Elemental Druid: Difference between revisions

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* Water: +1 Fortitude save, DR 3/fire, Vulnerability to fire
* Water: +1 Fortitude save, DR 3/fire, Vulnerability to fire


Cases where the elemental druid summons an actual elemental work slightly differently. Instead of the bonuses above, the infusion (which must be the same element) guarantees that each of the elemental's hit die generate at least 50% of the maximum hit points. (That is, when rolling the elemental's HD to determine hit points, any die that come up less than half the die's maximum value are treated as if they came up at half the maximum value, rounded up.)
Cases where the elemental druid summons an actual elemental work slightly differently. Instead of the bonuses above, the infusion (which must be the same element) guarantees that each of the elemental's hit die generate maximum hit points.


=== Balanced Essence (Ex) ===
=== Balanced Essence (Ex) ===

Latest revision as of 17:56, 24 January 2013

Since the Dissolution campaign is set entirely in a city, we will experiment with this alternative to the druid, which gains power from the four elements instead of plants, animals and nature. Some of this is based on ideas from ancient Greece about these four elements, in different combinations, forming all matter. This class largely maps directly to the Pathfinder druid core class, tweaking a few things here and there.

Alignment: Any neutral

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The elemental druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Table: Elemental Druid

Level BAB Saves Special Spells per day
Fort Ref Will 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Elemental companion, elemental language, elemental sense, orisons 3 1
2nd +1 +3 +0 +3 Elemental language 4 2
3rd +2 +3 +1 +3 Ally infusion 4 2 1
4th +3 +4 +1 +4 Balanced essence, elemental shape (1/day) 4 3 2
5th +3 +4 +1 +4 - 4 3 2 1
6th +4 +5 +2 +5 Elemental shape (2/day) 4 3 3 2
7th +5 +5 +2 +5 - 4 4 3 2 1
8th +6/+1 +6 +2 +6 Elemental shape (3/day) 4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Elemental shape (4/day) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Elemental shape (5/day) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Elemental nature 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Elemental shape (6/day) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 3 3 2
16th +12/+7/+2 +10 +5 +10 Elemental shape (7/day) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Elemental shape (8/day) 4 4 4 4 4 4 4 4 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Elemental shape (at will) 4 4 4 4 4 4 4 4 4 4

Class Features

All of the following are class features of the elemental druid.

Weapon and Armor Proficiency Elemental druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with elemental shape (see below).

Elemental 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 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. Elemental druids are proficient with shields (except tower shields) but must use only wooden ones.

An elemental druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells

A elemental druid casts divine spells, which are drawn from a modified druid spell list (see below). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the elemental druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the elemental druid's Wisdom modifier.

Like other spellcasters, an elemental druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Elemental Druid. In addition, she receives bonus spells per day if she has a high Wisdom score.

An elemental druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. An elemental druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting

An elemental druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells

An elemental druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)

Elemental druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Elemental Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages

A elemental druid's bonus language options include Auran, Terran, Ignan, and Aquan, the languages of elemental creatures. This choice is in addition to the bonus languages available to the character because of her race.

Unlike other druids, elemental druids do not automatically know Druidic. Depending on how standard druids treat elemental druids, the DM may allow Druidic as a bonus language option for an elemental druid.

Elemental Language

At first level, an elemental druid adds the elemental language of her choice (Auran, Terran, Ignan, and Aquan) to her list of known languages. At second level, she may add another. Note that an elemental druid must know the language of her elemental companion.

Elemental Companion

You form a close bond with a small elemental companion (your choice of air, earth, fire, or water, provided you speak its language). This companion is treated as an animal companion. If an elemental druid receives an animal companion from more than one source, her effective elemental druid levels instead stack for the purposes of determining the statistics and abilities of the elemental companion. Likewise, if the elemental druid somehow gains a familiar, she may instead stack levels that would improve her familiar into her companion.

If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in or near the environment where the new companion typically lives. This ceremony can also replace an elemental companion that has perished.

As you advance in levels of elemental druid, your elemental companion progresses as well, increasing in size and ability. This progression totally replaces the standard table of druid companion abilities. BAB always matches hit dice.

Change to Base Stats
Druid Level Base Stats Size HD Str Dex Con Int Special
1st Small Elemental S 2 - - - - Link, share spells
2nd Small Elemental S 2 +1 - +1 -
3rd Small Elemental S 3 +1 +1 +1 - Evasion
4th Medium Elemental M 4 - - - - Ability score increase
5th Medium Elemental M 5 +1 - - -
6th Medium Elemental M 5 +2 - +1 +1 Devotion
7th Medium Elemental M 6 +2 +1 +1 +1
8th Medium Elemental M 7 +3 +1 +1 +1
9th Medium Elemental M 7 +3 +2 +2 +1 Ability score increase
10th Large Elemental L 8 - - - -
11th Large Elemental L 8 +1 - - -
12th Large Elemental L 8 +2 +1 +1 -
13th Large Elemental L 9 +2 +2 +1 -
14th Large Elemental L 9 +2 +2 +2 - Ability score increase
15th Large Elemental L 9 +3 +2 +2 - Improved evasion
16th Huge Elemental H 10 - - - -
17th Huge Elemental H 10 +1 - - -
18th Huge Elemental H 11 +1 - +1 -
19th Huge Elemental H 11 +2 +1 +1 -
20th Huge Elemental H 12 +3 +1 +1 - Ability score increase

Alternately, instead of growing larger, you may choose to restrict your elemental's physical size in favor of becoming more intelligent. This follows the same progression at first, but diverges at level 10, like so:

Change to Base Stats
Druid Level Base Stats Size HD Str Dex Con Int Special
10th Medium Elemental M 8 +3 +2 +2 +2 Iron Will, DR5/-, feat and skill list of Large Elemental
11th Medium Elemental M 8 +3 +2 +2 +2 May use magical rings
12th Medium Elemental M 8 +3 +2 +3 +2 May use magical amulets & bracers
13th Medium Elemental M 9 +3 +3 +3 +3
14th Medium Elemental M 9 +3 +3 +4 +3 Ability score increase
15th Medium Elemental M 9 +4 +4 +4 +3 Improved evasion
16th Medium Elemental M 10 +4 +4 +4 +4 skill list of Huge Elemental, +2 natural armor
17th Medium Elemental M 10 +4 +4 +4 +4 Improved Initiative
18th Large Elemental L 11 +2 +3 +3 +3
19th Large Elemental L 11 +3 +3 +3 +3
20th Large Elemental L 12 +3 +3 +3 +4 Ability score increase

Elemental Sense (Ex)

The druid's insight into the elements and how they mix provides a +2 bonus on Knowledge (the planes) and Craft (alchemy) checks.

Ally Infusion (Su)

At 3rd level, an elemental druid gains the ability to infuse elemental power into creatures summoned with the summon nature's ally spell. As the spell is cast, the elemental druid selects an element to use for the infusion

Level: Druid 3
Requirements: Knowledge (the planes) 2 ranks
Replaces: Trackless Step
Benefit: When summoning a creature with the Summon Nature's Ally spell, the druid may selects an element to infuse into the summoned creature. If they do, the duration of the spell is cut in half (round up), but the creature gains advantages based on the element chosen:

  • Air: +1 Reflex save, +10' movement, +1 reflex bonus to AC
  • Earth: +1 Fortitude save, +4 natural armor
  • Fire: +1 Reflex save, +1d4 fire damage, Vulnerability to water or cold
  • Water: +1 Fortitude save, DR 3/fire, Vulnerability to fire

Cases where the elemental druid summons an actual elemental work slightly differently. Instead of the bonuses above, the infusion (which must be the same element) guarantees that each of the elemental's hit die generate maximum hit points.

Balanced Essence (Ex)

At 4th level, the elemental druid gains awareness and limited control over the combination of the elements making up his own body, gaining +4 on saving throws against disease.

Elemental Shape (Su)

At 4th level, an elemental druid gains the ability to turn herself into a small elemental and back again once per day. The type of elemental is selected when this ability is activated. This ability functions like the elemental body I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity.

This ability counts as the wild shape class feature for the purpose of prerequisites. Any additional wild shape abilities provided from other sources instead stack with elemental shape.

A druid may speak only in the language of the elemental type she turns into (e.g. Aquan if a water elemental); however, an elemental form is sufficient to form the vocal and somatic gestures necessary for spellcasting.

An elemental druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and elementals; however, the elemental druid never gains the ability to take on animal or plant forms. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, the elemental form functions as elemental body II.

At 8th level, a druid can use elemental shape to change into a Large elemental, which functions as elemental body III.

At 11th level, a druid can use wild shape to change into a Huge elemental, which functions as elemental body IV.

Venom Immunity (Ex)

At 9th level, an elemental druid gains immunity to all poisons.

Elemental Nature (Sp)

At 13th level, a druid may temporarily protect herself from an element. This functions as if using the resist energy spell, with two exceptions: the range is treated as "personal" and only one use of this ability can be maintained at a time (though it may coexist with genuine resist energy spells).

Timeless Body (Ex)

After attaining 15th level, an elemental druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Spell List

The elemental druid spell list is based on the druid spell list, with most plant- and animal- related spells removed, and some spells from the Air, Earth, Fire and Water domains added.

0-Level Elemental Druid Spells (Orisons) 1st-Level Elemental Druid Spells 2nd-Level Elemental Druid Spells 3rd-Level Elemental Druid Spells 4th-Level Elemental Druid Spells
Create Water

Detect Magic
Detect Poison
Flare
Guidance
Know Direction
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Spark
Stabilize
Virtue

Bristle

Burning Hands
Cure Light Wounds
Detect Aberration
Detect Snares and Pits
Endure Elements
Expeditious Excavation
Faerie Fire
Feather Step
Flare Burst
Hydraulic Push
Jump
Keen Senses
Magic Fang
Magic Stone
Obscuring Mist
Pass without Trace
Produce Flame
Stone Fist
Summon Nature's Ally I
Touch of the Sea

Accelerate Poison

Bear's Endurance
Bull's Strength
Burning Gaze
Campfire Wall
Cat's Grace
Chill Metal
Delay Poison
Eagle Eye
Elemental Speech
Feast of Ashes
Fire Trap
Flame Blade
Flaming Sphere
Fog Cloud
Glide
Gust of Wind
Heat Metal
Natural Rhythm
Owl's Wisdom
Resist Energy
Restoration, Lesser
Share Language
Slipstream
Soften Earth and Stone
Spider Climb
Stone Call
Summon Nature's Ally II
Wind Wall

Aqueous Orb

Call Lightning
Cloak of Winds
Contagion
Create Treasure Map
Cup of Dust
Cure Moderate Wounds
Daylight
Fireball
Feather Step, Mass
Gaseous Form
Hide Campsite
Hydraulic Torrent
Magic Fang, Greater
Meld into Stone
Nature's Exile
Neutralize Poison
Poison
Protection from Energy
Quench
Remove Disease
Shifting Sand
Sleet Storm
Snare
Spit Venom
Stone Shape
Summon Nature's Ally III
Water Breathing

Air Walk

Ball Lightning
Bloody Claws
Control Water
Cure Serious Wounds
Dispel Magic
Flame Strike
Freedom of Movement
Geyser
Ice Storm
Life Bubble
Moonstruck
Reincarnate
River of Wind
Rusting Grasp
Scrying
Spike Stones
Strong Jaw
Summon Nature's Ally IV
Thorn Body
True Form
Wall of Fire

5th-Level Elemental Druid Spells 6th-Level Elemental Druid Spells 7th-Level Elemental Druid Spells 8th-Level Elemental Druid Spells 9th-Level Elemental Druid Spells
Atonement

Blessing of the Salamander
Call Lightning Storm
Commune with Nature
Control Winds
Cure Critical Wounds
Death Ward
Fire Shield
Fire Snake
Hallow
Ice Storm
Rest Eternal
Stoneskin
Summon Nature's Ally V
Threefold Aspect
Transmute Mud to Rock
Transmute Rock to Mud
Unhallow
Wall of Stone

Antilife Shell

Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Chain Lightning
Cone of Cold
Cure Light Wounds, Mass
Dispel Magic, Greater
Find the Path
Fire Seeds
Move Earth
Owl's Wisdom, Mass
Plague Storm
Sirocco
Stone Tell
Summon Nature's Ally VI

Control Weather

Cure Moderate Wounds, Mass
Fire Storm
Heal
Rampart
Scouring Winds
Scrying, Greater
Summon Nature's Ally VII
Sunbeam
True Seeing
Vortex
Wind Walk

Cure Serious Wounds, Mass

Earthquake
Euphoric Tranquility
Finger of Death
Horrid Wilting
Incendiary Cloud
Repel Metal or Stone
Reverse Gravity
Seamantle
Stormbolts
Summon Nature's Ally VIII
Sunburst
Wall of Lava
Whirlwind
Word of Recall

Antipathy

Clashing Rocks
Cure Critical Wounds, Mass
Elemental Swarm
Foresight
Regenerate
Shapechange
Storm of Vengeance
Summon Nature's Ally IX
Sympathy
Tsunami
Winds of Vengeance
World Wave