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YouLostMe
2011-10-12, 04:36 AM
The Wild Druid

This class is based off of the NineThePuma's old version of the Armored Reaver (without maneuvers). It's meant to be easy to pick up and understand--I want it useable for new players. The empty levels are there because players all ready get feats at those levels, and I didn't feel bad making the levels empty. I might add in flavor things later.

The general wild druid strategy is do a little debuff before combat to narrow down the scope, and then hop on in with an aspect and the contingent debuff + damage and to-hit bonuses to deal some pain.

Hit Die: d8
Starting Gold: As Druid
Starting Age: Complex

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mana

1st|
+0|
+2|
+0|
+2|Wilderness Aptitude, Mana, Druid, Feral Aspect|
3

2nd|
+1|
+3|
+0|
+3|Bonus Feat|
3

3rd|
+2|
+3|
+1|
+3|Wild Empathy|
5

4th|
+3|
+4|
+1|
+4|Damage Reduction 2/Silver or Cold Iron|
5

5th|
+3|
+4|
+1|
+4|Greater Druid, Mana Regeneration (+1/round)|
5

6th|
+4|
+5|
+2|
+5|Woodland Stride|
7

7th|
+5|
+5|
+2|
+5|Bestial Aspect|
7

8th|
+6/1|
+6|
+2|
+6|Damage Reduction 4/Silver or Cold Iron, Bonus Feat|
7

9th|
+6/1|
+6|
+3|
+6|Trackless Step|
9

10th|
+7/2|
+7|
+3|
+7|Master Druid|
9

11th|
+8/3|
+7|
+3|
+7|Embrace the Wild|
9

12th|
+9/4|
+8|
+4|
+8|Damage Reduction 6/Silver or Cold Iron|
11

13th|
+9/4|
+8|
+4|
+8|Forest Guardian Aspect|
11

14th|
+10/5|
+9|
+4|
+9|Bonus Feat|
11

15th|
+11/6/1|
+9|
+5|
+9|Elder Druid|
13

16th|
+12/7/2|
+10|
+5|
+10|Damage Reduction 8/Silver or Cold Iron|
13

17th|
+12/7/2|
+10|
+5|
+10|Mana Regeneration (+2/round)|
13

18th|
+13/8/3|
+11|
+6|
+11|A Thousand Faces|
15

19th|
+14/9/4|
+11|
+6|
+11|Nature's Sentinel Aspect|
15

20th|
+15/10/5|
+12|
+6|
+12|Paragon Druid, Damage Reduction 10/Silver or Cold Iron|
15[/table]
Class Skills: The Druid’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level (x4 at First Level): 4 + Intelligence Modifier

Class Features: The following are class features of the wild druid.

Weapon and Armor Proficiencies: The wild druid is proficient with simple weapons and the natural attacks of any form they assume (see Aspects, below).

Wild druids are proficient with light and medium armor, but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A wild druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Wild druids are proficient with shields (except tower shields) but must use only wooden ones.

A wild druid who wears prohibited armor or carries a prohibited shield is unable to use any of her Aspects or Druid abilities while doing so and for 24 hours later.

Wilderness Aptitude: Wild druid class levels count as fighter levels – 3 for the purpose of qualifying for feats. In addition, a Druid gains a +2 bonus on Knowledge (Nature) and Survival checks.

Mana: A wild druid has a pool of mana points as indicated in the class table. She can use these points to fuel abilities as described in the Druid ability; the pool is replenished at the start of every encounter.

Druid: A wild druid can expend mana points to activate these abilities. Activating one of these abilities costs a single mana point.

Elemental Strike (Sp): As an attack action, the wild druid makes a ranged touch attack as though using a thrown weapon with a range increment of 30 feet. The damage is 1d6 + Wisdom Bonus, and the damage type is Fire or Slashing. Creatures with the [Air] subtype are immune to the slashing damage from this effect.

Elemental Ward (Sp): As an immediate action, the wild druid gains a ward. If the wild druid is targeted by an attack, spell, spell-like ability, power, maneuver, or other ability while this ward is active, the ward activates in response. The creature using the ability takes a -2 to any attack rolls, saves, effect DCs, and skill checks for 1 round. This penalty is applied before any rolls or saves for the effect are resolved (and thus applied to any roll or save required). When a wild druid uses this ability, she must specify whether it is a [Water] or [Earth] effect. Creatures with the same subtype as the Elemental Ward chosen ignore any penalties incurred by the ward. An Elemental Ward lasts 1 round or until used once.

Entangle (Su): As a swift action, the wild druid selects one 5 ft square within a range of 30’. All creatures in that area must make a Reflex Save (10 + ½ HD + Wisdom Modifier) or be immobilized until the end of their next turn. A creature that succeeds on this save instead has its speed halved.

Furious Onslaught (Ex): As a swift action, the wild druid gains a +2 morale bonus to attacks and +2d6 to damage rolls until the start of her next turn.

Indomitable Sentinel (Su): As a move action, the wild druid can heal herself of damage. She regains lost hit points equal to 2 x her HD. Her hit points cannot exceed her normal maximum.

Feral Aspect: As a swift action, a wild druid can sacrifice 1 mana point and enter the Feral Aspect. While in this Aspect, the wild druid must have at least 1 remaining mana point. If something happens so that the wild druid has less than 1 mana, she immediately exits Feral Aspect. While in this Aspect, she gains two claw attacks that deal 1d6 damage regardless of size and a +2 to hit and +2 to all damage rolls.

Bonus Feat: Starting at second level, a wild druid gains a bonus feat. These bonus feats must be fighter bonus feats or Arboreal Aspect, Conservation of Action, Crawler Aspect, Elemental Control, Empowered Elemental Strike, Grace, Improved Mana Pool, Scent, or Track. A wild druid gains an additional bonus feat at eighth level and every six wild druid levels after thereafter. A wild druid must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Wild Empathy (Ex): Starting at third level, a wild 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 druid level and her Charisma 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 wild empathy, the wild 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 wild 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.

Damage Reduction: Starting at fourth level, a wild druid gains Damage Reduction. This damage reduction is overcome by silver or cold iron—chosen at fourth level. Subtract 2 from the damage the wild druid takes each time she is dealt damage from a weapon or natural attack. At eighth level, and every four wild mage levels thereafter, this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.

Greater Druid: Starting at fifth level, a wild druid’s Druid abilities improve further.
Elemental Strike (Sp): As an attack action, the wild druid makes a ranged touch attack as though using a thrown weapon with a range increment of 40 feet. The damage is 3d6 + Wisdom Bonus, and the damage type is Fire or Slashing. Creatures with the [Air] subtype are immune to the slashing damage from this effect.

Elemental Ward (Sp): As an immediate action, the wild druid gains a ward. If the wild druid is targeted by an attack, spell, spell-like ability, power, maneuver, or other ability while this ward is active, the ward activates in response. The creature using the ability takes a -4 to any attack rolls, saves, effect DCs, and skill checks for 1 round. This penalty is applied before any rolls or saves for the effect are resolved (and thus applied to any roll or save required). When a wild druid uses this ability, she must specify whether it is a [Water] or [Earth] effect. Creatures with the same subtype as the Elemental Ward chosen ignore any penalties incurred by the ward. An Elemental Ward lasts 1 round or until used once.

Entangle (Su): As a swift action, the wild druid selects one 10 x 10 ft square within a range of 40’. All creatures in that area must make a Reflex Save (10 + ½ HD + Wisdom Modifier) or be immobilized until the end of their next turn. A creature that succeeds on this save instead has its speed halved.

Furious Onslaught (Ex): As a swift action, the wild druid gains a +4 morale bonus to attacks and +4d6 to damage rolls until the start of her next turn.

Indomitable Sentinel (Su): As a move action, the wild druid can heal herself of damage. She regains lost hit points equal to 3 x her HD. Her hit points cannot exceed her normal maximum.

Mana Regeneration: Starting at fifth level, the wild mage regains 1 mana point per round at the beginning of each of her turns. At seventeenth level, this improves to 2 mana points per round.

Woodland Stride (Ex): Starting at sixth level, a wild 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Bestial Aspect: Starting at seventh level, as a swift action, a wild druid can sacrifice 2 mana points and enter the Bestial Aspect. While in this Aspect, the wild druid must have at least 3 remaining mana points. If something happens so that the wild druid has less than 3 mana, she immediately exits Bestial Aspect. While in this Aspect, the wild druid gains a primary bite attack and two secondary claw attacks. The bite attack deals 1d10 damage regardless of size, and the claw attacks deal 1d8 damage regardless of size. She also gains a +3 to hit and +HD to all damage rolls, and deals bleed damage equal to her HD or the damage dealt, whichever is smaller, for three rounds after successfully dealing damage to a target. A wild druid can only have one Aspect active at a time.

Trackless Step (Ex): Starting at ninth level, a wild druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Master Druid: Starting at tenth level, the wild druid’s Druid abilities improve further.
Elemental Strike (Sp): As an attack action, the wild druid makes a ranged touch attack as though using a thrown weapon with a range increment of 60 feet. The damage is 5d6 + Wisdom Bonus, and the damage type is Fire or Slashing. Creatures with the [Air] subtype are immune to the slashing damage from this effect.

Elemental Ward (Sp): As an immediate action, the wild druid gains a ward. If the wild druid is targeted by an attack, spell, spell-like ability, power, maneuver, or other ability while this ward is active, the ward activates in response. The creature using the ability takes a -6 to any attack rolls, saves, effect DCs, and skill checks for 1 round. This penalty is applied before any rolls or saves for the effect are resolved (and thus applied to any roll or save required). When a wild druid uses this ability, she must specify whether it is a [Water] or [Earth] effect. Creatures with the same subtype as the Elemental Ward chosen ignore any penalties incurred by the ward. An Elemental Ward lasts 1 round or until used once.

Entangle (Su): As a swift action, the wild druid selects one 15 x 15 ft square within a range of 60’. All creatures in that area must make a Reflex Save (10 + ½ HD + Wisdom Modifier) or be immobilized until the end of their next turn. A creature that succeeds on this save instead has its speed halved.

Furious Onslaught (Ex): As a swift action, the wild druid gains a +6 morale bonus to attacks and +6d6 to damage rolls until the start of her next turn.

Indomitable Sentinel (Su): As a move action, the wild druid can heal herself of damage. She regains lost hit points equal to 4 x her HD. Her hit points cannot exceed her normal maximum.

Embrace the Wild: Starting at eleventh level, as a free action, a wild druid can sacrifice 1 mana point to treat her base attack bonus from wild druid as her class levels in wild druid until the beginning of her next turn. She can also, as a free action, sacrifice 1 mana point to make all of her base saves equal to ½ her HD + 2 until the beginning of her next turn.

Forest Guardian Aspect: Starting at thirteenth level, as a swift action, a wild druid can sacrifice 3 mana points and enter the Forest Guardian Aspect. While in this Aspect, the wild druid must have at least 5 remaining mana points. If something happens so that the wild druid has less than 5 mana, she immediately exits Forest Guardian Aspect. While in this Aspect, the wild druid increases by 1 size (without applying attribute changes) and gains a slam attack that deals 3d6 damage regardless of size and can be used to make iterative attacks. She also gains a +5 to hit and +HD to all damage. While using the Forest Guardian Aspect, a wild druid can elect to half the damage they deal with one attack and deal it as subdual damage in exchange for forcing the target of the attack to make a Fortitude Save (DC 10 + ½ HD + Wisdom Modifier) or be dazed for 1 round. A creature that makes its save against this ability is immune to the effect for 24 hours. In addition, a wild druid can have two aspects active at one time.

Elder Druid: Starting at fifteenth level, the wild druid’s Druid abilities improve further.
Elemental Strike (Sp): As an attack action, the wild druid makes a ranged touch attack as though using a thrown weapon with a range increment of 90 feet. The damage is 7d6 + Wisdom Bonus, and the damage type is Fire or Slashing. Creatures with the [Air] subtype are immune to the slashing damage from this effect.

Elemental Ward (Sp): As an immediate action, the wild druid gains a ward. If the wild druid is targeted by an attack, spell, spell-like ability, power, maneuver, or other ability while this ward is active, the ward activates in response. The creature using the ability takes a -8 to any attack rolls, saves, effect DCs, and skill checks for 1 round. This penalty is applied before any rolls or saves for the effect are resolved (and thus applied to any roll or save required). When a wild druid uses this ability, she must specify whether it is a [Water] or [Earth] effect. Creatures with the same subtype as the Elemental Ward chosen ignore any penalties incurred by the ward. An Elemental Ward lasts 1 round or until used once.

Entangle (Su): As a swift action, the wild druid selects one 20 x 20 ft square within a range of 90’. All creatures in that area must make a Reflex Save (10 + ½ HD + Wisdom Modifier) or be immobilized until the end of their next turn. A creature that succeeds on this save instead has its speed halved.

Furious Onslaught (Ex): As a swift action, the wild druid gains a +8 morale bonus to attacks and +8d6 to damage rolls until the start of her next turn.

Indomitable Sentinel (Su): As a move action, the wild druid can heal herself of damage. She regains lost hit points equal to 5 x her HD. Her hit points cannot exceed her normal maximum.

A Thousand Faces (Su): At 13th level, a wild druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the wild druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Nature’s Sentinel Aspect: Starting at ninteenth level, as a swift action, a wild druid can sacrifice 4 mana points and enter the Forest Guardian Aspect. While in this Aspect, the wild druid sacrifice 3 mana per turn and must have at least 7 remaining mana points. If something happens so that the wild druid has less than 7 mana, she immediately exits Nature’s Sentinel Aspect. While in this Aspect, the wild druid may increase or decrease its size by 2 categories (without applying attribute changes), ignoring any penalties to attack bonus, armor class, or combat maneuvers such as grapple and bull rush that are derived from sizes, and gains a slam attack that deals 4d6 damage regardless of size and can be used to make iterative attacks. She also gains +5 to hit and +HD to all damage. While in Nature’s Sentinel Aspect, the wild druid cannot be killed unless she is targeted with a death effect while low enough in HP to die. A wild druid with this Aspect is not staggered or unconscious when reduced to 0 HP and below.

Paragon Druid: Starting at twentieth level, the wild druid’s Druid abilities improve further.
Elemental Strike (Sp): As an attack action, the wild druid makes a ranged touch attack as though using a thrown weapon with a range increment of 130 feet. The damage is 9d6 + Wisdom Bonus, and the damage type is Fire or Slashing. Creatures with the [Air] subtype are immune to the slashing damage from this effect.

Elemental Ward (Sp): As an immediate action, the wild druid gains a ward. If the wild druid is targeted by an attack, spell, spell-like ability, power, maneuver, or other ability while this ward is active, the ward activates in response. The creature using the ability takes a -10 to any attack rolls, saves, effect DCs, and skill checks for 1 round. This penalty is applied before any rolls or saves for the effect are resolved (and thus applied to any roll or save required). When a wild druid uses this ability, she must specify whether it is a [Water] or [Earth] effect. Creatures with the same subtype as the Elemental Ward chosen ignore any penalties incurred by the ward. An Elemental Ward lasts 1 round or until used once.

Entangle (Su): As a swift action, the wild druid selects one 25 x 25 ft square within a range of 130’. All creatures in that area must make a Reflex Save (10 + ½ HD + Wisdom Modifier) or be immobilized until the end of their next turn. A creature that succeeds on this save instead has its speed halved.

Furious Onslaught (Ex): As a swift action, the wild druid gains a +10 morale bonus to attacks and +10d6 to damage rolls until the start of her next turn.

Indomitable Sentinel (Su): As a move action, the wild druid can heal herself of damage. She regains lost hit points equal to 6 x her HD. Her hit points cannot exceed her normal maximum.

Comments:
So the Wild Druid is made to have some functionality outside of the thick of battle with Entangle and Elemental Strike, but is mostly meant to drop into an Aspect and wreck things with Furious Onslaught, while keeping herself alive with Elemental Ward and Indomitable Sentinel.

Any thoughts? I was thinking about changing the Elemental Strike to a weaker AoE to make it for clearing out mooks, since that's kind of what I want the class's non-Aspect style of combat to be. Of course at low levels, an AoE is strong regardless of the damage it deals... so that's still under consideration.

This is meant to be on par with mid to high Tier 3 combat. Regardless of level, there's no increase in flexibility, but it's very good at what it does. Anywho, please comment!

YouLostMe
2011-10-12, 01:20 PM
Feats

Arboreal Aspect
Prerequisite: Bestial Aspect
Benefit: As a swift action, a you can sacrifice 1 mana point and enter the Arboreal Aspect. While in this Aspect, you are immobilized and cannot full attack, but regain 1 extra mana per turn.

Conservation of Action:
Prerequisite: Wild Druid 1 or Armored Reaver 1
Benefit: Choose a class with the Reaver of Druid special ability selection. All special abilities from that selection and its improved versions that are useable as a Swift Action can now be used as Move Action as vice versa. If you have class levels in Armored Reaver and Wild Druid, choose one class's ability to apply this feat to.
Special: You can take this feat multiple times. Each time you do, it applies to the Reaver or Druid special ability selections of a different class.

Crawler Aspect
Prerequisite: Feral Aspect
Benefit: As a swift action, you can sacrifice 1 mana point and enter the Crawler Aspect. While in this Aspect, the you must have at least 1 remaining mana point. If something happens so that you have less than 1 mana, you immediately exit the Crawler Aspect. While in this Aspect, you gain a slam attack that deals 1d6 damage regardless of size, a +10 ft bonus to your land speed, and a climb speed equal to half your land speed. You also gains a +3 racial bonus to climb, jump, and balance checks, and may take 10 on these checks even when threatened.

Elemental Control
Prerequisite: Elemental Strike
Benefit: Choose two types of damage from: Cold, Acid, Bludgeoning, or Piercing. When you use Elemental Strike, you may choose to deal damage of your chosen types instead of Fire or Slashing. [Water] creatures are immune to the bludgeoning damage of this ability, and [Air] creatures are immune to the piercing damage of this ability.
Special: You may take this feat multiple times. Each time you do, choose another selection of damage types.
If you have taken this feat before, you may also choose to take Positive Energy damage or Sonic damage instead of choosing two types of damage from the list above.

Empowered Elemental Strike
Prerequisite: Elemental Strike
Benefit: Your elemental strike deals +1d6 damage. This damage is the same as the damage that you designate when activating the ability.
Special: You may take this feat multiple times. You cannot take this feat if it would cause your Elemental Strike damage to be greater than 1d6 per your Wild Druid level.

Grace
Prerequisite: Armored Reaver 6 or Druid 6
Benefit: Choose a class with the Reaver of Druid special ability selection. All Supernatural special abilities from that selection and its improved versions are now Extraordinary, and all Spell-like special abilities from that selection and its improved versions are now Supernatural special abilities.
Special: You may take this feat multiple times. Each time you do, it applies to the special abilities of a different class.

Improved Mana Pool
Prerequisite: Mana
Benefit: Your maximum mana points increase by 1 + ¼ your HD.

Scent (wasn't sure if this wasn't all ready a feat)
Prerequisite: Druid
Benefit: You gain Scent.

YouLostMe
2011-10-13, 10:11 PM
BUMPITY BUMP BUMP

I would love some comments here, even if they just extend to "too long, not basic" or "give me a summary". I would really like to improve this class!

Amechra
2011-10-13, 11:56 PM
I would suggest against giving a cheap feat that turns all Supernatural abilities in a class into Ex abilities.

That's more PrC material, if at all.

YouLostMe
2011-10-13, 11:57 PM
I would suggest against giving a cheap feat that turns all Supernatural abilities in a class into Ex abilities.

That's more PrC material, if at all.

Like this?


Grace
Prerequisite: Armored Reaver 6 or Druid 6
Benefit: Choose a class with the Reaver of Druid special ability selection. All Supernatural special abilities from that selection and its improved versions are now Extraordinary, and all Spell-like special abilities from that selection and its improved versions are now Supernatural special abilities.
Special: You may take this feat multiple times. Each time you do, it applies to the special abilities of a different class.

Amechra
2011-10-14, 12:17 AM
Precisely; it's basically the Natural Spell for this Druid, you know?

YouLostMe
2011-10-14, 01:04 AM
Ahh, yes! I suppose so.

Of course, on the subject of that, should the level cap be higher for Grace? Druids get Nat Spell at level 5, but that's always considered a ridiculously good feat, so perhaps I should push it up a few more levels?

NeoSeraphi
2011-10-14, 01:29 AM
There is a flaw in your table, level 8 DR should be 4, not 6.

Bestial Aspect says that you must have at least 3 mana, but you exit if you have less than 5.

Furious Onslaught is a nice damager, and the wild shape forms are pretty cool.

A nice, basic class in my opinion.

YouLostMe
2011-10-14, 02:07 AM
There is a flaw in your table, level 8 DR should be 4, not 6.

Bestial Aspect says that you must have at least 3 mana, but you exit if you have less than 5.Ah, nice catches. Changes made.


Furious Onslaught is a nice damager, and the wild shape forms are pretty cool.

A nice, basic class in my opinion. My thanks. I strive to keep things interesting.

zegram 33
2011-10-18, 02:04 PM
nothing gameplay wise, but in the nature sentinel section, you refer to it as the forest guardian again.