Gerrtt
2005-12-21, 10:51 PM
I haven't made a PRC in a while, and I've been working on a campaign setting and I want to have this organization of druids that have a focus on martial arts in an altered form. Please guys, feel free to tear this apart, it's been a long time since I tried to make something.
Druid of the Sacred Claw
A wounded tiger walks slowly through the underbrush, it’s fight with the owlbear did not go as well as it should. Suddenly, a pair of even bigger owlbears crash through the underbrush and throw the tiger to the ground. As they close in for the kill a snapped twig gets their attention. Before they can even look up to see what was there they are pounced upon by a feral looking elf with claws where there should be fingers and a stubby tail where there shouldn’t be one. A few moments later and the owlbears are in full retreat, leaving a thick trail of blood through the forest. The elf turns its attention to the wounded tiger, makes a few subtle gestures, and heals its wounds. “Not today, my friend” she says, “Not today.”
A Druid of the Sacred Claw combines the martial-arts with their ability to shape-shift and commune with nature for spells. No two Druids of the Sacred Claw are exactly alike, but are all members of the same grove.
To qualify for this class combining monk levels with druid levels is usually the best bet, but any character with the ability to shape-shift in some way could benefit from this class.
Requirements:
Alignment: Any
Skills: Tumble 6 ranks, Knowledge Nature 4 ranks, Handle Animal 6 ranks.
Feats: Improved Unarmed Strike.
Special: Must be able to Wild-Shape or have an alternate form from some other means.
HD: 1d8
Skill Points per Level: 4 + Intelligence Modifier
Class Skills:
Concentration (con), Diplomacy (cha), Hide (dex), Jump (str), Knowledge (Nature) (int), Listen (wis), Spot (wis), Survival (wis), Swim (str) and Tumble (dex).
Weapon And Armor Proficiency:
The Druid of the Sacred Claw gains no weapon or armor proficiency.
Spells per day:
Starting at level 1 every other level the Druid of the Sacred Claw gains a level in an existing spellcasting class. The Druid of the Sacred Claw does not gain any benefits or special abilities that go along with that class, merely the spells.
Feral Form:
The Druid of the Sacred Claw learns to assume a Feral Form instead of the form of a normal animal with the use of Wild Shape (or other shape shifting ability). The benefits of this form scale in level. At first level the Druid gains +2 Strength, Dexterity, and Constitution, +2 Natural Armor Class, and loses 4 Intelligence. No spells can be cast while in feral form, even with the use Natural Spell feat. At fourth level the bonuses increase to +4 strength, dexterity, and constitution, +3 natural armor, and -6 intelligence. At 8th level the stat bonuses cap at +6 strength, dexterity, and constitution, +4 natural armor, and -6 inteliigence. While in Feral Form the Druid also sprouts powerful claws and a small tail of an animal of her choice. At first level the claws do 1d6 slashing damage, at third level they do 2d4 slashing damage, at sixth level the critical threat range doubles to 19-20, and at 8th level the claws do 1d10 slashing damage. At fifth level the druid gains the ability to cast spells in this form. This form can be assumed a number of times equal to one half the Druid of the Sacred Claws class level (minimum 1). The bonuses and penalties applied are similar to that of a Barbarian rage in terms of bonus type. Assuming Feral Form is a standard action that does not provoke an attack of opportunity.
Scent: At second level, the druid of the sacred claw gains the scent ability in feral form.
Improved Grab: At 3rd level, if a druid of the sacred claw hits with a claw slash in feral form it can start a grapple as a free action that does not provoke an attack of opportunity. Provided it has the ability to do so, it can then rake.
Rake: At fifth level, a druid of the sacred claw in feral form can do a rake attack while grappling. This attack does 1 damage dice higher than normal (1d6 becomes 1d8, 2d4 becomes 1d10, 1d10 becomes 1d12) and is performed at the highest base attack bonus the druid has.
Pouncing Flurry: At seventh level, a druid of the sacred claw can charge an opponent and then make a flurry of blows equal to that of a monk with the same level and followed by two rakes.
Natures Balance: At tenth level the Druid of the Sacred Claw can assume Feral Form as a free action as many times per day as she chooses.
Druid of the Sacred Claw
A wounded tiger walks slowly through the underbrush, it’s fight with the owlbear did not go as well as it should. Suddenly, a pair of even bigger owlbears crash through the underbrush and throw the tiger to the ground. As they close in for the kill a snapped twig gets their attention. Before they can even look up to see what was there they are pounced upon by a feral looking elf with claws where there should be fingers and a stubby tail where there shouldn’t be one. A few moments later and the owlbears are in full retreat, leaving a thick trail of blood through the forest. The elf turns its attention to the wounded tiger, makes a few subtle gestures, and heals its wounds. “Not today, my friend” she says, “Not today.”
A Druid of the Sacred Claw combines the martial-arts with their ability to shape-shift and commune with nature for spells. No two Druids of the Sacred Claw are exactly alike, but are all members of the same grove.
To qualify for this class combining monk levels with druid levels is usually the best bet, but any character with the ability to shape-shift in some way could benefit from this class.
Requirements:
Alignment: Any
Skills: Tumble 6 ranks, Knowledge Nature 4 ranks, Handle Animal 6 ranks.
Feats: Improved Unarmed Strike.
Special: Must be able to Wild-Shape or have an alternate form from some other means.
HD: 1d8
Skill Points per Level: 4 + Intelligence Modifier
Class Skills:
Concentration (con), Diplomacy (cha), Hide (dex), Jump (str), Knowledge (Nature) (int), Listen (wis), Spot (wis), Survival (wis), Swim (str) and Tumble (dex).
Weapon And Armor Proficiency:
The Druid of the Sacred Claw gains no weapon or armor proficiency.
Spells per day:
Starting at level 1 every other level the Druid of the Sacred Claw gains a level in an existing spellcasting class. The Druid of the Sacred Claw does not gain any benefits or special abilities that go along with that class, merely the spells.
Feral Form:
The Druid of the Sacred Claw learns to assume a Feral Form instead of the form of a normal animal with the use of Wild Shape (or other shape shifting ability). The benefits of this form scale in level. At first level the Druid gains +2 Strength, Dexterity, and Constitution, +2 Natural Armor Class, and loses 4 Intelligence. No spells can be cast while in feral form, even with the use Natural Spell feat. At fourth level the bonuses increase to +4 strength, dexterity, and constitution, +3 natural armor, and -6 intelligence. At 8th level the stat bonuses cap at +6 strength, dexterity, and constitution, +4 natural armor, and -6 inteliigence. While in Feral Form the Druid also sprouts powerful claws and a small tail of an animal of her choice. At first level the claws do 1d6 slashing damage, at third level they do 2d4 slashing damage, at sixth level the critical threat range doubles to 19-20, and at 8th level the claws do 1d10 slashing damage. At fifth level the druid gains the ability to cast spells in this form. This form can be assumed a number of times equal to one half the Druid of the Sacred Claws class level (minimum 1). The bonuses and penalties applied are similar to that of a Barbarian rage in terms of bonus type. Assuming Feral Form is a standard action that does not provoke an attack of opportunity.
Scent: At second level, the druid of the sacred claw gains the scent ability in feral form.
Improved Grab: At 3rd level, if a druid of the sacred claw hits with a claw slash in feral form it can start a grapple as a free action that does not provoke an attack of opportunity. Provided it has the ability to do so, it can then rake.
Rake: At fifth level, a druid of the sacred claw in feral form can do a rake attack while grappling. This attack does 1 damage dice higher than normal (1d6 becomes 1d8, 2d4 becomes 1d10, 1d10 becomes 1d12) and is performed at the highest base attack bonus the druid has.
Pouncing Flurry: At seventh level, a druid of the sacred claw can charge an opponent and then make a flurry of blows equal to that of a monk with the same level and followed by two rakes.
Natures Balance: At tenth level the Druid of the Sacred Claw can assume Feral Form as a free action as many times per day as she chooses.