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(New page: Since the campaign::Dissolution campaign is set entirely in a city, we will experiment with some alternate class features for druid characters, based around the concept of an "elementa...)
 
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Since the [[campaign::Dissolution]] campaign is set entirely in a city, we will experiment with some alternate class features for druid characters, based around the concept of an "elemental druid". That is, a druid who's connection to nature stems from a connection to the four elements, rather than plants and tree hugging. Some of this is based on ideas from ancient Greece about these four elements, in different combinations, forming all matter.
* navigation
 
** mainpage|mainpage
Druids can use any of the following substitutions when taking a druid level.
** recentchanges-url|recentchanges
 
** randompage-url|randompage
== Bonus Languages ==
** helppage|help
 
* Campaigns
In place of Sylvan, an elemental druid may treat one of the elemental languages (Auran, Terran, Ignan, or Aquan) as a bonus language.
** Dissolution|Dissolution
 
** Enroth|Enroth
== Elemental Companion ==
** Forgotten Suns|Forgotten Suns
 
'''Level''': Druid 1<br>
'''Requirements''': Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan)<br>
'''Replaces''': You do not gain an animal companion, nor do you gain wild empathy.<br>
'''Benefit''': You gain the companionship of a Small elemental, as described in ''Complete Mage'', pg. 33.
 
== Elemental Sense ==
 
'''Level''': Druid 1<br>
'''Requirements''': Knowledge (the planes) 1 rank<br>
'''Replaces''': Nature sense<br>
'''Benefit''': The druid's insight into the elements and how they mix provides a +2 bonus on Knowledge (the planes) and Craft (alchemy) checks.
 
== Crowd-Walker ==
 
'''Level''': Druid 2<br>
'''Requirements''': none<br>
'''Replaces''': Woodland stride<br>
'''Benefit''': When moving through a crowd, the crowd-walker moves at his normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede his movement, and he treats heavy debris as light debris. Any other sort of rough terrain impedes him normally, however.
 
== Ally Infusion ==
 
'''Level''': Druid 3<br>
'''Requirements''': Knowledge (the planes) 2 ranks<br>
'''Replaces''': Trackless Step<br>
'''Benefit''': When summoning a creature with the Summon Nature's Ally spell, the druid selects an element to infuse into the summoned creature, which 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
 
None of the above apply if summoning an actual elemental. In such cases, however, this ability 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.)
 
== Balanced Essence ==
 
'''Level''': Druid 4<br>
'''Requirements''': Knowledge (the planes) 2 ranks, Knowledge (nature) 2 ranks, Heal 2 ranks<br>
'''Replaces''': Resist Nature’s Lure<br>
'''Benefit''': The druid gains awareness and limited control over the combination of the elements making up his own body, giving him immunity to all diseases except for supernatural and magical diseases.

Latest revision as of 16:37, 4 July 2022

  • navigation
    • mainpage|mainpage
    • recentchanges-url|recentchanges
    • randompage-url|randompage
    • helppage|help
  • Campaigns
    • Dissolution|Dissolution
    • Enroth|Enroth
    • Forgotten Suns|Forgotten Suns