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Jane_Smith
2009-04-07, 12:25 AM
Round 6 -ding- The drood. Due to its.. incredibly badass nature ive had to make some nerfs, mainly its armor proficiency's down to light and shields, weakened its wild shape a bit and gave it a tad bit less spells per day. Not much, but just a bit.



http://img17.imageshack.us/img17/8198/nayabattlemagebystevear.jpg


~~~~~~~~~~~~~~~~The Druid~~~~~~~~~~~~~~~


Alignment: Any neutral.
Hit Dice: d8.
Base Attack: Average.
Saves: Good Fortitude, Poor Reflex, Good Willpower.

Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapons and Armor Proficiency: Druids are proficient with all simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light armor but are prohibited from wearing metal 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.) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield loses access to their spells and supernatural abilities. Even after removed, this penalty remains for one hour after the prohibited armor or shield is removed.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the 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 druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A 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.

Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to non-druids.

Nature Sense (Ex): A 1st level druid gains a +2 bonus on all Knowledge (nature) and Survival checks. This bonus increases to +4 at 10th level, and +6 at 20th level.

Wild Empathy (Ex): A 1st level 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 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.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of natural 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.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Power (Ex): Starting at 4th level, a druid gains a +2 bonus on saving throws against the spell-like abilities of elementals, fey and elemental creatures. This bonus increases to +4 at 12th level and to +6 at 20th level.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type so long as that creatures Challenge Rating is equal to or less then the half of the druids level. She knows how to shift into one animal per rank in Knowledge (nature) and whenever she gains another rank in this skill, she knows one additional animal she can turn into. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a full round action and doesn’t provoke an attack of opportunity, but when she changes back, she must make a Fortitude save (DC = 10 + number of hours spent in wildshape) or be fatigued for 10 minutes. If she fails the DC by 10 she becomes exhuasted instead. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
A druid can use this ability one more time per day at 7th, 10th, 13th, 16th, and 19th level. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 12th level, and a Huge animal at 16th level. The new form’s Hit Dice can’t exceed the character’s druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.) In addition to the normal effects of wild shape, the druid gains all the animal’s extraordinary abilities. She also gains the animal’s feats for as long as she maintains the wild shape, but she retains her own creature type.

Nature Friend (Su): Starting at 6th level, animals and vermin must make Will saves (DC 10 + 1/2 the druid's class level + druid's Cha modifier) each round in order to attack the druid. At 10th level, this ability also affects fey and plants. At 14th level, it affects both beasts and magical beasts, and at 18th level it also affects elementals. If the druid threatens the creature in any way or damages it, they no longer need to make a will save to attack.

Venom Immunity (Ex): At 8th level, a druid gains immunity to all non-magical poisons.

Disease Immunity (Ex): At 12th level, a druid gains immunity to all non-magical diseases.

A Thousand Faces (Su): At 15th level, a 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 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.

Timeless Body (Ex): After attaining 18th level, a 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 from aging. The druid still dies when her time is up.

One With Nature (Su): At 20th level, the druid is constantly under effects of detect animals and plants, hide from animals, and speak with animals and plants as the spells with the same name, with a caster level equal to the druids level.


Druid Spells Perday
Level/Perday
1st-- 4/1
2nd-- 4/2
3rd-- 4/2/1
4th-- 4/3/2
5th-- 5/3/2/1
6th-- 5/3/3/2
7th-- 5/4/3/2/1
8th-- 5/4/3/3/2
9th-- 5/4/4/3/2/1
10th- 5/4/4/3/3/2
11th- 5/5/4/4/3/2/1
12th- 5/5/4/4/3/3/2
13th- 5/5/5/4/4/3/2/1
14th- 5/5/5/4/4/3/3/2
15th- 5/5/5/5/4/4/3/2/1
16th- 5/5/5/5/4/4/3/3/2
17th- 5/5/5/5/5/4/4/3/2/1
18th- 5/5/5/5/5/4/4/3/3/2
19th- 5/5/5/5/5/5/4/4/3/2
20th- 5/5/5/5/5/5/4/4/4/3

Jane_Smith
2009-04-07, 12:49 AM
Id like to also add, sense i didnt make it apparent before (my bad ; ;) that my classes ARE NOT MEANT TO BE BALANCED WITH CORE CLASSES, but all my variants. I have made a variant of every single class in the phb and some others, and i will be posting them all, 3 a day, here if thats ok. So soon enough you will all have the 'whole' picture to go with you know?

Tempest Fennac
2009-04-07, 01:55 AM
Just out of curiosity, why did you move Timeless Body to level 18? Getting rid of the companion and nerfing Wildshape were good idea, but I don't really see the need for those new abilities to be added.

Jane_Smith
2009-04-07, 02:03 AM
Just was fortifying the flavor of druid and added a bit more fluff really. I like fluff, so soft <3. XD

Tempest Fennac
2009-04-07, 02:25 AM
Thanks for explaining. Wouldn't adding TB at an earlier level be better if you changed it if that was your intention? (I'd assume that negating physical deeneration would need less dedication to protecting nature then Sancuary vs. some creature types).

Pramxnim
2009-04-07, 02:55 AM
I can't help but notice a lot of your classes' abilities seem to coincide with Szatany's Ultimate Classes. Even the ability names are worded the same. For example, the Ranger's Hunting Grounds ability and the Fighter's Veteran ability. The Druid's Wildshape also bears much similarity with the Ultimate Druid.

Did you get inspiration from the Ultimate Classes?

Jane_Smith
2009-04-07, 10:01 AM
Actually yes. I got references/inspiration from more sources then i can count on both hands and feet! I got to many books/time on my hands to research dnd stuff. x.x

Hawriel
2009-04-08, 02:28 AM
I like your druid.

A little nitpick though. Wooden shields are not necesarily metal free. Nales, tacks, staples, a metal cap in the center, and metal banding are comon. The druid consepts I have would never use one any way.

edit.
forgot to ask. What is the reasoning behind the desguise ability?

Cieyrin
2009-04-08, 09:29 AM
I love the knowing only so many shapes as Knowledge(Nature)! I've tried figuring out other ways of limiting the number of forms so things like non-arctic druids taking on polar bear form but this clearly makes the most sense to me.

I am curious about why you didn't put a table in like you did for the other classes. It just seems a little off not to but hey, no biggie, I guess.

Jane_Smith
2009-04-08, 01:34 PM
DOH! I knew I forgot something! -headdesks- Crap, table upcoming!

As for the disguise ability... quite honestly? I have no frickin clue. It was in the core one, i didnt find it overly op or bad or anything, i just decided to keep it.. however, i guess it stims primarly from its wild shape? If they can vastly change into something like, say, a wolf, then it would be little to nothing to change the looks/features of theoir natural form, no?

Hawriel
2009-04-08, 04:26 PM
Hay so it is! I've never noticed it befor. Its all the way at the bottom ware the druid and fighter over lap. Then again Ive never had the chance to play a druid yet. Now I know.

lsfreak
2009-04-08, 08:16 PM
Seems to me that beasts and fey should be switched for Nature's Friend. Fey just seem like they should be able to, for example, defend themselves against an antagonistic druid better than an animal can.

Cieyrin
2009-04-10, 11:42 AM
That reminds me, the Beast creature type doesn't exist anymore, not since 3.0. They were all absorbed by either Magical Beast or Animal types, so it's a little erroneous to make mention of them in Nature Friend.