Furthermore, you fire a retort of energy back at your attacker: this is a ranged touch attack that inflicts 5d6 points of energy damage of a type opposed to the kind you were struck with (if you are struck with fire damage, the retort is cold damage; if you are struck with cold damage, the retort is electricity damage; if you are struck with electricity damage, the retort is sonic damage; if you are struck with sonic damage, the retort is acid damage; if you are struck with acid damage, the retort is fire damage). You may only fire one retort per attack, and another druid's retort (or a similar counterattack ability) does not activate your retort.

Nature's Sign: You are surrounded by flowing energies. A roar of thunder follows your movement, making stealth all but impossible, and electricity and fire course over your body. Your steps and touch leave puddles of weak acid (not enough to dissolve metals or harm creatures, but enough to clearly display where you have been), and your breath is congealing frost.

Call: If called forth, Malarbor emerges as a tendrilucos. It remains for a number of rounds equal to your Charisma modifier plus thirteen before disappearing.

Nelig, Mistress of the Wolves
Alpha Wolf Leadership: As a standard action, you may move any one of your allies within 40' up to 10'. The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal place in initiative order. This is a single attacks and follows the standard rules for attacking.

Spiritual Emulation: Once per encounter, as a standard action, you may unbind one of the following spirits and immediately replace it with another on the list: Badger, Bat, Bear, Falcon, Fox, Hare, Mole, Mouse, Otter, Owl, Raccoon, Raven, Shark, Snake, Tiger, Wolf. You must have one of the listed spirits currently bound to activate this ability.

Wolf Pack Mentality: Once per day, as a full-round action, you may split into a number of wolves equal to your Charisma modifier, each appearing in a square you are adjacent to. The duplicates are not magic copies or clones--instead, they result from you moving so fast you appear to be in multiple places. Each duplicate has all your class features, abilities, and equipment. If one duplicate is damaged or effected by an ability, so are all of them (as well as you)--anything that happens to one duplicate happens to the rest. If an ability would affect multiple duplicates at once, it is instead only treated as affecting one. Each duplicate may take a single move action to move up to its base land speed, and a single standard action to either make a single melee attack or initiate any ability from a bound spirit with an initiation action of one standard action. Duplicates are capable of activating at-will and encounter abilities of bound spirits. Duplicates cannot take full round actions or swift actions, nor may they use their standard and move actions to do anything other than move, attack, or initiate spirit's abilities. At the end of your turn, the duplicates disappear. You may choose to remain in your own square, or to appear in a square that was occupied by one of your duplicates (this movement is not teleportation). You cannot use this maneuver if you are grappled, physically restrained, immobilized, or otherwise incapable of movement.

Pack Leader: Allies within 50' of you gain a +4 morale bonus to their ability scores. They also gain scent, darkvision, and low-light vision. If one ally in your area of effect is aware of a particular danger, all of them are. If one ally in your area of effect is not flat-footed, none of them are. None of your allies in the area of effect are considered flanked unless all of them are.

Nature's Sign: Your shape becomes that of a large wolf. Your equipment (except your weapons) alters its shape so that it can accommodate your new form. If you carry one or more weapons, you may choose one and have its properties and enhancements applied to your natural weapons, but regardless of which one you choose, they all meld with your new form and become useless. Your size changes to Large and you gain a bite that deals 1d12 damage. Your bite becomes your primary natural attack, and if you strike with it you may immediately attempt to trip your opponent: if you fail your trip attempt, they may not attempt to counter-trip. You may talk in this form, though your lack of thumbs may prove problematic when dealing with objects. You radiate an aura of community and brotherhood. You are constantly affected as if by a speak with animals spell.

Call: If called forth, Nelig emerges as a legendary wolf. It remains for a number of rounds equal to your Charisma modifier plus thirteen before disappearing.

Raiven Anwell, Lady of the Land
Ley Lines: As a move action, you may draw a ley line. A ley line is a line up to 60' in length between two intersections that are within 100' of you. As long as you remain within 100' of the line, you may treat the line as being part of any area-affect spirit power you use. You may have a number of ley lines active at any one time equal to your Wisdom modifier.

Power Surge: Once per encounter, as a standard action, you may charge your ley lines with coursing energies. Creatures on a ley line take 1d10 points of either radiant or entropic damage (your choice) per druid level and must make a Fortitude save or be stunned for one round.

Barrier: Once per day, as a standard action, you may cause one of your ley lines to transform into a wall. The entire ley line becomes one 60' high wall of force (as the spell) and remains in that state until you move more than 100' from the barrier or you dismiss the effect (a free action).

Ley Sense: You automatically know where creatures are if they are standing on of your ley lines even if they would otherwise be concealed. If you are standing on a ley line, you may teleport to any other square that touches a ley line as a swift action. Allies that stand on your ley lines acquire a +3 insight bonus to saving throws and gain the Evasion ability. Enemies that stand on your ley lines take a -3 penalty to saving throws and take 6d6 points of entropic or radiant damage (your choice) at the start of their turn.

Nature's Sign: Small woodland creatures seem to follow you everywhere you go: not enough to be a nuisance, but enough to be noticeable. Such creatures genuinely enjoy your presence and refuse to attack you unless you attack them first. You sense the energy in all things, sometimes to the point where they overpower your senses. You take a -2 penalty on saving throws against effects that inflict the blind, deaf, sickened, nauseated, stunned, or dazzled conditions.

Call: If called forth, Raiven emerges as a pixie. It remains for a number of rounds equal to your Charisma modifier plus thirteen before disappearing.

Vox Caelestia, Song of the Stars
Manipulate Fate: As an immediate action, you may augment a creature's saving throw within 60' by a positive or negative value equal to your Charisma modifier. You must alter their save before the result is determined.

Starsong: Once per encounter, as a standard action, you may sing a plaintive song of the heavens. All allies within 60' gain Spell Resistance equal to their Hit Dice plus your Charisma modifier, and a deflection bonus to their Armor Class equal to your Constitution modifier. Enemies within the same area take a penalty on saving throws equal to your Wisdom modifier. All of these effects last for one minute.

Moment of Inviolability: Once per day, as a standard action, you may touch a creature and render them invulnerable for one round. A creature affected by this ability takes no Hit Point damage, and becomes immune to polymorphing, petrification, energy drain, ability drain, ability damage, charms, compulsions, phantasms, patterns, morale effects, disease, poison, stunning, sleep, paralysis, death effects, teleportation, banishment, sickening, nauseating, immobilization, and disintegration. A creature affected by this is surrounded by an opalescent glow of moonlight while it is active.

Astral Protection: You become immune to paralysis, polymorphing, disease, poison, immobilization, sickening, and stunning. You gain an insight bonus on your saving throws equal to your Constitution modifier.

Nature's Sign: Your eyes become solid white with no pupils or irises. This affects your vision: you must roll twice when determining whether you strike an opponent due to miss chance. You give off a vague otherworldly feel, making animals and some magical beasts who come near you uneasy. You emit a gentle, moonlight glow, which makes it difficult to hide: you take a -8 penalty on Stealth checks. You act in a slow, deliberate fashion, appearing to contemplate your every move.

Call: If called forth, Vox Caelestia emerges as a couatl. It remains for a number of rounds equal to your Charisma modifier plus thirteen before disappearing.

Tinydwarfman
2010-08-17, 11:15 PM
My goodness, it's certainly in depth, and looks very well done, but there is just too much content to comment on now. Similar feel to the Binder, but has nice per encounters and dailies from 4e as well. I'm not sure about the Spirits though. It may just be the 3.5 in me missing the power of the druid, but it feels like they need something else to bring them up the the level of your other d20r classes. Will definitely steal after I examine it more thoroughly. :smallwink:

IcarusWings
2010-08-18, 02:57 AM
I like this, it's more in line with what celtic druids were purported to be able to do, instead of all this wildshape rubbish.

Zemro
2010-08-18, 04:22 AM
Looks really nice, I really like the binder feel and execution of the spirits with all there different abilities and synergies.

A couple comments though:

Under Call to Life you state that 'A spirit called to life remains in existence for one minute per druid level.' However you have a different duration listed under the entry of the various spirits themselves.
There's no listed action to end the Tree spirit's rooting ability
Will there be more Inimical and Demesne listing for spirits? Horjin having a demesne of only one strikes me as odd. Some aren't within any, nor have a demesne, which seems a bit odd.
Listing which spirits exist within it's demesne on the higher level spirits (and perhaps the inimical ones as well) could be handy for quicker reference.

Orzel
2010-08-18, 04:54 AM
I really like this class. It also matches up closely with the spirit world of my homebrew world.

Inimical and Demesne matchups is a bit weird though. You'd think the Lady of the Land would have all the 4th level spirits within her domain. Or a couple more predators in Horjin's demise. But it's your lore not mine.

Fax Celestis
2010-08-18, 09:05 AM
To be honest, I sort of added Inimical/Demesne stuff at first glance, rather than going through a methodical list. What are a couple you think I should add?

Under Call to Life you state that 'A spirit called to life remains in existence for one minute per druid level.' However you have a different duration listed under the entry of the various spirits themselves.Fix'd.

There's no listed action to end the Tree spirit's rooting abilityFix'd.

Draz74
2010-08-18, 03:00 PM
Impressive work ... I'd like to see it in action. While complicated, I think I like it as a Druid replacement in 3.5e, and it also fits into the context of d20r nicely.

I'm surprised by how little Wisdom synergy the class has. Did I miss something, or can this Druid get by with Wisdom as a dump stat (as long as he avoids a couple specific spirits like Raiven Anwell)?

Druid + 2 other skill sets seems generous for a class that really isn't all about skill use. Don't most d20r classes get only 2 skill sets? Considering everything this character really needs is in the Druid skill set, it seems like it could get by with just one other (for customizability).

Also, I would expect there would be some class-specific feats for this class ... yes?

Orzel
2010-08-18, 05:30 PM
To be honest, I sort of added Inimical/Demesne stuff at first glance, rather than going through a methodical list. What are a couple you think I should add?

I'd put Desert,Forest, Mountain, Ocean, Plain, River, and Swamp under Raiven's demense.

Give Horjin, Beetle, Snake and Shark too.

Fax Celestis
2010-08-18, 05:40 PM
I'd put Desert,Forest, Mountain, Ocean, Plain, River, and Swamp under Raiven's demense.

Give Horjin, Beetle, Snake and Shark too.

Done and done.

Fax Celestis
2010-08-18, 05:51 PM
Also, I would expect there would be some class-specific feats for this class ... yes?

There will be, one for each of the third level spirits that have extra benefits for specific races.

Vadin
2010-08-18, 06:52 PM
Thoughts enclosed.
It might be a bit presumptuous, but I grouped the different spirits into demesnes based on the final spirits, mostly evenly along each level. They're grouped thematically, more or less. They could probably use some revision to be more unified. A few other demesnes along more specific thematic guidelines might also be appropriate.

Specific notes can be added to explain each choice if anyone is curious. Without a doubt these could stand to be reshuffled a bit, but I figured they were a good jumping off point. Generally, I wasn't a fan of how each level seemed to be dominated by one or two demesnes. It didn't seem to offer as many options and made some of the final Spirits seem a bit one-dimensional.

Under this arrangement, Horjin is a symbol of power and intensity, rapid and dangerous. Malarbor is a touch more diverse, encompassing a number of very different options at each level to represent his universality. Nelig is things that bite, sneak, and trick- wolves, mice, and the moon, for example. Raiven Anwell is the life, vegetation, the soil, and things that live in it. Vox Caelestia is, of course, the sky, the birds, and many of the more magical bits of the spirit world.

I did leave out the inimical parts, which might be bad, and so many related Spirits means that a druid is more likely to have a higher number of daily abilities than might have otherwise been likely. I'm not sure on this part and am hoping you will offer insight into this aspect of the proposed changes.

Horjin, the Hunting Tiger

Level 1

Snake
Raven
Badger
Bat

Level 2

Tiger
Shark
Bear

Level 3

Fire
Sun
Metal

Level 4

River
Desert

Level 5

Volcano
Thunderstorm

Level 6

Summer
Spring



Malarbor, Master of Elements

Level 1

Otter
Raccoon
Mole
Beetle

Level 2

Mouse
Shark
Vine

Level 3

Air
Earth
Fire
Water

Level 4

Swamp
Ocean

Level 5

Cyclone
Blizzard
Thunderstorm

Level 6

Autumn
Spring



Nelig, Mistress of Wolves

Level 1

Wolf
Raccoon
Otter
Badger

Level 2

Fox
Spider
Mouse

Level 3

Moon
Shadow

Level 4

Forest
Swamp

Level 5

Blizzard
Earthquake

Level 6

Winter
Autumn



Raiven Anwell, Lady of the Land

Level 1

Flower
Mole
Beetle
Hare

Level 2

Tree
Bear
Vine

Level 3

Earth
Wood
Metal

Level 4

Mountain
Plain

Level 5

Earthquake
Volcano

Level 6

Zodiac
Summer



Vox Caelestia, Song of the Stars

Level 1

Owl
Raven
Hare
Bat

Level 2

Falcon
Spider
Locust

Level 3

Air
Ether
Shadow

Level 4

Ocean
Plain

Level 5

Cyclone
Thunderstorm

Level 6

Zodiac
Winter



Seperate stuff here, just some ideas that came to mind while doing this- feats that grant bonuses based on how many spirits from the same or from a specific demesne a druid has bound, feats that grant access to new demesnes with unique capstone spirits (like a level 4 spirit of the Tundra with a list of lower level spirits that fall into Tundra's demesne), and more spirits in general (I'm no good with abilities, but more creatures [large mammals, dinosaurs, fey of various sorts] at higher levels and a few natural phenomena at the lower levels [ember, lightning, breeze, avalanche, hail, rain] might not hurt).

If you were looking to add another god to the mix, M'oll wouldn't be a bad one to consider- you could play up the weather aspects of his domain and make him seem much more like a mover and shaker in the spirit world. Raghnialt would be an obvious fit and would set the stage well for some specifically fey spirits. Looking back at these two, they might serve as better prestige classes or feats that open up one new Spirit and give bonuses to others than as new capstone Spirits accompanied by the aforementioned minor weather phenomena Spirits and wild fey Spirits.

thegurullamen
2010-08-19, 01:45 AM
A couple of things.

1) The Thunderstorm spirit's at-will ability is misnamed. It's called "Thunderbolt" but it's more of a lightning bolt (without any thunder effect.)

2) The druid doesn't play nicely with others. All of the emanation/aura abilities I've read so far hurt every creature within an X foot radius, friend or foe (if I've read it correctly.) If this is intentional, it's a good way to capture that loner/crazed-hobo-living-in-the-woods flavor that the 3.5 book gave us. It also makes the spirits harder to use effectively without nuking your friends to hell and back. So, tactically interesting?

3) High level Druids are going to look like absolutely insane monoliths of natural power.

Mook: What the hell is that?!
Cleric: Hey, Jeff, what's the mix today?
Jeff, the Druid: (An old man steps forward, the feathers lining his shoulders and neck ruffling in the powerful gusts swirling around him. His shadow plays behind him like a cape, playfully twisting in the breezes. He opens his mouth, rimmed with frost and dripping with condensed water, to speak in a voice grumbling with the power of a tornado) I am the Winter Cyclonic Shadow Falcon!
Cleric: (turns to Mook) Yeah, that.

Which, you know, is awesome. Can't wait to play one of these Mr. Potato Head: Nature's Wrath Edition characters.

togapika
2010-08-19, 03:57 AM
I really like this class revamp. For an idea, what about a prestige class that would allow you to somehow enhance the power of a lower level spirit?
I like the idea of a halfling druid with a super-awesome raccoon spirit...

Istari
2010-08-19, 09:39 AM
This is great, it makes the druid an actual conduit of natures power.

BTW, like Raiven Anwell and Vox Caelestia's names :smallbiggrin::smalltongue:

IcarusWings
2010-08-19, 10:03 AM
I really like this class revamp. For an idea, what about a prestige class that would allow you to somehow enhance the power of a lower level spirit?


I don't think there are PrC's in d20r

Fax Celestis
2010-08-19, 12:08 PM
This is great, it makes the druid an actual conduit of natures power.

BTW, like Raiven Anwell and Vox Caelestia's names :smallbiggrin::smalltongue:

I see you caught that. :P


I don't think there are PrC's in d20r

Just because there isn't anything yet doesn't mean there won't be.

lesser_minion
2010-08-19, 12:23 PM
I don't think there are PrC's in d20r

I believe it's more a question of figuring out exactly what the purpose of prestige classes will be, and how they'll play with some of the d20r changes and assumptions than it is a question of whether or not there will be PrCs at all.

Especially considering that 3.5 PrCs did get a bit carried away and end up ridiculously far from where they started.

IcarusWings
2010-08-19, 12:38 PM
Just because there isn't anything yet doesn't mean there won't be.

Sorry, I just thought I vaguely remembered you saying there wouldn't be somewhere. Musta' been wrong.

Knaight
2010-08-19, 03:07 PM
Its mechanically solid, but way too complicated. So many creatures to keep up on, including stats for advancing hit dice, so many effects, etc. Having to advance summoned creatures is too much work alone, with all of this the class is simply too complex for play, though elegant mechanically.

Fax Celestis
2010-08-19, 03:13 PM
Its mechanically solid, but way too complicated. So many creatures to keep up on, including stats for advancing hit dice, so many effects, etc. Having to advance summoned creatures is too much work alone, with all of this the class is simply too complex for play, though elegant mechanically.

Your level is not going to change midday, and you have (at maximum) six spirits bound at any given time. You only need to keep track of those, and only if you're planning on summoning them.

lesser_minion
2010-08-19, 03:22 PM
Your level is not going to change midday, and you have (at maximum) six spirits bound at any given time. You only need to keep track of those, and only if you're planning on summoning them.

I'd probably consider restricting the druid to a limited selection of spirits, chosen from all those available.

While it could prove a little annoying, it's hard to add new material for a class that automatically knows every power ever written for it (you either end up giving them a power boost and taking nothing in exchange, or you have to write a whole new PrC).

Knaight
2010-08-19, 03:49 PM
Your level is not going to change midday, and you have (at maximum) six spirits bound at any given time. You only need to keep track of those, and only if you're planning on summoning them.

Sure, but this means you level up seven times every time you upgrade, and whenever you switch spirits bound you have to calculate their stats as well. That adds up to a lot of bookwork.

Fax Celestis
2010-08-19, 04:05 PM
I was considering taking out the "advancement" clause, honestly.

thegurullamen
2010-08-19, 05:02 PM
Can spirits be dismissed?

Fax Celestis
2010-08-19, 05:23 PM
Can spirits be dismissed?

Called spirits? Lemme put in a clause. Bound spirits? No.

Knaight
2010-08-19, 05:26 PM
I was considering taking out the "advancement" clause, honestly.

I could see some sort of pseudo advancement, since it is somewhat nice to have, but that is the crux of the issue.

Volthawk
2010-08-19, 05:46 PM
Maybe just give the called creatures straight bonuses based on level?

Human Paragon 3
2010-08-20, 12:51 PM
Why don't you remove the advancement, and make it a feat for a specific spirit. So if you are druid who wants to forge a special connection with the Badger spirit, you take the Preternatural Caller feat, specify Badger as your companion spirit, then whenever you call the Badger, he's advanced by 1/2 of your druid level. You can take the feat multiple times. Each time you take the feat, you specify a different spirit.

By the way, this class is incredible. Excellent work.

Fax Celestis
2010-08-20, 01:32 PM
I was thinking something more like this:

{table=head]Druid Level minus 2*Spirit Level | Bonus HP | Bonus BAB | Bonus to Saves and Skills
0-1 | +0 | +0 | +0
2-4 | +10 | +2 | +1
5-7 | +20 | +4 | +3
8-10 | +30 | +6 | +4
11-13 | +40 | +8 | +6
14-16 | +50 | +10 | +7
17-19 | +60 | +12 | +9
20+ | +80 | +16 | +12[/table]

Volthawk
2010-08-20, 01:36 PM
I was thinking something more like this:

{table=head]Druid Level minus 2*Spirit Level | Bonus HP | Bonus BAB | Bonus to Saves and Skills
0-1 | +0 | +0 | +0
2-4 | +10 | +2 | +1
5-7 | +20 | +4 | +3
8-10 | +30 | +6 | +4
11-13 | +40 | +8 | +6
14-16 | +50 | +10 | +7
17-19 | +60 | +12 | +9
20 | +80 | +16 | +12[/table]

Yeah, that looks good to me.

Fax Celestis
2010-08-20, 03:06 PM
Yeah, that looks good to me.

Implemented.

Human Paragon 3
2010-08-20, 04:31 PM
Except level 0-1 druids can't call a spirit... right Or are you designing a feat that lets anyone call a spirit?

Fax Celestis
2010-08-20, 04:33 PM
Except level 0-1 druids can't call a spirit... right Or are you designing a feat that lets anyone call a spirit?

Druid level - 2x Spirit level
2nd level druid calls 1st level spirit
2 - (1*2) = 0

Violet Octopus
2010-08-23, 12:29 AM
Great class, though there are still a couple of needlessly clunky mechanics. I 'm reading through the spirits and have noticed a couple of omissions and vague lines but first I want to comment about the class in general.

While it's great that the druid can now do leyline magic by binding Raiven Anwell, it'd be nice if low-level druids could mechanically implement leyline flavour as well. Perhaps a ritual feat for each of the 7th level spirits?

Repress Nature's Sign says that unless specifically stated, repressing signs doesn't remove access to abilities. As far as I can tell, there is no spirit ability that says it requires Nature's Sign. Also, if there were such abilities, do they function if you bind an outranking spirit in the same demesne? For ease of use, I suggest simply removing that clause, or making it so repressing Nature's Sign always suspends that spirit's abilities (with the exception of demesne).

My other problem is that if the Druid needs to suppress their spirits to appear normal to the evil loggers or whatever, there's going to be a lot of die rolls and different durations to keep track of (unless they always take 20 - yes, it's a Will save, not a check, but there's nothing stopping you from attempting more than once). I suggest unifying the rolls, e.g. a druid wishes to suppress some number of their bound spirits. They make a single check, with, say, +2 DC for every spirit past the first one they wish to suppress. They all get suppressed for the same duration.

Keywords: I've noticed the terms radiant and entropic damage. Are these new energy subtypes you're adding? Are they related to the Positive/Negative Energy Planes, but keyworded differently to avoid interacting with the healing/undead rules? Are other classes going to use them much? e.g. will the dreadnaught's energy resistance protect against them, when the sorceror's fixed will it get access to them as seeds?

I have a couple of flavour questions, which are obviously up to any DM but it'd be nice to know how you envision it:

Do the called spirits look exactly like the creatures they're based on, mostly like them, or are they more lurid, Princess Mononoke style spirits that just use the creatures' statblocks? Zodiac spirits looking like aboleths is particularly strange.

Other flavour question: Some of the 7th-level spirits are Cleric gods, others are not. While I get that the cleric gods with ties to nature would be accessible as spirits, what exactly are the other spirits? Nature's equivalent of archdevils?

Fax Celestis
2010-08-23, 02:00 PM
While it's great that the druid can now do leyline magic by binding Raiven Anwell, it'd be nice if low-level druids could mechanically implement leyline flavour as well.It's a very powerful mechanic, and any less powerful version would require the DM to draw leylines on every map, that the player didn't control where their placement was. I don't particularly want to have that much investment in every combat setup just for a single class' possible class feature.


Perhaps a ritual feat for each of the 7th level spirits?This I can get behind.


Repress Nature's Sign says that unless specifically stated, repressing signs doesn't remove access to abilities. As far as I can tell, there is no spirit ability that says it requires Nature's Sign. Also, if there were such abilities, do they function if you bind an outranking spirit in the same demesne? For ease of use, I suggest simply removing that clause, or making it so repressing Nature's Sign always suspends that spirit's abilities (with the exception of demesne).Yeah, that's a leftover clause from when I had some abilities typed EX. I'll fix it.


My other problem is that if the Druid needs to suppress their spirits to appear normal to the evil loggers or whatever, there's going to be a lot of die rolls and different durations to keep track of (unless they always take 20 - yes, it's a Will save, not a check, but there's nothing stopping you from attempting more than once). I suggest unifying the rolls, e.g. a druid wishes to suppress some number of their bound spirits. They make a single check, with, say, +2 DC for every spirit past the first one they wish to suppress. They all get suppressed for the same duration.Probably a good idea.


Keywords: I've noticed the terms radiant and entropic damage. Are these new energy subtypes you're adding? Are they related to the Positive/Negative Energy Planes, but keyworded differently to avoid interacting with the healing/undead rules?Entropic and radiant damage are not analogues to positive and negative energy, partially due to that positive and negative energy are not energies that deal damage: they just are or are not.

Are other classes going to use them much? e.g. will the dreadnaught's energy resistance protect against them, when the sorceror's fixed will it get access to them as seeds?Yes, and yes, though note that the sorceror is sort of in flux atm.


Do the called spirits look exactly like the creatures they're based on, mostly like them, or are they more lurid, Princess Mononoke style spirits that just use the creatures' statblocks? Zodiac spirits looking like aboleths is particularly strange.Whichever the player prefers. Appearance matters very little other than fluff.


Other flavour question: Some of the 7th-level spirits are Cleric gods, others are not. While I get that the cleric gods with ties to nature would be accessible as spirits, what exactly are the other spirits? Nature's equivalent of archdevils?They're the First Druids.