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View Full Version : Mother Nature Sings the Praises of the Ancient Covens [Base Class]



unosarta
2011-09-17, 11:21 PM
Druid
http://fc08.deviantart.net/fs70/f/2010/329/4/7/a_magic_world_by_hellobaby-d33kxgb.jpg
[0] (http://hellobaby.deviantart.com/)

“A Druid in training must be a bard before he is a priest, for music is one of the keys to the laws of nature. We all run our lives, even those in the grand cities of Icaron and the caravans of the Taroh, on the song of life, and end them on the song of death. Our lives are tiny beats in the epic of nature, and we must dance these steps in time with the ever changing beat to survive.”

~Eonas, the Sage of Seasons, King of the Summer Court, Queen of the Winter Moon

The Druid’s represent a druidic influence in the Priest (http://www.giantitp.com/forums/showthread.php?t=189564); more similar to a cleric of natural domains, with druidic class features, than what one would imagine a druid being. They usually gain their powers directly from a nature god, rather than indirect worship of nature, which many druids use. However, those Druids that do gain their powers from nature itself, even if indirectly, are not uncommon.


http://fc03.deviantart.net/fs21/f/2007/235/a/d/Ice_Druid_by_tgconceptart.jpg
[1] (http://tgconceptart.deviantart.com/art/Ice-Druid-63050794)

Class Skills
The Druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), spot (Wis), and Survival (Wis).
Skills Points at Each Level: 4 + int


http://fc01.deviantart.net/images2/i/2004/08/f/1/Druid.jpg
[2] (http://nasuradin.deviantart.com/art/Druid-5378523)

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th

1st|
+0|
+0|
+0|
+2|By Will Word or Wit, Domains, Wildshaping|4|1|-|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3|Smite the Non-Believer 1/Encounter, Wildstriding|4|2|-|-|-|-|-|-

3rd|
+2|
+1|
+1|
+3|Domain Power (First), Animal Affinity|4|2|-|-|-|-|-|-

4th|
+3|
+1|
+1|
+4|Summon Nature|4|2|2|-|-|-|-|-

5th|
+3|
+1|
+1|
+4|Smite the Non-Believer 2/Encounter|5|2|2|-|-|-|-|-

6th|
+4|
+2|
+2|
+5|Plant Affinity|5|3|2|-|-|-|-

7th|
+5|
+2|
+2|
+5|Domain Power (Second)|5|3|2|2|-|-|-|-

8th|
+6/+1|
+2|
+2|
+6|Smite the Non-Believer 3/Encounter|5|3|3|2|-|-|-|-|-|-

9th|
+6/+1|
+3|
+3|
+6|Animal Companion|5|3|3|2|-|-|-|-

10th|
+7/+2|
+3|
+3|
+7|--|5|3|3|2|2|-|-|-

11th|
+8/+3|
+3|
+3|
+7|Smite the Non-Believer 4/Encounter, Domain Power (Third)|6|4|3|3|2|-|-|-

12th|
+9/+4|
+4|
+4|
+8|Lady of Storms|6|4|3|3|2|-|-|-

13th|
+9/+4|
+4|
+4|
+8|Elemental Affinity|6|4|4|3|2|2|-|-

14th|
+10/+5|
+4|
+4|
+9|Smite the Non-Believer 5/Encounter|6|4|4|3|3|2|-|-

15th|
+11/+6/+1|
+5|
+5|
+9|Domain Power (Fourth)|6|4|4|3|3|2|-|-

16th|
+12/+7/+2|
+5|
+5|
+10|Sky Striding|6|4|4|4|3|2|2|-

17th|
+12/+7/+2|
+5|
+5|
+10|Smite the Non-Believer 6/Encounter|7|5|4|4|3|3|2|-

18th|
+13/+8/+3|
+6|
+6|
+11|Web of Life|7|5|4|4|3|3|2|-

19th|
+14/+9/+4|
+6|
+6|
+11|Domain Power (Fifth)|7|5|5|4|4|3|2|2

20th|
+15/+10/+5|
+6|
+6|
+12|Smite the Non-Believer 7/Encounter, Divine Mastery|7|5|5|4|4|3|3|2[/table]


http://fc07.deviantart.net/fs31/i/2008/209/3/7/Arktos___Night_Elf_Druid_by_RalphHorsley.jpg
[3] (http://ralphhorsley.deviantart.com/art/Arktos-Night-Elf-Druid-92918430)

Weapon Proficiencies: The Druid gains proficiency with all simple weapons, and one martial weapon of the Druid’s choice. The Druid is proficient with all natural weapons granted by this class. They gain no proficiency with any shields or armor.

By Will Word or Wit: When the Druid takes their first level in this class, they must choose whether to have their Spellcasting be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.

Spellcasting: A Druid casts divine spells which are drawn from his Domain’s spell lists. The Druid may cast any spell that she knows (I.E. she is a spontaneous caster).

To cast a spell, the Druid must have a casting ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Druid’s spell is 10 + 1/2 Caster Level + the Druid’s casting ability modifier. The Druid’s casting ability score is the ability score they chose with the By Will Word or Wit class feature.

Like other spellcasters, the Druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high casting ability score.

Wildshaping (Su): The Druid may shift her body into an aspect of nature. She may only ever remain in one aspect at a time. Entering an aspect is a move action. The aspect remains until the end of the encounter. The Druid may only enter an aspect once per encounter, and for up to a minute at a time outside of combat. At first level, the Druid only has access to the Predator or the Prey aspects. She gains access to the Aerial, Quadruped, Aquatic, and Woodland aspects at fifth level. Next, she gains access to the Tree, Vine, and Flowering aspects at ninth level. Finally, she gains access to the Fire, Water, Air, and Earth aspects at thirteenth level.

Domains: At first level, the Druid gains access to the Plant and Animal domains, as well as one domain of either Air, Earth, Fire or Water. She also gains the Domain Powers granted by the Domains. If the Druid gains a Devotion feat, she may use it an additional number of times per day equal to 3 + his casting ability score modifier, as if she could turn undead. The Druid cannot turn undead. Starting at sixth level, the Druid gains access to an additional domain from either Air, Earth, Fire or Water, including spells and the domain power. She also gains access to the Domain Powers granted from this class, but as a Druid equal to his Level minus 6. She gains access to an additional Domain from that list at twelfth level, and gains the domain power, and gains access to the Domain Powers as a Druid of his level minus twelve. She gains access to the final Domain at eighteenth level, with the domain power, and gains access to the Domain Powers as a Druid of his level minus eighteen.

Smite the Non-Believer (Su): Starting at second level, the Druid may smite an opponent within 15 feet as a swift action, once per encounter. The Druid may make a melee touch attack against that opponent (regardless of range), and deal his weapon damage plus 1d6 damage per four Druid levels she possesses (minimum +1d6). She gains a bonus on the touch attack equal to his casting ability score modifier. At twelfth level, the Druid may spend a standard action in order to do this as a full attack against one opponent, with all the previously mentioned bonuses. She must spend a use per encounter for every attack made in said full attack. If the opponent worships the same god as the Druid, the attack deals no damage.

Wildstriding (Ex): Starting at second level, the Druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This includes magical undergrowth.

Domain Power (Su): Starting at third level, the Druid gains access to additional powers based on his domains (See; Domain Powers (http://www.giantitp.com/forums/showpost.php?p=10487941&postcount=2) section).

Animal Affinity (Su): Starting at third level, the Druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Druid rolls 1d20 and adds her caster level and her casting ability score modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, the Druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Summon Nature (Sp): Starting at fourth level, the Druid may cast the Summon Nature’s Ally spell, the precise spell being the spell that corresponds with the highest spell level the Druid can cast, up to 3 times per day. The casting time and all other components of the spell remains the same. The summoned creatures automatically fade at the end of the encounter, if they are used in combat.

Plant Affinity (Su): Starting at sixth level, the Druid can improve the attitude of an animate plant, even if it isn’t sentient. This ability functions just like a Diplomacycheck made to improve the attitude of a person. The Druid rolls 1d20 and adds her caster level and her casting ability score modifier to determine the wild empathy check result. The typical animate plant has a starting attitude of indifferent. To use this ability, the Druid and the plant must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a plant in this way takes 1 minute but, as with influencing people, it might take more or less time. If the Druid has convinced the animated plant to become friendly or higher with the Druid, and another creature is controlling the animated plant, that creature loses control of the animate plant, and the plant becomes free, albeit still allied to the Druid.

Animal Companion (Ex): Starting at ninth level, the Druid gains an Animal Companion, as the Druid class feature, with a Druid (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion) level equal to her ECL-4. She may automatically choose an animal that is on the alternative list of animals, presuming she qualifies for it. In addition, the animal companion gains all benefits of bonus hit dice from the Druid’s effective druid levels, which includes size increase, bonus feats, and ability increases. The Druid’s animal companion cannot grow larger than two size categories bigger than the Druid.

Lady of Storms (Su): Starting at twelfth level, the Druid may summon a natural thunderstorm, once per day, as a full round action. It lasts until the end of the encounter, or for up to ten minutes, if used outside of combat. The Thunderstorm affects up
to a 40 foot radius surrounding the Druid. The area affected by the Thunderstorm becomes difficult terrain, and all creatures within the area of the thunderstorm, besides the Druid, take 3d6 electricity damage per round. The Druid may shift her attention to one creature within the area of the Thunderstorm, and that creature takes an additional amount equal to the Druid’s casting ability score modifier times two, as long as the Druid has her attention upon that creature. The Druid may shift attention as a move action. She must spend a standard action each round to keep the storm working, and cannot move from the square where she started the storm, or the storm automatically fades. If she takes any damage, the storm automatically ends.

Elemental Affinity (Su): Starting at thirteenth level, the Druid can improve the attitude of an Elemental. They need not speak the same language. This ability
functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her caster level and her casting ability score modifier to determine the wild empathy check result. The typical elemental has a starting attitude of indifferent. To use this ability, the Druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time. If the Druid has convinced the elemental to become friendly or higher with the Druid, and another creature is controlling the elemental, that creature loses control of the elemental, and the elemental becomes free, albeit still allied to the Druid.

Skystriding (Su): Starting at sixteenth level, the Druid may gain a fly speed equal to her base land speed, for 1d4+1 rounds, as the wind lifts her into the sky with a gentle hand, with a maneuverability of perfect. Activating this ability is a move action. After the duration ends, she must wait 1d4-1 rounds before using it again. If she already possessed a fly speed upon using this ability, the maneuverability increases to perfect, and the speed increases by a number equal to her base land speed. She gains a +4 bonus to all Bull Rush, Trip, and Grapple checks, to avoid or begin such a maneuver while in the air.

Web of Life (Su): Starting at eighteenth level, the Druid may weave a web of life, as a full round action. She may include up to ten creatures in the web. She may transfer a number of hit points from any creature within the web equal to twice her casting ability score modifier to any other living creature in the web. She may not kill a creature with this ability; it may not be used to drop them to below 1 hit point. Transferring hit points through this ability is a swift action, and may only transfer hit points from one single creature to another at a time. A creature is not aware of the transference directly unless told by the Druid. The web lasts for up to 1 hour, or until a member of the web goes at least 1 mile from the Druid’s location. The Druid may use this ability at will.

Divine Mastery (Sp): Starting at level twenty, the Druid may call upon nature and receive answer. She asks for miracles, and nature herself delivers. She may, once per day as a 10 minute ritual, cast the Miracle spell. She may not choose to cast a lower level spell with this effect. She may not create any material goods with this ability. She must still pay any material or experience components of the spell.


http://th07.deviantart.net/fs70/PRE/f/2010/156/f/d/LS__Druid_by_LSiwora_resources.png
[5] (http://lsiwora-resources.deviantart.com/art/LS-Druid-166538071)


Aspects of Nature
Predator Movement Speeds: 30 foot base land speed.
Ability Score Boosts: +6 Strength, +4 Intelligence, +2 Constitution. Enhancement bonuses.
Natural Attacks: 2 Claws 1d6, 1 Bite 1d4.
Passive Bonuses: +4 Insight bonus to Survival, and Intimidate. +4 bonus to attack rolls.
Active Abilities:
Pounce (Ex): The Druid may make a full attack on the end of her charge. After using this ability, she must wait 3 rounds before using it again.

Rake (Ex): The Druid may, as a standard action, make a melee attack against an opponent with both of her claws. If she hits with both of them, the target begins to bleed. That target takes an additional 1d4 damage per round, for 3 rounds. This damage does not stack with itself, but if the attack is used against the same target before the duration ends, the duration is refreshed.

Devour (Ex): The Druid may, as a full round action, tear a bite of flesh from their opponent, and refresh their resolve. She may make a bite attack against an opponent, and gain a +2 bonus to the attack roll. If she deals damage to the opponent, she heals an amount of damage equal to the damage dealt by the bite attack. After using this ability, the Druid must wait 1d4+2 rounds before using it again.

Prey Movement Speeds: 50 foot base land speed. One 15 foot movement speed of the Druid’s choice.
Ability Score Boosts: +6 Dexterity, +4 Constitution, +2 Wisdom. Enhancement bonuses.
Natural Attacks: Slam 1d8
Passive Bonuses: +4 Insight bonus to Spot, Listen, and Hide. +2 Resistance bonus to all Saves.
Active Abilities:
Fade (Ex): The Druid may make a single Hide check, as a standard action, even if they are being watched or observed or without cover, with a +3 Competency bonus to the Hide check. If they succeed, they are successful at being no longer observed, and may move up to half their base land speed without having anyone see them. After using this ability, they must wait 4 rounds before using it again.

Paranoid (Ex): The Druid may, as an immediate action, gain the benefits of either Evasion or Mettle for the next Saving throw she attempts within the next round. After using this ability, she must wait for 1d4 rounds before using it again. She may increase the cooldown to 1d4+4 rounds to increase it to Improved Evasion or Improved Mettle.

Hit and Git (Ex): The Druid may, as a full round action, make a single attack with her Slam attack, with a +2 bonus to the attack and damage rolls, and then move up to half of her base land speed. This movement does not provoke Attacks of Opportunity.

Aerial Movement Speeds: 40 foot fly speed (poor). 20 foot base land speed.
Ability Score Boosts: +6 Dexterity, +4 Strength, +2 Wisdom. Enhancement bonuses.
Natural Attacks: 2 Claws 1d6.
Passive Bonuses: +4 Insight bonus to Spot, Tumble and Survival. +3 bonus to Damage rolls.
Active Abilities:
Dive (Ex): As a full round action, the Druid may make a charge attempt, and make a full attack on the end of the charge. She gains a +2 bonus to all attack rolls made on the charge. She must be flying in order to start the charge. After using this ability, she must wait 5 rounds before using this ability again.

Clip (Ex): As a standard action, the Druid may make a melee attack with one claw. If she hits, the attack deals normal damage, and the target’s base land speed is reduced by half for 3 rounds. The Druid may only use this ability once per encounter.

Peck (Ex): As a standard action, the Druid may make an attack against a single opponent, using her Dexterity modifier on the attack roll. If she hits, the attack deals 1d10 damage to the opponent, plus a number equal to the Druid’s Dexterity modifier.

Quadruped Movement Speeds: 60 foot base land speed.
Ability Score Boosts: +6 Strength, +4 Constitution, +2 Wisdom. Enhancement bonuses.
Natural Attacks: 2 Slams 1d8.
Passive Bonuses: +4 Insight bonus to Balance, Sense Motive, and all checks made to resist Bull Rush and Grapple attempts.
Active Abilities:
Desperate Speed (Ex): The Druid may, as a standard action, boost her base land speed by +30 for 3 rounds. After the duration has ended, the Druid must wait 5 rounds before using this ability again.

Hoof It (Ex): As a full round action, the Druid may move up to half of her base land speed, make a slam attack against an opponent within melee range, and then move the rest of her base land speed. The slam attack deals double damage. This ability may only be used once per encounter.

Body Slam (Ex): As an attack action, the Druid may make a single slam attack, which deals normal damage. If it hits, the opponent must make a Will save (DC 10 + Druid levels + Casting ability score modifier) or become frightened for one round. A single opponent may only be affected by the fear portion of this ability once per round. Because it is an attack action, this ability may be incorporated into a full attack at no penalty.

Aquatic Movement Speeds: 40 foot swim speed, 15 foot base land speed.
Ability Score Boosts: +6 Dexterity, +4 Strength, +2 Charisma. Enhancement bonuses.
Natural Attacks: 1 Slam 1d6.
Passive Bonuses: +4 Insight bonus to Spot and Tumble checks, as well as a Competency bonus to Grapple and Bull Rush attempts while underwater.
Active Abilities:
Spout (Ex): As a standard action, the Druid may make a ranged touch attack against an opponent within 15 feet. If it hits, that opponent takes 2d6 bludgeoning damage, and must make a Fortitude save (DC 10 + Druid levels + Casting ability score modifier) or become dazed for one round. After using this ability, the Druid must wait 5 rounds before using it again. She may only use this ability when a large quantity of water is within 5 feet (a large quantity of water being defined as more than 5 gallons of water. This water does not necessarily have to be part of a lake, river, stream, pond, or other natural body of water).

Slimy Coating (Ex): As a swift action, the Druid may gain the effects of the Freedom of Movement spell for one round. She may only use this ability once per encounter. This effect is not magical, and is not affected by dispelling effects.

Swift Swim (Ex): As a move action, the Druid may move up to 1.5 times their base swim speed, and gains a +2 bonus to all attack rolls made after moving in this way. They must be in water to use this ability.

Woodland Movement Speeds: 40 foot base land speed.
Ability Score Boosts: +6 Wisdom, +4 Strength, +2 Dexterity. Enhancement bonuses.
Natural Attacks: None.
Passive Bonuses: +4 Insight bonus to Handle Animal, Hide, Bluff, and Knowledge (Nature). +3 bonus to Diplomacy with Fey creatures.
Active Abilities:
Fade into the Woods (Su): As a swift action, the Druid may gain the effects of the Greater Invisibility spell for up to 3 rounds. After the duration has ended, the Druid must wait 5 rounds before using this ability again.

Woodland Knowledge (Ex): The Druid may, as full round action, gain the effects of the Commune With Nature spell, but only affecting an area of 300 feet around the Druid. This ability may only be used once per encounter.

Fae Heart (Ex): As a standard action, the Druid may force one creature within 20 feet to make a Will save (DC 10 + Druid levels + Casting ability score modifier) or become Fascinated, as the condition. The Druid must concentrate every round, as a move action, in order to keep the effect remaining. If the Druid or the subject of the ability takes damage, the effect immediately ends. The Druid may only have this ability affect one creature at a time.

Tree Movement Speeds: 5 foot base land speed.
Ability Score Boosts: +6 Constitution, +4 Wisdom, +2 Strength. Enhancement bonuses.
Natural Attacks: 1 Slam 1d8
Passive Bonuses: +4 Insight bonus to Armor Class, Survival, Listen, and Knowledge (Nature) checks. +2 Natural Armor
bonus.
Active Abilities:
Sink in the Roots (Ex): As a standard action, the Druid may reduce her base land speed to 0, and gain fast healing equal to twice her Casting ability score modifier. If she ever moves from her location, the effect ends, and she loses the fast healing. In addition, while this is in effect, she gains a +4 bonus to resist Grapple, Trip, Bull Rush and Overrun attempts. This ability may only be used once per encounter, and only for up to 5 rounds at a time.

Striding the Forest (Ex): As a swift action, the Druid may gain a 25 foot bonus to their base land speed, and become able to move through any terrain, magical or not, at their normal speed. This includes difficult terrain. These effects last 2 rounds. After the duration ends, the Druid must wait 5 rounds before using this ability again.

Stand for all of Time (Ex): The Druid gains a +1 bonus to Natural armor for each round in which she does not move, maximum bonus +5.

Vine Movement Speeds: 10 foot base land speed, 30 foot climb speed.
Ability Score Boosts: +6 Dexterity, +4 Intelligence, +2 Wisdom. Enhancement bonuses.
Natural Attacks: 1 Slam 1d8.
Passive Bonuses: +4 Insight bonus to Hide, Move Silently, Bluff, and Sense Motive. +3d6 Sneak Attack dice, as the Rogue ability.
Active Abilities:
Stalking (Ex): The Druid may, as a move action, gain the effects of the Invisibility spell, for up to 4 rounds. After the effect ends, the Druid must wait 1d4-1 rounds before using this ability again.

Nightvine Poison (Ex): As a swift action, the Druid may, once per encounter, coat his Slam attack in poison for one round. Any creature that takes damage from his slam attack must make a Fortitude save (DC 10 + Druid levels + Casting ability score modifier) or take 1d4 Constitution damage. They must make an additional Fortitude save (same DC) one minute later to avoid 1d6 Secondary constitution damage.

Creeping Charlie (Ex): The Druid may, as a move action, move up to twice his base land speed while using the Hide skill. In addition, he may make one attack per round as a standard action, at his lowest attack bonus, against an opponent that is not aware of him, while he
is using the Hide skill and not break hiding.

Flowering Movement Speeds: 5 foot base land speed.
Ability Score Boosts: +6 Charisma, +4 Intelligence, +2 Dexterity. Enhancement bonuses.
Natural Attacks: 1 Slam 1d4.
Passive Bonuses: +4 Insight bonus to Perform, Diplomacy, and Craft. Fast Healing 2.
Active Abilities:
Fascinate (Su): As a full round, the Druid may force all creatures within 30 feet of herself to make a Will save (DC 10 + Druid level + Casting ability score modifier) or become Fascinated, as the condition, for two rounds. The Druid need not concentrate to keep any creatures fascinated. This ability may be used only once per encounter.

Feral Colors (Su): The Druid may, as a swift action, open the petals of her flowers, and create the intense colors flowers are known for. Upon activating this ability, the Druid rolls a d6, and the color of her flowers changes to the result of the roll, and gains an additional effect.
{table=head]Result|Color|Effect

1|Red|+4 Strength, +4d6 Fire Damage

2|Orange|+4 Charisma, +4d4 Acid Damage

3|Yellow|+4 Dexterity, +4d6 Electricity Damage

4|Green|+4 Constitution, +2 Constitution Damage

5|Blue|+4 Intelligence, +4d6 Cold Damage

6|Purple|+4 Wisdom, +4d4 Sonic Damage[/table]
The effect lasts for 3 rounds. The bonus damage is dealt on any natural attack the Druid makes during that time, and the bonus to an Ability score is an Insight bonus. After the duration of this ability ends, the Druid must wait 5 rounds before using it again.

Petal Dance (Su): As a standard action, the Druid may shoot a blast of flower petals at an opponent within 30 feet. This attack deals damage as if the Druid had used the Slam attack granted by this aspect against that opponent, but as a ranged touch attack. This automatically deals the extra damage granted by the Feral Colors ability.

Fire Movement Speeds: 50 foot base land speed.
Ability Score Boosts: +6 Dexterity, +4 Charisma, +2 Intelligence. Enhancement bonuses.
Natural Attacks: 1 Bite 1d6.
Passive Bonuses: +4 Insight bonus to Bluff, Intimidate, and Gather Information. +1d6 fire damage on all natural
attacks.
Active Abilities:
World Afire (Su): As a full round action, the Druid may deal 1d6 fire damage per Druid level to all opponents within 30 feet of herself. They may make a Reflex save (DC 10 + Druid level + Casting ability score) for half damage. Opponents are also slowed for 2 rounds, as the oxygen is forcibly torn from their lungs. This ability may only be used once per encounter.

Inflamed (Su): As a swift, the Druid may surround herself with flames. Any time an opponent attacks her, a burst of flame strikes them, dealing 3d6 fire damage. Any natural attack made by the Druid deals an extra 4d6 fire damage. Any creature who shares a square with the Druid takes 3d6 Fire damage per round that they remain in the Druid’s space. The effect lasts for 3 rounds. After the effect fades, the Druid must wait 5 rounds before using this ability again.

Burn to Dust (Ex): As a move action, the Druid may shoot a blast of flame at an opponent within 20 feet as a ranged touch attack. The attack deals 1d4 Fire damage per level of Druid.

Water Movement Speeds: 40 foot Swim speed. 10 foot base land speed.
Ability Score Boosts: +6 Strength, +4 Wisdom, +2 Intelligence. Enhancement bonuses.
Natural Attacks: 2 Tentacles 1d6.
Passive Bonuses: +4 Insight bonus to Heal, Handle Animal, Sense Motive, and Survival. Fasting Healing 4.
Active Abilities:
Drown (Su): The Druid may, as a full round action, force one creature to drown. One creature within 20 feet of the Druid must make a Fortitude save (DC 10 + Druid level + Casting ability score modifier) or take 2d4 Constitution damage. A successful save halves the damage. In addition, their movement speeds are reduced by half for 3 rounds. This ability may only be used once per encounter.

Healing Waters (Su): The Druid may, as a move action, heal one creature within 15 feet for 1d6 damage per level of Druid the Druid possesses. They gain fast healing equal to the Druid’s Casting ability score modifier for 3 rounds. After using this ability, the Druid must wait 5 rounds before using it again.

Brink of the Tides (Ex): The Druid may, as a move action, send a wave of spontaneously conjured water at enemies. This counts as a 30 foot line attack that deals 3d8 Bludgeoning damage to all creatures hit by the line. All creatures that would be affected by the line attack must make a Reflex save (DC 10 + Druid level + Casting ability score modifier) or be pushed back 10 feet. If they make the save, they are only pushed back 5 feet.

Air Movement Speeds: 40 Fly speed (Perfect), 10 foot base land speed.
Ability Score Boosts: +6 Dexterity, +4 Intelligence, +2 Strength. Enhancement bonuses.
Natural Attacks: 1 Talon 1d6.
Passive Bonuses: +4 Insight bonus to Spot, Tumble, Balance, and Escape Artist. +2 Deflection bonus to Armor Class.
Active Abilities:
Whirlwind (Su): As a full round action, the Druid may summon a great whirlwind. The whirlwind is 20 feet by 20 feet, and 30 feet high. The space occupied by the whirlwind is considered difficult terrain. Any creatures who enter the whirlwind must make a Reflex save every round (DC 10 + Druid level + Casting ability score modifier) or be drawn 5 feet towards the center of the whirlwind. The whirlwind lasts for 3 rounds. This ability can only be used once per encounter.

Aerial Shields (Su): As a swift action, the Druid may create a shield of winds that deflect and reflect blows made against one ally within 30 feet of the Druid. That ally gains a Deflection bonus to armor class equal to the Druid’s casting ability score modifier for one round. After using this ability, the Druid must wait 1d4-1 rounds before using this ability again.

Gust (Su): As a move action, the Druid may force all creatures in a 60 foot line to make a Reflex save (DC 10 + Druid levels + Casting ability score modifier) or be pushed back 20 feet. A successful save halves the distance. Creatures pushed back take 2d6 damage per 5 feet moved. After using this ability, the Druid must wait 5 rounds before using it again.

Earth Movement Speeds: 40 Burrow speed, 15 foot base land speed.
Ability Score Boosts: +6 Constitution, +4 Strength, +2 Wisdom. Enhancement bonuses.
Natural Attacks: 2 Slams 1d8.
Passive Bonuses: +4 Insight bonus to Climb, Balance, Concentration, Jump, and Survival. +3 Natural armor bonus.
Active Abilities:
Mountainborn (Su): As a swift action, the Druid may increase her size by two size categories, gain Damage Reduction 10/Adamantine, and a +8 bonus to Strength for 3 rounds. After the effect fades, the Druid must wait 5 rounds before using this ability again.

Desert-storm (Su): As a full round action, the Druid may summon a great sandstorm. The sandstorm takes up an area of 30 feet by 30 feet, and 20 feet tall. All creatures in the area take 4d6 bludgeoning damage per round, as they are buffeted by the sand. Any creature that spends 3 rounds in the sandstorm becomes blinded, as the condition, as long as they remain in the sandstorm, and 2 rounds after they leave it. The sandstorm may be moved 10 feet in any direction, besides up, by the Druid, as a move action.

Boulders (Su): As a move action, the Druid may summon a great hulking boulder of some stony substance. He may throw the boulder as a standard action, which functions as a ranged touch attack, with a range of 30 feet, and deals 5d6 damage, plus the Druid’s Strength modifier.


http://fc03.deviantart.net/fs4/i/2005/139/7/e/Page_from_the_Druid__s_Book_by_RealLurial.jpg
[6] (http://reallurial.deviantart.com/art/Page-from-the-Druid-s-Book-18509019)

Dryad
2011-09-18, 05:57 PM
This class...
Does EXACTLY what I like. It allows for huge versatility; the combination of spells and aspects for every situation is just huge.
However, I think the overall effect is a bit too powerful. It's a nearly casting class (change 'besides' to 'after' in the spellcasting text if you were planning on dropping a caster level), and the many buffs the aspects grant may very well result in buff-stacking. It's a good thing that the aspects grant enhancement bonuses, though, rather than inherent bonuses or other easy-to-stack stuff.
I'm a bit worried about the class' blastability. The Priest class doesn't get many spells per day, so it's far more efficient to just buff up and enter the fray than pick damaging spells.
The Aspects all grant special 1/encounter powers, so it would stand to reason that in order to be useful as a blaster, you'd have to shift from aspect to aspect, running out of Elemental 1/encounter powers pretty quickly.

A few more notes:
-The class has, as entry requirement, the feat Animal Affinity. At second level, the class grants, as a class ability, Animal Affinity.
-The prestige class can be entered from lvl 9 onward. This is a little late, to my taste.
-Maybe the class could be more rounded as a normal class option rather than a Prestige Class. This would allow a bit slower progression, but since this class is so incredibly different from the Priest class, it would also allow people to flesh out their own characters a bit more rather than going 'I used to be a Priest, but now I'm a True Druid.'
-The name... 'True Druid' might be a bit... Ehm... Self-satisfied? By playing this PrC, you're basically telling other druids that they're not really druids... But that you are. That they're... Not good enough, or something like that.

unosarta
2011-09-18, 07:06 PM
This class...
Does EXACTLY what I like. It allows for huge versatility; the combination of spells and aspects for every situation is just huge.
However, I think the overall effect is a bit too powerful. It's a nearly casting class (change 'besides' to 'after' in the spellcasting text if you were planning on dropping a caster level), and the many buffs the aspects grant may very well result in buff-stacking. It's a good thing that the aspects grant enhancement bonuses, though, rather than inherent bonuses or other easy-to-stack stuff.
Awesome! :smallsmile:
Yeah, I was worried about the power level. Part of why I kept the bonuses as Enhancement, and the passive abilities as mostly Competence bonuses, which are from what I understand, the easiest bonus type to get.


I'm a bit worried about the class' blastability. The Priest class doesn't get many spells per day, so it's far more efficient to just buff up and enter the fray than pick damaging spells.
The Aspects all grant special 1/encounter powers, so it would stand to reason that in order to be useful as a blaster, you'd have to shift from aspect to aspect, running out of Elemental 1/encounter powers pretty quickly.
A good point. The True Druid as it stands doesn't really have a lot of blasting capability, which is true. It does have the ability to blast, but it probably doesn't have the spell slots. However, in terms of spells in general, the True Druid doesn't really have a lot going for it either. For buffing, the True Druid would need a Domain that grants buffing, which it just doesn't have the resources to get, unless it chose the war domain, and even the war domain doesn't really have that many good buffing spells.


A few more notes:
-The class has, as entry requirement, the feat Animal Affinity. At second level, the class grants, as a class ability, Animal Affinity.
I will change it to Bestial Affinity.


-The prestige class can be entered from lvl 9 onward. This is a little late, to my taste.
I guess I can understand that. Shifting it down to a lower level is not difficult at all.


-Maybe the class could be more rounded as a normal class option rather than a Prestige Class. This would allow a bit slower progression, but since this class is so incredibly different from the Priest class, it would also allow people to flesh out their own characters a bit more rather than going 'I used to be a Priest, but now I'm a True Druid.'
I might do this. It could take a little while to get done, however.


-The name... 'True Druid' might be a bit... Ehm... Self-satisfied? By playing this PrC, you're basically telling other druids that they're not really druids... But that you are. That they're... Not good enough, or something like that.
I was just trying to get a name that was different from Druid but wasn't super weird. *shrug*

unosarta
2011-09-19, 10:12 PM
List of changes:
Changed into a base class Priest offshoot.
Has fixed domains now (you automatically get Plant and Animal, and then choose between Air, Earth, Fire, and Water as you level).
Some of the class features had to be switched around to fit the power level.
Animal Companion level took a hit (only minor; I wanted to make sure the class wasn't so powerful, and full level animal companion seemed kind of over the top).
Name changed to just regular Druid now.
Added in the capstone from Priest, since the class would have been otherwise missing one.

Thoughts? Criticisms?