Anonymouswizard
2009-12-13, 03:24 PM
Created by DaTedinator. Reused with his permission.
DRUID
Game Rule Information
Abilities: Which abilities are important is a much more flexible question for a Druid than most classes, as she can choose exactly that at first level. Other than that, Dexterity can be important due to a relative lack of good armor, and Constitution is always helpful.
Alignment: Any Neutral.
Hit Die: d8.
Table: The Druid
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Invocations
1st|+0|+2|+2|+0|Elemental blast (1d6), invocations (least), mark of the wild, natural boon|
1
2nd|+1|+3|+3|+0|Mark of the wild|
2
3rd|+2|+3|+3|+1|Elemental blast (2d6)|
2
4th|+3|+4|+4|+1|Natural boon|
3
5th|+3|+4|+4|+1|Elemental blast (3d6)|
3
6th|+4|+5|+5|+2|Invocations (lesser), mark of the wild|
4
7th|+5|+5|+5|+2|Elemental blast (4d6)|
4
8th|+6/+1|+6|+6|+2|Natural boon|
5
9th|+6/+1|+6|+6|+3|Elemental blast (5d6)|
5
10th|+7/+2|+7|+7|+3|Mark of the wild|
6
11th|+8/+3|+7|+7|+3|Elemental blast (6d6), invocations (greater)|
7
12th|+9/+4|+8|+8|+4|Natural boon|
7
13th|+9/+4|+8|+8|+4|Elemental blast (7d6)|
8
14th|+10/+5|+9|+9|+4|Mark of the wild|
8
15th|+11/+6/+1|+9|+9|+5|Elemental blast (8d6)|
9
16th|+12/+7/+2|+10|+10|+5|Invocations (primal), natural boon|
10
17th|+12/+7/+2|+10|+10|+5|Elemental blast (9d6)|
10
18th|+13/+8/+3|+11|+11|+6|Mark of the wild|
11
19th|+14/+9/+4|+11|+11|+6|Elemental blast (10d6)|
11
20th|+15/+10/+5|+12|+12|+6|Avatar|
12
[/table]
Class Skills: The druid’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x 4.
Skill Points at Each Additional Level: 4 + Int.
Class Features
All of the following are class features of the druid class.
Weapon and Armour Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.
They are also proficient with all Light and Medium armors, though Shapeshifting in some armors can have some difficulties.
Elemental Blast (Sp): As a standard action, a druid may fire off an elemental blast that deals 1d6 damage if it hits, plus 1d6 more for every odd druid level (2d6 at 3rd, 3d6 at 5th, etc.). This a blast made up of purely elemental energy; however, it is made up entirely of the weakest parts of the elements, and thus is subject to the strongest of the target’s elemental resistances (i.e., if the target has Cold Resistance 5, it reduces the damage taken by 5; if the target has Fire Resistance 5 and Electricity Resistance 10, it reduces the damage by 10; and if the target has any elemental immunity, it takes no damage). It requires a ranged touch attack to hit, and has a range of 60 plus (10 times her Charisma modifier) feet.
A druid's elemental blast has an effective spell level of 1st. Unlike most spell-like abilities, a druid's elemental blast ignores spell resistance.
Invocations: A druid does not prepare or cast spells as other wielders of divine magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the primal energy that suffuses her soul. A druid can use any invocation she knows at will. Her caster level is equal to her class level, and she is considered a Divine caster (for the purposes of feat and prestige class requirements).
The save DC for an invocation that allows a save is 10 + the equivalent spell level + the druid's key ability modifier (see Mark of the Wild). It is also worth noting here that any supernatural or extraordinary ability the druid gains from this class that grants a save has a DC of 10 + half the druid's class level + the druid's key ability modifier.
At first level a druid only has access to least invocations, but every five levels, she gains access to the next tier of invocations: lesser at sixth level, greater at eleventh, and primal at sixteenth. At every druid level gained, the druid may swap one invocation she already knows with another invocation of the same or lower grade.
Mark of the Wild (Ex): As a druid’s connection to nature begins to establish itself, she gains traits distinguishing herself as one of nature's chosen ones. At first level she either chooses to exemplify the primal building blocks of nature, and picks a favored element, or else chooses an environment she favors above the others; this determines what ability score modifies her invocations and other class abilities (referred to as her "key ability score"). Her connection grows to provide benefits at second level, and improves every four levels thereafter.
Elements:- Air (Wisdom)With the gift of air, you slowly learn how to take to the skies; once you've mastered flight, you begin learning how to channel the wind's fury.
At second level, you may, as a swift action, cause translucent wings to appear on your back that allow you to glide; these wings last until you dismiss them, a free action performable only on your turn. You may glide forward 20 feet for every five feet you descend. Your effective flying speed while gliding is 40 feet with average maneuverability, though you obviously cannot rise.
Once you reach sixth level, you may fly for a number of minutes equal to your Druid level, with a speed of 40 feet and average maneuverability. You may still glide when not flying, of course, and by alternating between flight and gliding can still cover great distance.
At tenth level, you may fly for an unlimited duration each day.
At fourteenth level, your fly speed increases to 60' with good maneuverability, and you may cast Control Winds and Gust of Wind as supernatural abilities at will.
At eighteenth level, your fly speed increases to 100' with perfect maneuverability, and you gain the Whirlwind ability of a huge air elemental, with a save DC of (10 + 1/2 your class level + your Wisdom Modifier). You may cast Control Winds and Gust of Wind as extraordinary abilities at will.
- Earth (Constitution)With the gift of earth, you slowly learn how to burrow within your chosen environment. Once you've mastered travel through earth, you begin the learn how to adjust the terrain to your will.
At second level, you gain a burrow speed of half your land speed.
At sixth level, your burrow speed increases to your land speed.
At tenth level, you gain the Earth Glide ability of an earth elemental.
At fourteenth level, you may use Move Earth, Stone Shape, and Wall of Stone as at will supernatural abilities, with the exception that the casting time for each is one minute.
At eighteenth level, you may use Move Earth, Stone Shape, and Wall of Stone as at will extraordinary abilities; the casting time for each is one standard action.
- Fire (Charisma)With the gift of fire, you slowly learn to gain the speed of a wildfire. Once you've mastered fire's speed, you begin learning how to create and control it at will.
Your land speed increases by 10', and you gain the feat Run. If you already have Run from some other source, you gain a bonus feat that you meet the prerequisites for.
At sixth level, your land speed increases by another 20', your run speed increases to x6 and you may make one turn of up to 90 degrees when you run, and you gain the feat Mobility without needing to meet the prerequisites. If you already have Mobility from some other source, you gain a bonus feat that you meet the prerequisites for.
At tenth level, your land speed increases by another 30', your run speed increases to x7, and you do not suffer attacks of opportunity for leaving threatened squares when running.
At fourteenth level, your run speed increases to x8, and you may use Burning Hands, Continual Flame, Produce Flame, and Wall of Fire as at will supernatural abilities, with the exception that the casting time for Burning Hands and Produce Flame is one swift action.
At eighteenth level, your run speed increases to x10, and you may use Burning Hands, Continual Flame, Produce Flame, and Wall of Fire as at will extraordinary abilities, with the exception that the casting time for Burning Hands, Continual Flame, and Produce Flame is one swift action, and once per minute you may make one of your Walls of Fire permanent.
- Water (Strength)With the gift of water, you slowly learn to maneuver in your chosen element. Once you've mastered swimming, you begin to learn how to manipulate water to great effect.
At second level you gain a swim speed equal to 10' less than your land speed, and you may hold your breath for a number of minutes equal to your Constitution score.
At sixth level, your swim speed increases to your land speed, you take no penalties for attacking underwater, and you may hold your breath for a number of minutes equal to 10 times your Constitution score.
At tenth level your swim speed increases to twice your land speed, and you become completely amphibious, breathing water as well as you breathe air.
At fourteenth level you gain the Drench ability of Water Elementals, and you may use Control Water and Create Water as at will supernatural abilities, with the exception that the casting time for Create Water is one swift action.
At eighteenth level you gain the Vortex ability of a huge water elemental, with a save DC of (10 + 1/2 your class level + your Strength modifier), and you may use Control Water and Create Water as at will extraordinary abilities, with the exception that the casting time for Create Water is one swift action, and the amount of water affected or created by both is multiplied by 5. Note that for Control Water, thus just affects the area, not the amount the water can be raised or lowered.
Home Environment: - Desert (Constitution)Your connection with the desert allows you to keep going despite all odds. Once you've mastered endurance, your connection with the terrain most known for its mirages gives you the power to confuse a viewer.
At second level, you are immune to fatigue, and any effect that would cause you to become exhausted instead causes you to become fatigued. You also gain the feat Endurance.
At sixth level, the bonus from Endurance increases to +10, you gain a +4 bonus on saves against nonmagical fire and cold damage, and you no longer need to eat or drink.
At tenth level, you are immune to exhaustion, and you gain a +4 bonus on saves against magical fire and cold damage, and you gain fire and cold resistance equal to your Constitution bonus (if any; if you already have fire and/or cold resistance, it instead increases by an equivalent amount).
At fourteenth level, you may use Invisibility, Invisibility Sphere, Major Image and Mirage Arcana as at-will supernatural abilities, with the exception that the duration for Mirage Arcana is Concentration + one minute.
At eighteenth level, you may use Invisibility, Invisibility Sphere, Major Image and Mirage Arcana as at-will extraordinary abilities; Mirage Arcana has its standard duration. In addition, your cold and fire resistance increases by an amount equal to Constitution modifier.
- Forest (Dexterity)Your connection with the woods give you great proficiency with ambushes, particularly ranged ones. Once you've mastered attacking from hiding, you gain an deep connection with the trees and other plants.
At second level you get a +4 bonus to Hide checks and +1d6 Sudden Strike. You also gain proficiency with all simple ranged weapons.
At sixth level, your bonus to Hide checks improves to +6, and your Sudden Strike improves to +2d6. You also gain proficiency with all martial ranged weapons.
At tenth level, your bonus to Hide checks improves to +10, you gain a +10 bonus on Sniping check as described in the Hide skill, and your Sudden Strike improves to +3d6. You also gain proficiency with all exotic ranged weapons.
At fourteenth level, your Sudden Strike improves to +4d6, and you may use Liveoak, Tree Shape, Tree Stride, Warp Wood, and Wood Shape as at will supernatural abilities, with the exception that the casting time for each is one swift action. Your caster level is your class level.
At eighteenth level, your Sudden Strike improves to +5d6, and you may use Liveoak, Tree Shape, Tree Stride, Warp Wood, and Wood Shape as at will extraordinary abilities, with the exception that the casting time for each is one swift action. In addition, you never fail when making moving parts with Wood Shape, and can make as fine detail as you like.
- Mountains (Strength)Your connection to the mountains allows you the maneuver them with ease. Once you've mastered climbing, you gain a deep connection to the stone beneath your feet, and the sky so close above.
At second level, you gain a climb speed equal to half your land speed, and you gain a +4 bonus on Balance, Jump and Tumble checks.
At sixth level, your bonus on Balance, Jump and Tumble checks improves to +6, and you no longer suffer falling damage so long as a wall is within arm's reach during at least the second half of the fall.
At tenth level, your bonus on Balance, Jump and Tumble checks improves to +10, you may make jump checks without a running start, your climb speed equals your land speed, and you gain a glide speed equal to half your land speed with average maneuverability. For more description of gliding, see the description above in the Air Element.
At fourteenth level, you may use Soften Earth and Stone, Spike Stones, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, and Wall of Stone as at will supernatural abilities, with the exception that the casting time for Wall of Stone is one minute.
At eighteenth level, you may use Soften Earth and Stone, Spike Stones, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, and Wall of Stone as at will extraordinary abilities. The casting time for Wall of Stone is as standard.
- Urban (Intelligence)Unlike most druids, you feel more at home in the slums and high rises than swamps and treetops. Once you've mastered urban life and communication, you learn to move and manipulate the humanoids who create cities.
At second level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves against non-magical poisons and diseases, you gain Urban Tracking (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking) as a bonus feat, and you may add your Intelligence modifier (in addition to your Charisma modifier) to Gather Information checks. You need not pay double for cross-class skills when leveling up in Druid, and you gain five bonus skill points that must be spent immediately.
At sixth level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves against all non-magical effects, and any class feature or invocation that affects animals may also affect humanoids, and any class feature or invocation that affects magical beasts, fey, and/or elementals may also affect constructs. If you have Natural Empathy, you use Gather Information instead of Handle Animal for checks against humanoids and constructs. You gain five bonus skill points that must be spent immediately.
At tenth level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves, and you may add your Intelligence bonus (if any) to all Sense Motive checks. You may shapeshift in metal armor with no penalty. You are treated as having at least your Intelligence modifier's worth of ranks in any skill (if that would be higher than your actual ranks) for the purposes of making skill checks, and trained-only skills only (you cannot qualify for feats, prestige classes, or anything else with these simulated ranks). You gain five bonus skill points that must be spent immediately.
At fourteenth level, you may use Charm Person, Fabricate, Hold Person, and Illusory Wall as at will supernatural abilities. You gain five bonus skill points that must be spent immediately.
At eighteenth level, you may use Charm Person, Fabricate, Hold Person, and Illusory Wall as at will extraordinary abilities. You gain five bonus skill points that must be spent immediately.
Natural Boon (Ex): A druid's bond with natural grants her tangible benefits. At first level and every level divisible by four, she may choose one ability off of the following list.
Natural Boon Choices:Animal Companion: The druid gains the Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) feat. If she already has or later gains the feat, her Wild Cohort is instead upgraded to an Animal Companion (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion), based on her character level.
Eyes of the Moon: The druid can see perfectly in all natural darkness, so long as she is outside.
Natural Empathy: The druid may make Diplomacy checks against animals, but using the Handle Animal skill instead of Diplomacy. She may also influence Magical Beasts who do not speak a language, but she takes a penalty to the check equal to twice the Magical Beast's Intelligence score. This ability counts as Wild Empathy for the purposes of prerequisites and the like.
Nature Sense: The druid gains a bonus to Knowledge (nature) and Survival checks equal to half her class level (round up).
Photosynthetic Skin: The druid’s skin processes the energy of the sun and turns it into energy and protection. An hour’s exposure to sunlight replaces her need for food, and whenever she’s in direct sunlight she gains fast healing equal to 1 + 1/5 her class level.
Resist Nature’s Lure: The druid gains a bonus on saving throws against the supernatural and spell-like abilities of fey, and a bonus to armor class against attacks by fey, equal to 1 + 1/4 her class level. However, fey creatures will tend to treat her without any more respect than they would grant to anyone else, despite her connection to nature.
Requires non-good, non-evil alignment.
Seelie Gift: The druid’s connection with the Seelie fey grants her DR (1 + 1/4 her druid level)/Cold Iron. However, she becomes unable to willingly wield, or even carry, anything made out of cold iron.
Requires good alignment.
A Thousand Faces: The 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: The druid attains such a connection to nature, that her heart beats as the heart of the forest, and her blood flows as sap. She effectively no longer ages, and is immune to bleeding effects.
Trackless Step: The druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Unseelie Gift: The druid’s connection with the Unseelie fey grants her enhanced power when shapeshifting. Whenever using a shapeshift invocation, her natural attacks gain an enhancement bonus equal to 1/4 her class level (round down). However, her shapeshift forms always have a distinguishing mark (uniquely colored fur, overwhelming beauty, vestigial wings, etc.), making it impossible for her to blend in as a normal creature.
Requires evil alignment.
Woodland Stride: The druid may move through any sort of 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.
Avatar: At twentieth level, the Druid becomes a perfect representation of the natural world. Her type changes to either Elemental if her Mark of the Wild is an Elemental one, or Fey if not.
If she becomes an Elemental, she gains the subtype of her element, and immunity to electricity if Air, acid if Earth, fire if Fire, and cold if Water. She also gains resistance 15 against all other elements.
If she becomes a Fey, all her save DCs for anything gained by this class increase by +2. She also gains DR 15/Cold iron; if she has Seelie Gift, her DR is increased by an equivalent amount.
Unlike any other ability, the druid retains all traits gained from this ability other than type (subtype stays), even when shapeshifted.
INVOCATIONS[/SIZE]
ELEMENTAL ESSENCE INVOCATIONS
Some of a druid's invocations, such as entangling blast, modify the damage or other effects of the druid's elemental blast. These are called elemental essence invocations. Unless noted otherwise, elemental blasts modified by elemental essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A druid can apply only one elemental essence invocation to a single elemental blast, choosing from any of the elemental essence invocations she knows.
Unless otherwise noted, when a druid applies an elemental essence invocation to her elemental blast, it no longer ignores spell resistance, and it has an effective spell level of the elemental essence invocation or any applied blast shape invocation, whichever is higher.
Least Elemental Essence Invocations -Entangling Blast: Target must make a Reflex save or become entangled.
-Flame Blast: Blast deals fire damage and still ignores spell resistance.
ENTANGLING BLAST
Least; 1st; Elemental Essence
This elemental essence invocation allows you to change your elemental blast into an entangling blast. Any target struck by an entangling blast must make a Reflex save or become entangled for 1d4+1 rounds. They may end the effect prematurely with a DC 20 Strength check.
FLAME BLAST
Least; 1st; Elemental Essence
This elemental essence invocation allows you to change your elemental blast into a flame blast. A flame blast deals fire damage, and still ignores spell resistance (unlike most elemental essences).
Lesser Elemental Essence Invocations -Hurricane Blast: Blast deals electricity damage and target must make Fortitude save or be sickened.
-Tundra Blast: Blast deals cold damage and requires Fortitude saves instead of reflex saves, and is still considered to be a supernatural ability.
HURRICANE BLAST
Lesser; 3rd; Elemental Essence
This elemental essence invocation allows you to change your elemental blast into a hurricane blast. A hurricane blast deals lighting damage, and any creature struck by it must make a Fortitude save or be nauseated for 1 round.
TUNDRA BLAST
Lesser; 3rd; Elemental Essence
This elemental essence invocation allows you to change your elemental blast into a tundra blast. A tundra blast deals cold damage, and any Reflex save it would require (such as that the elemental beam blast shape invocation allows for half damage) is instead a Fortitude save. A tundra blast still ignores spell resistance (unlike most elemental essences).
Greater Elemental Essence Invocations -Synergistic Blast: Blast is made up of two elements.
-Virulent Blast: Target must make Fortitude save or be poisoned.
SYNERGISTIC BLAST
Greater; 6th; Elemental Essence
This elemental essence invocation allows you to invoke your elemental blast as a synergistic blast. A synergistic blast deals two types of damage, and uses the target's lowest resistance against either; so if you are targeting a creature with electricity resistance 10 and sonic resistance 5 with an electric and sonic synergistic blast, they only resist 5 damage.
Each form of damage has an additional affect:
Acid: As long as the synergistic blast deals any damage to the target, the target takes 2d6 damage (of the same types as the synergistic blast) again on their next turn.
Cold: Any Reflex save the synergistic blast would allow is instead a Fortitude save. As long as the synergistic blast deals any damage to the target, the target's move speed is halved on their next turn.
Electricity: If the target is wearing metal armor, you gain a +2 bonus to hit them, and they take a -2 penalty to any save against the synergistic blast, and you deal +1d6 damage.
Fire: The synergistic blast still ignores spell resistance (unlike most elemental essences).
Sonic: The synergistic blast deals -1 damage per die (each die deals a minimum of 1 damage), and as long as the synergistic blast deals any damage to the target, they must make a Fortitude save or be deafened for 1 round.
You must choose which two elements the synergistic blast uses upon learning the invocation.
VIRULENT BLAST
Greater; 5th; Elemental Essence
This elemental essence invocation allows you to invoke your elemental blast as a virulent blast. Any target that is dealt damage by a virulent blast must make a successful Fortitude save or take 1d6 damage to any one ability score (of your choice, chosen at time of casting). If you choose Constitution, the target instead takes 1d4 damage.
Primal Elemental Essence Invocations -Daystar Blast: Blast deals untyped damage and target must make Fortitude save or be blinded, and has special effects against targets vulnerable to sunlight.
-Lunar Blast: Blast deals untyped damage and dispels, and is considered a supernatural ability.
DAYSTAR BLAST
Primal; 8th; Elemental Essence
This elemental essence invocation allows you to invoke your elemental blast as a daystar blast. A daystar blast deals untyped damage, and double damage against any undead, or any target to which sunlight is harmful or unnatural (i.e., it deals damage or kills them). Any target which is susceptible to sunlight, but not otherwise harmed by it (such as an Orc or Drow) instead takes a -2 penalty to AC and saves against this invocation. Any undead which is also harmed by sunlight that is dealt damage by this invocation must make a successful Fortitude save or immediately be destroyed.
Any creature dealt damage by a daystar blast must make a Fortitude save or be blinded for 1 round.
LUNAR BLAST
Primal; 7th; Elemental Essence
This elemental essence invocation allows you to invoke your elemental blast as a lunar blast. A lunar blast deals untyped damage, and you may make a dispel check as though with a targeted greater dispel magic against them, except you cannot remove an effect that remove curse can remove.
If you invoke a lunar blast with a blast shape invocation so as to affect multiple targets, you make an area dispel that covers the area of effect, rather than a targeted dispel.
A lunar blast still ignores spell resistance (unlike most elemental essences).
BLAST SHAPE INVOCATIONS
Some of a druid's invocations, such as elemental claw, modify the range, target(s) or area of a druid's elemental blast. These are called blast shape invocations. Unless noted otherwise, elemental blasts subject to blast shape invocations deal damage normally in addition to imparting the effects described in the invocation description. A druid can apply only one blast shape invocation at a time to an elemental blast, and she can choose from any of the blast shape invocations she knows.
Unless otherwise noted, when a druid applies a blast shape invocation to her elemental blast, it has an effective spell level of the blast shape invocation or any applied elemental essence invocation, whichever is higher.
Least Blast Shape Invocations -Elemental Claw: Elemental blast is delivered by a melee touch attack.
-Elemental Shield: Elemental blast affects opponents who strike you.
ELEMENTAL CLAW
Least; 1st; Blast Shape
This blast shape invocation allows you to invoke your elemental blast as a melee touch attack that provokes no attacks of opportunity (even if cast as a spell-like ability due to an elemental essence invocation).
ELEMENTAL SHIELD
Least; 2nd; Blast Shape
This blast shape invocation allows you to invoke your elemental blast as a personal shield. Instead of targeting any specific opponent with your elemental blast, until the start of your next turn:
1. You gain a deflection bonus to AC equal to your key ability modifier
2. You may immediately use your elemental blast against any opponent within 10' who successfully hits you with an attack.
This invocation does not expend your immediate action, but when you use it you cannot use your immediate action until the start of your next turn.
Lesser Blast Shape Invocations
-Elemental Wall: Blast affects all adjacent creatures.
ELEMENTAL WALL
Lesser; 3rd; Blast Shape
This blast shape invocation allows you to invoke your elemental blast so as to affect all adjacent squares. The elemental wall automatically deals normal elemental blast damage to anyone in an adjacent square; targets are allowed a reflex save for half damage.
In addition, the elemental wall remains standing until the end of your next turn. Anyone who starts or ends their turn within the area of the elemental wall must make a successful reflex save or take half the original damage, as does anyone who passes through the area (including you, though you get a +2 bonus to the save).
Greater Blast Shape Invocations
-Elemental Beam: Blast takes the shape of a persistent line.
ELEMENTAL BEAM
Greater, 5th; Blast Shape
This blast shape invocation allows you to improve your elemental blast by turning it into a 30' long line, affecting anyone within the area with no ranged touch attack. Any creature in the area of the line can attempt a Reflex save for half damage.
In addition, you may concentrate on the beam to allow it to remain for up to 1 round/caster level. You may not move yourself as long as you are concentrating on the elemental beam, but you may take move actions that do not move you (such as sheathing a weapon), and you may be moved by others (any movement ends the elemental beam). Any creature that moves through the area of the elemental beam, or ends its turn within the area of the beam (but not a character that starts their turn within the area of the beam, unless they meet the other qualifications) takes damage as though struck by the beam (as usual, they are allowed a reflex save for half damage).
You may change the aiming of the beam by up to 90 degrees as a move equivalent action, sweeping it along an equivalent arc. Any creature within starting area, finishing area, or anywhere in between takes damage as though struck by the beam; however, a creature who the beam sweeps past - i.e., a target affected by the beam who is in neither the starting nor ending area - takes no damage on a successful save.
Primal Blast Shape Invocations
-Elemental Meteor: Blast takes the form of four explosive spheres.
ELEMENTAL METEOR
Primal; 9th; Blast Shape
This blast shape invocation allows you to invoke your elemental blast as the mighty elemental meteor. Four two-foot diameter spheres spring from your outstretched hands and streak in the directions of your choosing.
If you aim a sphere at a creature, you may make a ranged touch attack to strike them with the meteor; a successful hit deals 2d6 bludgeoning damage and allows them no save against the explosion. If the attack misses, the sphere simply explodes in the farthest corner of the creature's space.
Once a sphere reaches its location, it explodes in a 10' radius spread, dealing half your elemental blast damage to each creature within range, and allowing a reflex save to ignore all damage. If a creature is in the radius of more than one sphere, they must save separately against each.
SHAPESHIFT INVOCATIONS
Some of a druid's invocations, such as animal shape, alter the druid's physical appearance and statistics to those of another creature. These are called shapeshift invocations. Unless noted otherwise, they always take a swift action to activate and dismiss. When using a shapeshift invocation, the creature's statistics completely replace the druids, except that she keeps her hit points (unmodified by any changes to her Constitution score), mental ability scores, her skill ranks, the ability to invoke other shapeshift invocations and the ability to dismiss the invocation. Any effects currently affecting her - including damage - that she remains eligible for continue to affect her; all others are suppressed for the duration of the invocation (their duration continues to count down).
All a druid's possessions merge into her new form when she activates a shapeshift invocation. Continuous magic items continue to function, but no magic item can be activated when shapeshifted, and armor, even magical armor, provides no benefit. In addition, armor that was never alive is harder to integrate into the shapeshifted form; whenever wearing armor that isn't made out of plant or animal matter (or anything else that was ever alive, by definition of the DM), the druid is still hindered by its armor check penalty, and her speed is hindered based on the armor's size.
All shapeshift invocations have a CR limit dependent on grade, the highest CR creature they can allow the druid to shapeshift into; least invocations have a CR limit of 4, lesser a limit of 8, greater a limit of 12, and primal a limit of 16. Unlike most invocations, shapeshift invocations have no set grade. While they have their minimum grade (i.e., the listed grade), they can be learned as a higher grade to increase options. Unless otherwise noted, only primal shapeshift invocations allow a druid to shapeshift into creature with the swarm or incorporeal subtype, or the ability to gain either.
Though it is a spell-like ability to activate any shapeshift invocation, they are considered extraordinary abilities after invocation, meaning they would continue to work even in an antimagic field, though you could not activate a new one.
Least Shapeshift Invocations -Animal Shape: Transform into a specific animal.
-Vermin Shape: Transform into a specific vermin.
ANIMAL SHAPE
Least, 2nd; Shapeshift
Choose three Animals with a CR of no more than your ECL -3 each (if you're 3rd level or lower, you may choose animals with a fractional CR). You may shapeshift into these forms, as per the rules for shapeshift invocations.
VERMIN SHAPE
Least, 2nd; Shapeshift
Choose two Vermin with a CR of no more than your ECL -3 each (if you're 3rd level or lower, you may choose vermin with a fractional CR). You may shapeshift into these forms, as per the rules for shapeshift invocations.
Lesser Shapeshift Invocations -Beast Shape: Transform into a specific Magical Beast.
-Giant Shape: Transform into a specific Giant.
BEAST SHAPE
Lesser, 4th; Shapeshift
Choose two Magical Beasts with a CR of no more than your ECL -3 each. You may shapeshift into these forms, as per the rules for shapeshift invocations.
GIANT SHAPE
Lesser, 4th; Shapeshift
Choose one Giant with a CR of no more than your ECL -3. You may shapeshift into this form, as per the rules for shapeshift invocations.
Greater Shapeshift Invocations -Plant Shape: Transform into a specific Plant.
-Fey Shape: Transform into a specific Fey.
-Swarm Shape: Transform into a swarm.
PLANT SHAPE
Greater, 6th; Shapeshift
Choose one Plant with a CR of no more than your ECL -3. You may shapeshift into this form, as per the rules for shapeshift invocations.
FEY SHAPE
Greater, 6th; Shapeshift
Choose one Fey with a CR of no more than your ECL -3. You may shapeshift into this form, as per the rules for shapeshift invocations.
SWARM SHAPE
Greater, 6th; Shapeshift
Whenever you invoke swarm shape, you turn into one creature with the Swarm subtype of your choice, so long as its CR is no greater than your ECL -5. For every five points below your ECL the swarm's CR is, you turn into one additional swarm that must remain contiguous. Unlike other shapeshift forms, you keep your standard hit points instead of adopting the swarms'. Your hit points remain modified by all of your statistics instead of the swarms', and all the swarms you become share a single pool of HP.
Primal Shapeshift Invocations -Elemental Shape: Transform into a specific Elemental.
-Wyrm Shape: Transform into a specific Dragon.
ELEMENTAL SHAPE
Primal, 8th; Shapeshift
Choose either one type of elemental from either air, earth, fire or water. You may shapeshift into any grade from small to monolith of this type of elemental, as per the rules for shapeshift invocations, so long as its CR is no greater than your ECL -3.
WYRM SHAPE
Primal, 8th; Shapeshift
Choose one Dragon with a CR of no more than your ECL -3. You may shapeshift into this form, as per the rules for shapeshift invocations.
OTHER INVOCATIONS
In addition to the potent blast shape, elemental essence and shapeshift invocations, druids learn a number of others that enable them to perform many tricks and attacks.
Least Invocations -Call for Aid: Summon an animal, elemental, or fey native to your environment.
-Faerie Fire: Outline a target with otherwordly flames.
-Naturetongue: Speak with animals or plants, as the spells.
-Treeshield: Gain a natural armor bonus.
CALL FOR AID
Least, Special
Invoking this ability summons a single creature with the Animal, Elemental, or Fey type who is native to the area you're currently at, with a CR of no more than half your caster level +1 (or 1, at first level), as the spell summon nature's ally I
This invocation has an effective spell level of one-half your caster level, with a minimum of 1 and a maximum of 9.
FAERIE FIRE
Least, 1st
You can use faerie fire as the spell. In addition, you (and only you) may ignore an amount of an affected target's elemental resistances when using your elemental blast; the amount is equal to your key ability modifier.
NATURETONGUE
Least, 1st
You can invoke this ability to speak with the primary denizens of the natural world, affecting yourself as with the speak with animals and speak with plants spells for 24 hours.
TREESHIELD
Least, 2nd
You can use barkskin, as the spell, but with a duration of 24 hours and a range of personal.
Lesser Invocations -Control Nature's Child: Dominate or Charm nature-related creatures.
-Know Land: You become familiar with the land, as commune with nature.
-Mend Wounds: Heal your allies with a touch.
-Leaf on the Wind/Water: As the spell air walk or water walk.
CONTROL NATURE'S CHILD
Lesser, 4th
You can beguile a creature of the animal, elemental, fey or plant types. The creature must succeed on a Will save or instantly come to regard you as its comrade, as the spell charm monster. Once a creature has been charmed, if you invoke this ability with them as the target an additional time, they must make a successful Will save or be dominated, as the spell dominate monster, with a duration of 1 round per caster level. You may attempt to dominate a creature multiple times, but if it ever successfully saves, the charm is broken.
KNOW LAND
Lesser, 4th
You can use commune with nature, as the spell, except that you gain knowledge of one fact per point of your key ability modifier (minimum 1).
MEND WOUNDS
Lesser, 3rd
You can heal a creature with a touch. As you lay your hand upon a creature, you channel positive energy that heals 1d6 points of damage per three caster levels. You cannot heal a target with more than half their maximum hit points unless you have access to Greater invocations.
LEAF ON THE WIND/WATER
Lesser, 4th
You can use air walk or water walk, as the spells, except that the range for air walk is personal, and the duration for both is 24 hours if cast on yourself.
Greater Invocations -Awaken: Awaken plants or animals to full sentience.
-Create Ironwood: You may create and shape ironwood.
-Nature's Might: Enhance you and your allies' physical attributes.
-Unseen Seeker: Find your target while hiding yourself.
AWAKEN
Greater, 5th
You can use awaken, as the spell, except that you may only have one awakened creature at one time; if you awaken another, the previous loses sentience. Additionally, unlike normal, you can awaken your Wild Cohort or Animal Companion if you have one (but only yours); it gains no bonus hit dice. Note that because this is a spell-like ability, you pay no XP cost.
CREATE IRONWOOD
Greater, 6th
You can use ironwood, as the spell, with a duration of instantaneous. Additionally, as you create the ironwood, you may shape it as the spell wood shape; if you make a successful craft check during the casting, fine detail is indeed possible, and you can successfully create moving parts.
NATURE'S MIGHT
Greater, 6th
You can use mass bear's endurance, mass bull's strength, and mass cat's grace, as the spells; however, the duration is 24 hours, and you may only ever have on in effect; if you invoke this ability a second time, the previous effect fades.
UNSEEN SEEKER
Greater, 6th
You know the direction to go to find a creature, object, or location, as the spells locate creature, locate object, or find the path (personal only), respectively. In addition, you are affected by a detect scrying and invisibility as the spells, with durations of 24 hours. If you break the invisibility, the detect scrying also ends.
Primal Invocations -Cloud Travel: Use wind walk as the spell and speed up natural healing.
-Fall Up: Reverse gravity, as the spell.
-Stormlord: Create a raging tornado.
-Summon Nature's Guardian: Summon an elder elemental.
CLOUD TRAVEL
Primal, 7th
You can use wind walk, as the spell. As long as you or another target of this spell is in cloud form, you or they gain fast healing equal to your key ability modifier. In addition, by spending an hour travelling, you may lead all those affected by the spell to the elemental plane of air, the prime material plane, or the astral plane, as long as you are in an adjacent plane.
FALL UP
Primal, 8th
You can use reverse gravity, as the spell.
STORMLORD
Primal, 8th
Invoking this ability at first mimics control weather, as the spell, but with a casting time of one full-round action (it still takes ten minutes for the weather to manifest). Additionally, if you summon a storm, as long as the storm persists and you are within the range of the storm, you can use whirlwind and call lightning storm, as the spells.
You do count as a druid for the purposes of control weather.
SUMMON NATURE'S GUARDIAN
Primal, 9th
You summon an elder elemental of your choice, as the spell Summon Nature's Ally. Alternatively, you may summon one greater elemental of each type (air, earth, fire, and water). As long as you speak the language of the elementals summoned, you have two-way telepathic communication with them and they obey you completely, being immune to any effect which would make them disobey an order.
Spoilers kept to reduce post size.
Anonymouswizard
2009-12-13, 03:25 PM
Paladin
The paladin is the knight in shining armour, the ultimate crusader. He is a champion of law and order, even if not formally associated with any diety.
Level|Base Attack Bonus|Fort|Ref|Will|Special|Invocations
1|+1|+2|+0|+0|Aura of good, detect evil, smite evil 1/encounter|-
2|+2|+3|+0|+0|Divine grace, lay on hands|-
3|+3|+3|+1|+1|Aura of courage, divine health|-
4|+4|+4|+1|+1|Turn undead, invocations (least)|1
5|+5|+4|+1|+1|Smite evil 2/encounter, special mount|1
6|+6/+1|+5|+2|+2|Remove disease 1/week|2
7|+7/+2|+5|+2|+2||2
8|+8/+3|+6|+2|+2||2
9|+9/+4|+6|+3|+3|Remove disease 2/week|2
10|+10/+5|+7|+3|+3|Smite evil 3/encounter|3
11|+11/+6/+1|+7|+3|+3||3
12|+12/+7/+2|+8|+4|+4|Remove disease 3/week|3
13|+13/+8/+3|+8|+4|+4||3
14|+14/+9/+4|+9|+4|+4|Invocations (lesser)|4
15|+15/+10/+5|+9|+5|+5|Remove disease 4/week, smite evil 4/encounter|4
16|+16/+11/+6/+1|+10|+5|+5||4
17|+17/+12/+7/+2|+10|+5|+5||4
18|+18/+13/+8/+3|+11|+6|+6|Remove disease 5/week|5
19|+19/+14/+9/+4|+11|+6|+6||5
20|+20/+15/+10/+5|+12|+6|+6|Smite evil 5/encounter|5
Alignment: lawful good.
Hit die: d10.
Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill points at 1st level: (2+intelligence modifier)x4.
Skill points at each additional level: 2+intelligence modifier.
Weapon and armour proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Invocations: At 4th level the paladin gains the ability to use a small number of divine invocations. She may pick any one least divine invocation, and can use it as a spell-like abillity at will. At 6th level and every four additional levels she gains a new divine invocation that can be of any grade she can cast. At 14th level a paladin can learn and use lesser divine invocations.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
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