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DaTedinator
2009-12-15, 10:31 PM
A'ight, this was originally just a fun idea that eventually took up way too much time. I'd love to come up with a few more invocations, but for now I'm just glad it's finished enough to post. :smalltongue:

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.


It's worth noting that many urban druids take advantage of many of the alternate class features here (http://www.wizards.com/default.asp?x=dnd/we/20070228a), particularly Skilled City-Dweller.

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.

DaTedinator
2009-12-15, 10:32 PM
INVOCATIONS

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 druid's, 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). The druid must always assume a standard, noncustomized version of the creature; she can change purely cosmetic features whenever she activates the invocation, but she must use the default stats for all creatues.

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.

A note for DMs:Many creatures are either designed to be frustrating to players without specific feats or the like, or designed to be epic encounters. In these and some other cases, unfortunately, just straight CR doesn't fly. Whether it's because the druid can simply choose not to shapeshift when her known form's weakness is an issue - such as a Druid changing from a Hydra when it's clear her opponent has Improved Sunder - or because the creature is just plain under-CR'd so as to make sure the encounter is memorable - such as True Dragons - you will occasionally need to give a monster form an effective CR bump for the purposes of shapeshifting.

Unfortunately there are no clear guidelines on when to do it, or how much to adjust things - when does being able to become tiny and incorporeal at will cross the line from powerful ability to too powerful? - and it's best to play things by ear. If there's no easy adjustment to make, just bump the CR by 1 or 2, and let the player know you'll be keeping an eye on things.

Remember that at any given level, a player should be able to go one-on-one against a random creature with a CR of their level and have 50/50 odds. That helps me with balance.

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.
-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.

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.
-Fey Shape: Transform into a specific Fey.
-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.

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.

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.
-Nature's Bounty: Provide food, entangle enemies.
-Naturetongue: Speak with animals or plants, as the spells.
-Wisplight: Create a small glowing orb, blind and dazzle enemies.
-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.

NATURE'S BOUNTY
Least, 1st

You can invoke this ability to summon forth vines carrying all sorts of fruit and vegetables. The food is enough to feed one creature per caster level per casting. A large creature counts as two medium creatures, a huge as two larges, etc., and a small creature only counts as half a medium creature, a tiny creature half a small one, etc..

The food has magical healing properties; any creature that eats it doubles their natural healing rate that day, and may immediately attempt an additional save against any poison or disease affecting them. A successful save counts as a successful save against the disease (for purposes of removing the disease), and purges the poison; a failed save still counts as a failed save for purposes of a disease (resetting the number of times they must save in a row to purge the disease), but otherwise has no negative effects. A creature may benefit from accelerated healing only once per day, and the disease and poison purging only once every four hours.

You may also cause the fruit-bearing vines to grow so thickly as to entangle your enemies. You may use entangle, as the spell, but with a duration of 1 minute, and an area of a 20' radius spread. Using this aspect of Nature's Bounty while a previous use is still in effect ends the earlier effect.

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.

WISPLIGHT
Least, 2nd

Invoking this ability creates a one-foot diameter hovering orb, that glows as a light spell. Normally the orb hovers over your shoulder, but you may direct it to move anywhere within close range as a swift action. As a standard action, you may cause it to flare up, forcing any enemy within 20' of the orb to make a Reflex save or else be blinded for 1d4 rounds. If they save successfully, they are still dazzled for 1 round. Using this ability causes the light to dim to half brightness (shedding light in a 10' radius) for one minute, during which time it may not be used to flare up. Dismissing and recasting the invocation only brings back a dim orb until one minute has passed.

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.

Nate the Snake
2009-12-16, 01:06 AM
This class makes me happy. The idea of an invoker druid crossed my mind once, but I never got around to making it. I'm glad to see someone did. :smallcool:

A few other hopefully constructive comments:

Basics
1. If I recall correctly, element based races (genasi, mephlings) usually have +Str for earth and +Con for water instead of the other way around. Con still works as the Earth key ability, but Str for Water is a little odd. Also, why does the invoker druid have a variable key ability anyway?
2. The original druid has good Will saves, but this one has good Reflexes. What's the reasoning for this?

Elemental Blast
1. Elemental blast is confusing. It's a supernatural ability that is sometimes a spell-like ability (except when it isn't). Just make it spell-like like eldritch blast, it's simpler to define and adjudicate that way.
2. Elemental blast's damage should be untyped, again like eldritch blast. The whole point of essence invocations is to give it a particular damage type. Besides, since it's made up of all elements, the damage types would probably even out to typeless anyway.
3. At the very least, elemental blast should have the same blast shapes as eldritch blast.

Shapeshifting
1. The wording of shapeshift invocations suggests that they work like the shapeshift ACF in PHB II (at-will, swift action to activate). However, they actually work more like wild shape (turn into pretty much anything, gain the new form's statistics). I'd suggest having shapeshift invocations turn you into a specific form, like certain polymorph spells, or grant specific stat adjustments, like the shapeshift ACF.

Invocations
1. I hope you have more invocations in the works. The current list is rather limited.
2. Most of the invocations mimic spells. This isn't necessarily bad, just... unexciting. The warlock and dragonfire adept each have invocations with unique effects, the druid should have some too.
3. The spells that are invocations may or may not be a good idea when usable at will.

Those are my PEACH-y two cents, take them as you will.

Anonymouswizard
2009-12-16, 03:32 AM
Can I borrow this for my fires of the planes setting? I have the invocations cleric all stated up except for domain powers, which I'll get round to doing later.

Zaydos
2009-12-16, 11:24 AM
First off you should probably keep your hp when you shapeshift, partially because everything else that allows it does this, and partially because it is so much easier to deal with (besides what happens if you die in non-natural form but have more hp in your natural one?).

Secondly I'd say Elemental Blast should thematically be a spell-like ability with untyped damage, but it would seem you are trying to limit it by giving it the worst typing possible in any situation while at the same time making it ignore SR. Really I'd make it a Spell-like with the caveat that it ignores SR.

I haven't checked over the general invocations or the individual blasts and essences (saw enough to realize that you did put in those to actually settle it on a single type which are useful for that reason).

DaTedinator
2009-12-16, 11:36 AM
I'm glad to have posted something so interesting to both of you! Anonymouswizard, feel free, you don't need my permission. :smallsmile:

Nate the Snake, many thanks for in-depth constructive criticism!

Basics
1. Really it's a personal choice; I can see earth as strong, but I don't really see water as tough. Enduring, I suppose, but when I think of water in a Strength/Dexterity/Constitution sense, I think of the force of waves or a rushing river. And the variable key ability is just to provide differentiation; you could have three different druids with completely different playing styles based on their key ability modifier (Earth would be more of a combatant, Forest an archer, and Urban a skill monkey, that sort of thing).

2. The main emphasis for the class is on Animals and Elementals, with the connection to Fey based on a shared focus (nature) more than a desire to be one. Animals have good Fortitude and Reflex, and Elementals have good Fortitude or Reflex.

Elemental Blast
1. Yeah... I was trying to make it different than eldritch blast, but all I really succeeded in doing was making it confusing. I'll keep thinking of a way to differentiate it, but you're right, for now, just eldritch blast.

2. Yeah.

3. Well, that's one place where it's easy to make it different, and for it to really feel different. I think I'll stick with new blast shapes (plus that way I can post them online, and not have to say "See Complete Arcane, p.xx," which I hate doing). For individual games, DMs are more than welcome to replace the druid blast shape list with the warlock one.

Shapeshifting
1. I'm actually pretty happy with the way shapeshifting turned out. I wanted variety, so turning into specific creatures is out, but I also didn't want to do shapeshift, because I wanted it to not be worthless at higher levels. I suppose giving the ability to swap invocations at every level does help deal with that though. I dunno. I'll think about it.

Invocations
1. I do. No idea when they'll get up, but I do plan to.
2. That will be the focus of any new ones. I just wanted to get a decent enough list up so that I could post the dang thing. :smallbiggrin: Quantity over quality to start.
3. Yeah. As I said, quantity over quality to start. I'll be reviewing the choices I made.

Thank you again for all the comments!

EDIT: Sorry, Zaydos, you semi-ninja'd me and I was in a rush.

Yeah, HP is... I should probably let it stay. Went a little overboard, I suppose.

And you're exactly right with the intent for elemental blast, and yeah, that's definitely the change I needed. I'll go with that.

Nate the Snake
2009-12-16, 06:59 PM
Nate the Snake, many thanks for in-depth constructive criticism!

You're welcome. :smallsmile:


Basics
1. Really it's a personal choice; I can see earth as strong, but I don't really see water as tough. Enduring, I suppose, but when I think of water in a Strength/Dexterity/Constitution sense, I think of the force of waves or a rushing river. And the variable key ability is just to provide differentiation; you could have three different druids with completely different playing styles based on their key ability modifier (Earth would be more of a combatant, Forest an archer, and Urban a skill monkey, that sort of thing).

I think the reason for "water = Con" is that water can take hits without damage. Earth is tough, but hitting it eventually causes damage, whereas hitting water does basically nothing. On the other hand, Str and Con are very similar, so it's not a stretch to interchange them.

On another note, I predict that Earth and Desert druids will be popular, because Con as a casting stat is that good.


2. The main emphasis for the class is on Animals and Elementals, with the connection to Fey based on a shared focus (nature) more than a desire to be one. Animals have good Fortitude and Reflex, and Elementals have good Fortitude or Reflex.

I see. It's still weird to see a casting class with poor Will saves, though.


Elemental Blast
1. Yeah... I was trying to make it different than eldritch blast, but all I really succeeded in doing was making it confusing. I'll keep thinking of a way to differentiate it, but you're right, for now, just eldritch blast.

2. Yeah.

Good. Making it work like eldritch blast will in fact make life easier.


3. Well, that's one place where it's easy to make it different, and for it to really feel different. I think I'll stick with new blast shapes (plus that way I can post them online, and not have to say "See Complete Arcane, p.xx," which I hate doing). For individual games, DMs are more than welcome to replace the druid blast shape list with the warlock one.

The problem with avoiding the warlock blast shapes is that they're the obvious default choices. Line, cone, etc.


Shapeshifting
1. I'm actually pretty happy with the way shapeshifting turned out. I wanted variety, so turning into specific creatures is out, but I also didn't want to do shapeshift, because I wanted it to not be worthless at higher levels. I suppose giving the ability to swap invocations at every level does help deal with that though. I dunno. I'll think about it.

Well, shapeshift ACF gives fluff variety at the expense of crunch variety, but I see what you mean. :smallwink:

Also, another thing I just noticed is that as written the rules for shapeshift invocations let you gain all abilities of the assumed form, including (Su) and (Sp) abilities. At the very least, they don't exclude them. This means that shapeshift invocations are better than wild shape (which is bad for balance), almost on par with Shapechange in terms of functionality (which is very bad for balance).

Specific-form and specific-stat-change invocations solve this problem because you can control what abilities the player gets.


Invocations
1. I do. No idea when they'll get up, but I do plan to.
2. That will be the focus of any new ones. I just wanted to get a decent enough list up so that I could post the dang thing. :smallbiggrin: Quantity over quality to start.
3. Yeah. As I said, quantity over quality to start. I'll be reviewing the choices I made.

You could start with existing invocation lists. Some invocations are generic enough that they can work with any invoker, and some effects (breath of night, call of the beast) are even thematically appropriate for a druid.

DaTedinator
2009-12-16, 07:40 PM
On another note, I predict that Earth and Desert druids will be popular, because Con as a casting stat is that good.

Yeah, and I'm okay with that. I semi-tried to balance out the stats with the abilities gained, but I'll put more effort into that in the days to come.


The problem with avoiding the warlock blast shapes is that they're the obvious default choices. Line, cone, etc.

I only have Complete Arcane, and the only blast shape it had that was particularly obvious was cone. I guess there must be more in the other books? I think the selection I've got is okay, though I might add more later.


Also, another thing I just noticed is that as written the rules for shapeshift invocations let you gain all abilities of the assumed form, including (Su) and (Sp) abilities. At the very least, they don't exclude them. This means that shapeshift invocations are better than wild shape (which is bad for balance), almost on par with Shapechange in terms of functionality (which is very bad for balance).

Specific-form and specific-stat-change invocations solve this problem because you can control what abilities the player gets.

It's intentional that you gain all the abilities of the assumed form, supernatural and spell-like alike. I should add a caveat about uses per day (you can't just unshapeshift and then reshapeshift to regain uses), and some tweaking will probably happen, but that was the intent. That's why it's based on CR rather than HD. Basing it on HD leads to strange and insane abuses with low HD creatures; basing it on CR lets you keep things right at the power level you want. I could see changing the mechanic regarding what CR is available when, or changing what types are available, or even transformation time (that one seems most possible), but I fully intend for druids to have full access to all abilities of the creatures they shapeshift into.

lightningcat
2009-12-16, 09:37 PM
For your shapeshift invocations, you might check out the Pathfinder alternatives to polymorph, I haven't got to use them yet, but they look like the balance your looking for. Plus they're separated into about the same categories as your shapeshift invocations.
I believe you can still get it for free from piazo.com, but I might be wrong.

Siosilvar
2009-12-16, 09:54 PM
The class looks awesome, but it's missing one thing.

NEEDZ MOAR LIGHTNING!

http://t2.gstatic.com/images?q=tbn:FrdKfEWiVDdMXM:http://www.insidesocal.com/prepsports/lightning.jpg

EDIT: This is because lightning is awesome.

Awesome + awesome = awesomer.

AustontheGreat1
2009-12-16, 09:58 PM
this may have already been said. but i was okay with all of it mostly, just one thing,

Awaken at will? seems a little outrageous.
I mean, that spell has an Exp cost for a reason.

But, what do I know...

Other than that, I'm actually a big fan of this

Zaydos
2009-12-16, 10:35 PM
The shapeshift abilities function a lot like the polymorph subschool introduced in PHBII which is a lot weaker than polymorph. You get full abilities, although sometimes there are some limits (such as At wills only being 1/spell or no 1/day abilities) but as a warlock that should function a little differently. I can still see it getting abused (I don't know the spell-like abilities of every fey out there for example). Which brings me to: Wyrm Shape, do you get to design the dragon or does the DM? If you have the Draconomicon I'd say just use its dragon stats, but otherwise it depends on how well built the dragon is (but I'd love to turn into a purple dragon).

Edit: On the more general invocations I'd add some to the Naturetongue ability it's rather weak as a Lv 1 spell with nothing else; maybe add a bonus to Handle Animals and Ride?

Also does the elemental shield ability still take a standard action? Otherwise it can double your damage per round (which is pretty low I'll admit).

DaTedinator
2009-12-17, 11:08 PM
It looks like you have to pay for Pathfinder now, lightningcat.

Siosilvar, I'll work on it!

AustontheGreat1, I tried to balance it out by only allowing one Awakened creature at a time. I think it's balanced, but I'm open to suggestions.

Zaydos, that's actually a really good point about whether the player gets to design the creature. I'm inclined to say no, because otherwise a limited potential for abuse grows exponentially. I think I'll add a note about that.

Fey spell-like abilities I wasn't thinking would be a problem, but I was browsing the SRD and noticed how abusable most sprites are. It's a bit balanced by the lateness you get Fey shapeshifting, but maybe I should bump that back to Primal. At the very least I'm adding a note about under-CRed creatures/monsters designed to frustrate players (like True Dragons, or Hydras).

Zaydos
2009-12-18, 12:37 PM
Okay finally read over the Nature's Boon abilities and Mark of the Wild. I can't say I like granting spells as extraordinary abilities even at 18th level but that's mostly a flavor thing (and I'd just allow the class with the caveat that they remained supernatural, puts a little damper but they still get some good abilities equal to an extra invocation or two). So on to the actually important things.

With desert druid I'd make it stack with natural energy resistance but not that granted by spells.

With shapeshifting I'd be a little hesitant with items functioning, but then again with the polymorph subschool spells I always allowed ioun stones to function... this has just led me to design characters who can buff themselves to high heavens without items then change so it might not be that bad.

I like the Seelie Gift and the Forest druid path, unfortunately no Walk Unseen so Sudden Strike isn't as good, but with superior invisibility from an allied caster :smallsmile: Still not as good for damage as a glaivelock or hellfire so meh, just sounds like fun. If they had Walk Unseen I'd definitely take the Forest path as is either Air or Earth (Dex is going to be high to hit and AC, Con is well Con).

I'd say more (and look over generic invocations) but I need to go eat, and then study for an exam. I might get back to this tomorrow assuming I'm functional, because it seems like it would be fun to stat out. By the way where exactly is this supposed to fit in the balance of power, as is it looks likely to be stronger than warlock (short of Binder + Hellfire Warlock or maybe an optimized glaivelock [I've only designed "I shall not die" warlocks myself]) but not as strong as say Sorcerer so I wanted to know where the intended power level was.

DaTedinator
2009-12-18, 04:55 PM
Yeah, I can see disliking making them extraordinary abilities, but as you said, easy for DMs to change that. They can even make them spell-like when first gained to make them still improve at 18th level. But personally I don't see it as a problem.

Desert energy resistance, yeah, that's about what I'd intended, but I should note it, yes.

My shapeshifting rationale was that if they wanted, the druid could take all their crap off, shapeshift, and then put it all back on. Granted, not in the heat of battle, but that's why I didn't think letting items function was a bad idea.

Yeah, no invisibility until greater invocations. Not incredibly druid-like. Makes the Sudden Strike useful, but not amazing. Right as I wanted it to be.

It's supposed to be as powerful as its CR; at 12th level, it should be able to take a CR 12 monster 50% of the time. At 6th level, a CR 6 creature. Not sure where that places it in regards to base classes, but you're probably about right; just below sorcerer.