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    Ogre in the Playground
     
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    Apr 2010

    Default Druid

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    Class: Druid

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    Preface
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    The core Druid is too powerful. No player with a bit of game mileage really questions this claim.
    The problem doesn’t lie in the class stepping on other classes’ toes as much as simply being too much keyed toward battlefield dominance.
    First, BAB should be dropped to poor progression (at least when having access to spells). Druids in the original sense (the Celtic priests of the land) shouldn’t be especially combative; solving your problems with summoning or weather control or the like seems more in-flavor than rivaling rogues in martial combat.
    Second, while Animal Companion & Wild Shape need some serious toning down, I actually find the Druid lacking in truly encompassing the stuff that’s required to being the one dominant figure over all things associated with nature.
    When it comes to things related to nature, a druid should at least be able to provide all basic level-appropriate options. It’s more of a “what” question and less of “how much”, so I significantly enriched the class’ scope of features.



    Hit Die: d6

    Alignment: Any Neutral

    Equipment Restrictions: Druids are prohibited from using metal combat gear at all.


    Table: The Druid
    Saves
    Level BAB F R W Special
    1st +0 +2 +0 +2 Nature Sense, Wild Empathy, Animal Companion, Track
    2nd +1 +3 +0 +3 Create Infusion
    3rd +1 +3 +1 +3 Defender of Nature, Speak with Animals
    4th +2 +4 +1 +4 Nature's Remedy
    5th +2 (+3) +4 +1 +4 Wild Shape (Animal ; Medium, Small)
    6th +3 (+4) +5 +2 +5 Wild Dominion
    7th +3 (+5) +5 +2 +5 Wild Shape (Large)
    8th +4 (+6) +6 +2 +6 Honed Senses
    9th +4 (+6) +6 +3 +6 Wild Shape (Vermin)
    10th +5 (+7) +7 +3 +7 Avenger of Nature, A Thousand Faces
    11th +5 (+8) +7 +3 +7 Wild Shape (Plant ; Tiny)
    12th +6 (+9) +8 +4 +8 Extraordinary Wild Shape
    13th +6 (+9) +8 +4 +8 Wild Shape (Swarm)
    14th +7 (+10) +9 +4 +9 Mastery of Self
    15th +7 (+11) +9 +5 +9 Wild Shape (Elemental)
    16th +8 (+12) +10 +5 +10 Voices of World
    17th +8 (+12) +10 +5 +10 One with the Green
    18th +9 (+13) +11 +6 +11 Wild Shape (Huge)
    19th +9 (+14) +11 +6 +11 Resident of the Elemental Planes
    20th +10 (+15) +12 +6 +12 Essence of Eternity



    Class Features:


    Class Skills and Skill Points: Same as the core Druid, plus Climb, Hide, Knowledge (the planes) and Move Silently as class skills.


    Weapons and armor proficiencies: Druids are proficient with all Simple weapons that don’t contain metal parts (or with adequate substitutions). They’re also proficient with medium armor and shields.



    Druid Spells
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    All druids have the spells noted below as known spells.
    In addition, all druids know the Summon Nature’s Ally line.
    A druid also knows an additional number of 0-level spells equal to his Wis-bonus.
    Furthermore, whenever a druid gains a level (including 1st level), he may select a single spell from any of the levels available to him and gain this spell as a known spell.
    At 2nd level and each level thereafter, a druid may also retrain a single spell he’d previously selected and replace it with another Druid spell of equal or lower level.


    0-Level Druid Spells (Orisons)
    • Create Water: Creates 2 gallons/level of pure water.
    • Detect Poison: Detects poison in one creature or object.
    • Know Direction: You discern north.
    • Light: Object shines like a torch.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

    1st-Level Druid Spells
    • Charm Animal: Makes one animal your friend.
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Entangle: Plants entangle everyone in 40-ft.-radius.
    • Obscuring Mist: Fog surrounds you.
    • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.

    2nd-Level Druid Spells
    • Fog Cloud: Fog obscures vision.
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Warp Wood: Bends wood (shaft, handle, door, plank).
    • Wood Shape: Rearranges wooden objects to suit you.

    3rd-Level Druid Spells
    • Meld into Stone: You and your gear merge with stone.
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • Quench: Extinguishes nonmagical fires or one magic item.
    • Remove Disease: Cures all diseases affecting subject.
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • Water Breathing: Subjects can breathe underwater.

    4th-Level Druid Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Control Water: Raises or lowers bodies of water.
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Summon Elementite Swarm (SpC): Summon an elementite swarm to follow your commands.

    5th-Level Druid Spells
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Control Winds: Change wind direction and speed.
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Wall of Thorns: Thorns damage anyone who tries to pass.

    6th-Level Druid Spells
    • Liveoak: Oak becomes a treant guardian.
    • Move Earth: Digs trenches and builds hills.
    • Phantom Stag (SpC): Magic stag appears for 1 hour/level.
    • Stone Tell: Talk to natural or worked stone.
    • Summon Greater Elemental (SpC): Summon a greater elemental to follow your commands.
    • Transport via Plants: Move instantly from one plant to another of the same kind.

    7th-Level Druid Spells
    • Changestaff: Your staff becomes a treant on command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Transmute Metal to Wood: Metal within 40 ft. becomes wood.
    • Plane Shift: As many as eight subjects travel to another plane.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Druid Spells
    • Animal Shapes: One ally/level polymorphs into chosen animal.
    • Control Plants: Control actions of one or more plant creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Whirlwind: Cyclone deals damage and can pick up creatures.
    • Unyielding Roots (SpC): Creature grows roots that keep it stationary and heal it every round.

    9th-Level Druid Spells
    • Elemental Swarm: Summons multiple elementals.
    • Nature’s Avatar (SpC): Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
    • Shambler: Summons 1d4+2 shambling mounds to fight for you.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.





    Nature Sense (Ex)
    Every druid is particularly at home in his native surroundings, gaining Terrain Mastery as given for the Horizon Walker.
    At 2nd level and each level thereafter, a druid gains Terrain Mastery in another terrain. Planar terrain mastery may not be taken before a druid has gained terrain mastery in all non-planar terrains. Also, a druid may not choose terrain mastery for a plain where he’d never visited before (meaning this benefit might be skipped at various levels).
    In addition, the druid gains half his level (rounded up) on all Knowledge (geography) & Survival checks in any of his chosen terrains and is always considered trained in such checks.
    Non-aquatic druids may choose Aquatic terrain as soon as 5th level, which also grants them extraordinary water breathing capabilities.
    Starting at 9th level, or one level after a druid has gained mastery in all 8 terrains of the material prime (whichever comes later), a druid gains 1 bonus rank per level in Knowledge (the planes) - limited by the druid's normal character level limit. At level 15 and on, a druid's ranks in Knowledge (the planes) determine the strength of the elementals he can Wild-Shape into (see the "Wild Shape and alteration" spoiler in post #4).
    Whenever a druid is in one of his favored terrains, he can move unhindered through any sort of naturally created difficult terrain. Areas that have been magically manipulated to impede motion still affect him normally though.
    If he is in his favored terrain, he may also choose not to leave any trail (making him impossible to track).
    Furthermore, the Druid's knowledge of the terrain and its natural denizens grants him +4 to save against any special attacks they might have (Ex, Su or Sp).
    A druid in one of his favored terrains knows all the signs of the wilderness. He never gets lost. He can easily live off the land in comfort, and can provide for companions. The druid can take 10 on any Survival check, even when in immediate danger and distracted. If the druid is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.


    Wild Empathy (Ex)
    This ability works as given for the core Druid.


    Animal Companion
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    A 1st level druid gains Wild Cohort as bonus feat (see the Modified Feats spoiler – bottom-most inner spoiler).
    Unlike others who take this feat, druids share an empathic link with their animal companion, out to a distance of up to 1 mile. The druid cannot see through the animal companion’s eyes, but they can communicate empathically.
    Because of the limited nature of the link, only general emotional content can be communicated.
    This also enhances the companion’s intelligence as time goes by, granting it Int-score 3 at 1st level. With each advancement step on the cohort’s table thereafter, its Int increases by +1 (to a maximum Int score of 9). This elevated Int negates the need to make Handle Animal checks when directing the wild cohort.
    While empathically linked, the druid knows the direction and distance of his companion.

    Starting at 9th level, a druid’s connection with his animal companion(s) improves. This maximum distance increases to a number of miles equal to the druid’s Wis-bonus. In addition, when within one mile of his companion, the druid can “borrow” the animal’s senses, allowing him to see through its eyes, use its ears, and so on. Doing so requires him to either willfully ignore the input from his own senses or take a -5 penalty to all rolls due to distraction.



    Track
    Druids gain Track as bonus feat.


    Create Infusion
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    "This forest is our home. We derive Strength from its roots. You do not, unless we say so."

    What Is an Infusion?
    An infusion is a druidic spell, stored within a specially treated plant (herb, root, fruit, vegetable, mushroom, bud etc). It works like a scroll. The process of preparing an infusion takes 1 day per spell-level (30min for 0-level effects) and the costs are as given in MotW.
    A spell successfully activated from an infusion works like a spell cast in the normal way by the creator at the time of creation.

    Activation:
    To activate the spell, the user must consume the infusion (a standard action that provokes AoOs). This makes infusions ideal for a druid; he can hide several of them for later consumption, thus gaining access to spell effects while in wild Shape.
    A successful attack against the user forces a Concentration check (DC 10 + damage dealt). Failure means the character cannot eat the infusion in that round. If desired, an attacker may direct the AoO against the infusion rather than the character, destroying it on a successful hit.
    An infusion cannot be administered by force or to an unconscious creature.

    Who can use it and when?
    An infusion usually works only for druids.
    The druid that created an infusion can use it with automatic success. A druid that happens to stumble upon an infusion must first make a level check (class-level + d20) vs. DC [15 + spell level] to identify one as such and what it does.
    A druid that can use a given infusion can let go of it, making it available for everyone’s use for the next 3 consecutive rounds. Alternatively, a druid can hand over an infusion, permanently (until use, of course) attuning the recipient to it.
    Otherwise, the infusion acts as an ingestive poison. The user must make a Fort save (DC 10 + one-half of the infusion's CL) or take 1d3 Con damage and become nauseated. A second saving throw at the same DC and with the same consequence for failure must be made 1 minute later.



    Defender of Nature (Ex)
    A 3rd level druid has an all-encompassing disdain for creatures which pervert nature's order.
    Starting at 3rd level, a druid may add his Wis-bonus to attack and damage rolls against aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa). This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.


    Speak with Animals (Sp)
    Starting at 3rd level, once per day per Wis-bonus, a druid may use Speak with Animals as a SLA.


    Nature's Remedy (Ex)
    A 5th level druid’s body forever changes, learning to fight off foreign agents.
    The druid becomes immune to all biological poisons and diseases.
    Starting at 10th level, the druid’s body can purge poisons and diseases of non-biological sources, including magical afflictions.


    Wild Shape (Su)
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    At 5th level, a druid gains the ability to wild shape.
    This functions as described for the core Druid, with the following exceptions:

    The druid gains access to creature types and sizes as given in the table above.
    For each available creature type, a druid may choose one creature per allowed size and add it to the druid’s repertoire of available creatures for wild shaping. A 5th level druid thus has 2 animals which he can change into: a single medium animal and a single small animal (leopard & octopus, for instance). The same druid, upon reaching 12th level, may change into 4 different animals, 4 vermin and 4 plant-based monsters.
    Elemental Form allows a druid to transform into all elementals of any of the 4 elements and of any allowed size.
    Once per each even level past 5th, a druid may lose a specific creature in favor of gaining another of the same size and category in its place (shark instead of lion, for instance). This option of replacement is not carried from level to level, meaning if you don’t use it you lose it.

    A druid may assume wild shape a daily total of 1 hour per [Druid level], but must be broken down to 1-hour increments.
    A druid may also shift between forms without reverting to his original form, but each such shift is particularly taxing and reduces the hourly total by 1 for that day.

    In normal (usually humanoid) form, a druid has poor (1/2) BAB. Upon assuming wild shape, the druid’s BAB is elevated to medium (3/4).
    When assuming wild shape, a druid loses access to spellcasting, as well as all supernatural and spell-like abilities.


    Wild Shape & Spellcasting: No such thing. Natural Spell feat is banned. The Druid has other means (namely Infusions) of gaining some spell benefits.


    Special: In some rare cases, where a plan-based race takes on Druid levels, the order of creature-types available via Wild Shape is different.
    - At 5th level, the character gains access to Plant-typed forms.
    - Animal-typed creatures become available at 7th level.
    - Large forms become available at 9th level.
    - Vermin-typed creatures become available at 11th level.



    Wild Dominion (Su)
    A 6th level druid can rebuke animals in a similar way to how an evil priest of equal level rebukes undead.
    Whenever a druid gains a new creature type (vermin/plant/swarm/elemental – at levels 9/11/13/15 respectively), he may rebuke that type of creatures as well.


    Honed Senses (Ex)
    At 8th level, a druid’s connection with the earth and his surroundings improves.
    The druid gains Scent and Tremor-Sense as described in MM1.


    Avenger of Nature (Ex)
    Starting at 10th level, a druid may add his Wis-bonus twice over to spell save DCs when targeting aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa).
    In addition, he may add his druid level to all damage rolls against such creatures. This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.


    Extraordinary Wild Shape (Ex)
    When 12th level is achieved, a druid learns how to wild shape as an (Ex) ability.
    Extraordinary Wild Shape doesn't apply to swarms and elementals.


    Mastery of Self (Ex)
    At 14th level, a druid has such perfect control over his own form that he becomes immune to polymorphing, petrification and any form-altering attack. He may choose to allow beneficial spells to affect him, however. Doing so does not take an action.
    No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will it to break the effect and revert to his normal form (similar to how Statue spell works)


    Voices of World (Su)
    A 16th level druid gains unparalleled empathic abilities.
    He may now use Speak With Animals, Speak With Plants, Stone Tell, and Tongues – as by the spell effects of the same names – at will. He may also communicate mentally with any entity that has a language of any sort.
    No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will the effect to break and revert to his normal form (similar to how Statue spell works).


    One with the Green (Ex)
    This 17th level feature grants the druid the following benefits:
    - Gains the "Plant" template and no longer needs to eat, sleep or breathe. Instead, he requires only water and sunlight. If he does not receive water or sunlight for a number of days equal to his Con-mod + 3, he begins to starve.
    - Can cast modified Warp Wood spell at will. The wood affected may be alive both before and after reshaping, and if so, continues to grow unharmed.
    - May meld into a tree (or similar plant) of larger size than himself (same as Dryad's ability) for an unlimited duration. Any plant the druid melds with becomes hardened as if affected by Ironwood.
    - By making a DC 15 Concentration check as a swift action, the druid may use living plants as an extension of his own senses. The druid can sense as if in the space of any tree or bush within 60'. You can pick a new tree each round. Sight based spells, spell-like or supernatural effects you manifest can work as if you were seeing with your own eyes and actually standing in the spot of the selected tree.
    - Rooting: The druid may spend 1 minute and root (or unroot) himself to the ground. While rooted to a moist soil and exposed to sunlight, the druid gains fast healing 1.


    Resident of the Elemental Planes (Su)
    By 19th level, a druid has become one with nature.
    The druid may travel (as with Plane Shift spell) to any of the elemental planes and back.
    A druid has a total number of daily uses of this ability equal to his Wis-bonus (minimum 1). As with the spell, he may take additional willing or helpless creatures with him.
    This power includes full elemental adaptation. This particular adaptation wares off the moment a traveler leaves the elemental plane.


    Essence of Eternity (Ex)
    A 20th level druid's physical age reverts to Adult (eliminating any age penalties), he never dies of old age and he becomes totally immune to all corrupting effects, such as ability damage/drain/burn, level loss, magical sensory deprivation etc.
    If the druid is slain, his spirit travels to the material prime (anywhere he knows within his home world), where his body reforms 1 week / character-level later, as if restored via Miracle spell, even if his body had been obliterated.
    From this point and on, a druid can maintain Wild Shape indefinitely.











    Druid Variant: Blighter
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    When a druid turns away from the land, the land turns away from him.
    Some ex-druids make peace with this change; others seek to restore the bond.
    A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread.
    Blighters are druids turned into messengers of death, ruin and pestilence.
    A druid can become a blighter no sooner than level 3 is gained, by abandoning the role of Defender of Nature


    Alignment: any evil or CN


    The Blighter variant possesses all of the Druid's powers and features, except for the following changes.



    Messenger of Death (Ex)
    All blighters possess an inherent +4 bonus vs. negative energy, death effects and ability damage/drain/burn.
    This replaces the Druid's Animal Companion feature.


    Deforestation (Sp)
    A blighter can kill all nonsentient plant life within a radius of 20' per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter’s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has ahallow spell cast upon it and it is reseeded.
    Deforestation enables a blighter to cast his spells for 24 hours. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.
    This replaces the Druid's Defender of Nature feature.


    Scion of Death (Ex)
    An 8th level blighter becomes inherently immune to negative energy, death effects and ability damage/drain/burn.
    Furthermore, the blighter no longer needs food or water to survive.
    This replaces the Druid's Honed Senses feature.


    Contagious Touch (Sp)
    A 10th level blighter can produce an effect like that of a contagious touch spell once per day.
    He gains 1 / day extra use of this ability for each 2 additional Blighter levels acquired.
    This replaces the Druid's Avenger of Nature feature.


    Wild Shape
    Wildshaping into an animal or vermin applies the Skeletal features detailed for the CDiv Blighter.
    Aberration: Level 11. This replaces Plant wild shape
    Ooze: Level 13. This replaces Swarm wild shape
    Undead: Level 15. This replaces Elemental wild shape). Incorporeal Undead wild shape is obtainable via the expenditure of a general feats


    Lifedrinker
    At 17th level, a blighter has become a true scion of death and gains the Undead Type along with DR 10/Good.
    This replaces the Druid's One with the Green feature.


    Natural Disaster (Sp)
    Once per Week, the Blighter may call down the most destructive forces of nature to wreak havoc on an area.
    This functions as a Storm of Vengeance combined with an earthquake effect within the entire AoE, which occurs on the second round of the effect (while acid is raining from the sky).
    This replaces the Druid's Resident of the Elemental Planes feature.


    Blighter Spells
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    Just like regular druids, blighters have their basic spell list.
    Blighters lose the Summon Nature’s Ally line.
    When choosing spells, they have access to all core Druid spells (that aren't tied to animals, plants and nature), spells from the official Blighter not yet in their repertoire and arcane spells from the following schools: Abjuration, Evocation and Necromancy.


    0-Level Blighter Spells (Orisons)
    • Detect Poison: Detects poison in one creature or object.
    • Flare: Dazzles one creature (-1 on attack rolls).
    • Ghost Sound: Figment sounds.
    • Know Direction: You discern north.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Touch of Fatigue: Touch attack fatigues target.

    1st-Level Blighter Spells
    • Burning Hands: 1d4/level fire damage (max 5d4).
    • Detect Undead: Reveals undead within 60 ft.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Obscuring Mist: Fog surrounds you.
    • Curse Water: Makes unholy water.
    • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

    2nd-Level Blighter Spells
    • Chill Metal: Cold metal damages those who touch it.
    • Darkness: 20-ft. radius of supernatural shadow.
    • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Desecrate M: Fills area with negative energy, making undead stronger.
    • Produce Flame: 1d6 damage +1/level, touch or thrown.

    3rd-Level Blighter Spells
    • Contagion: Infects subject with chosen disease.
    • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    • Meld into Stone: You and your gear merge with stone.
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • Stinking Cloud: Nauseating vapors, 1 round/level.
    • Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

    4th-Level Blighter Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Rusting Grasp: Your touch corrodes iron and alloys.

    5th-Level Blighter Spells
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
    • Control Winds: Change wind direction and speed.
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Waves of Fatigue: Several targets become fatigued.

    6th-Level Blighter Spells
    • Acid Fog: Fog deals acid damage.
    • Finger of Death: Kills one subject.
    • Harm: Deals 10 points/level damage to target.
    • Move Earth: Digs trenches and builds hills.
    • Call Nightmare (BoVD): Calls a Nightmare from the Lower Planes to serve you for 1 week. Instead of a harvested soul, a blighter may offer a live sacrifice and slaughter it during the casting of the spell.
    • Stone Tell: Talk to natural or worked stone.

    7th-Level Blighter Spells
    • Control Undead: Undead don’t attack you while under your command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Fire Storm: Deals 1d6/level fire damage.
    • Plane Shift: As many as eight subjects travel to another plane.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Blighter Spells
    • Control Plants: Control actions of one or more plant creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Horrid Wilting: Deals 1d6/level damage within 30 ft.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Waves of Exhaustion: Several targets become exhausted.
    • Whirlwind: Cyclone deals damage and can pick up creatures.

    9th-Level Blighter Spells
    • Elemental Swarm: Summons multiple elementals.
    • Foresight: “Sixth sense” warns of impending danger.
    • Implosion: Kills one creature/round.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.




    Wild Shape Feats
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    Type Expansion:

    Magical Beast Wild Shape [General]
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Magical Beast to the repertoire of form-types available to you.
    Special: This feat doesn not grant any of the (Su) abilities of magical beats. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Dragon Wild Shape [General]
    Requirements: Magical Beast Wild Shape, Elemental Wild Shape, Knowledge (arcana) 10, Assume Supernatural Ability: breath weapon
    Benefits: Choose a specific Dragon race (1 of 6). You add that Dragon type to the repertoire of form-types available to you.
    Special: This feat can only ever be taken once.
    Special: Since most Wild Shape forms a Druid can assume don't possess breath weapon, the druid would most probably need to retrain another feat (for the breath weapon) along with the taking of this feat.
    Special: Since dragon size varies from tiny to colossal for all dragon races, you may wild shape into your chosen dragon's form of any size in the [tiny...colossal] range that's available to you. Wild shaping into a dragon does not elevate the druid's BAB from average to 1:1, and the druid suffers the normal restrictions and penalties of Assume Supernatural Ability.
    Special: A druid cannot wild shape into Dragon form without applying Assume Supernatural Ability (breath weapon).


    Size Expansion:

    Diminutive Wild Shape [General]
    Requirements: Tiny-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Diminutive size category.

    Fine Wild Shape [General]
    Requirements: Diminutive-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Fine size category.

    Gargantuan Wild Shape [General]
    Requirements: Huge-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Gargantuan size category.

    Colossal Wild Shape [General]
    Requirements: Gargantuan-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Colossal size category.


    Note: Wild Shape feats cannot be retrained.



    Last edited by nonsi; 2014-12-05 at 01:39 AM.