unosarta
2011-01-14, 09:43 AM
Rootdrinker
http://fc03.deviantart.net/fs11/i/2006/191/0/f/Druid_with_Plant_Minions_by_thegryph.jpg
[1] (http://thegryph.deviantart.com/art/Druid-with-Plant-Minions-36122109?q=boost:popular+druid+of+the+trees&qo=10)
The Rootdrinkers are a group of druids that gain powers from roots, drinking in the earth. Unlike many druidic cabals, they do not care about animals so much as plants and trees. Although they do provide healing for any who are wounded, they tend to want to treat plants and trees before people and animals.
BECOMING A ROOTDRINKER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Knowledge (Nature) 13 ranks
Spellcasting: able to cast spells from the healing subschool of at least 5th level; able to cast the Entangle spell.
Class Skills
The Rootdrinker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level: 4 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcastsing
1st|
+0|
+2|
+0|
+2|Regrowth|+1 level of divine spellcasting class
2nd|
+1|
+3|
+0|
+3|Grab their Feet|+1 level of divine spellcasting class
3rd|
+1|
+3|
+1|
+3|Ironbark|+1 level of divine spellcasting class
4th|
+2|
+4|
+1|
+4|Engrain|+1 level of divine spellcasting class
5th|
+2|
+4|
+1|
+4|Lifedrink|+1 level of divine spellcasting class
6th|
+3|
+5|
+2|
+5|Roots of Ironbark|+1 level of divine spellcasting class
7th|
+3|
+5|
+2|
+5|Bloom|+1 level of divine spellcasting class
8th|
+4|
+6|
+2|
+6|Sink in the Roots|+1 level of divine spellcasting class
9th|
+4|
+6|
+3|
+6|Tree Maker|+1 level of divine spellcasting class
10th|
+5|
+7|
+3|
+7|Nourish|+1 level of divine spellcasting class[/table]
Fast Healing from different sources that are all from this class stack. Fast healing that heals a target above their hit point total gives them temporary hit points equal to the amount healed. These hit points do not stack.
Weapon Proficiencies: The Rootdrinker gains no proficiency with any weapons or armor.
Spellcasting: At every level, the Rootdrinker gains spells per day (and spells known, if applicable), as if he had gained a level in a divine spellcasting class he belonged to before he became a member of the Rootdrinker prestige class. He gains no other benefits from gaining a level in that class, and gains no class features.
If the Rootdrinker had more than one divine spellcasting class before entering this prestige class, he must choose to which he increases the level, for determining spells per day and spells known if applicable.
Regrowth (Su): The Rootdrinker may sacrifice a spell slot to give an ally within 30 feet fast healing equal to the Rootdrinker’s level for a number of rounds equal to the level of the spell as a standard action.
Grab Their Feet: Starting at second level, the Rootdrinker may add one half of their class level to the DC of their Entangle spell, as well as to the Escape Artist or Strength check necessary to escape from the plants.
Ironbark (Su): Starting at third level, the Rootdrinker may give an ally within 30 feet damage reduction equal to the fast healing they have that was granted by a single ability granted from this class, for 3 rounds, as a standard action. This damage reduction may only be bypassed by weapons that are made of Cold Iron. This effect does not remove the fast healing granted by this class, and its duration may continue even after the fast healing is no longer active.
Engrain: Starting at fourth level, the Rootdrinker may reduce his movement speed to 0 as a full round action in order to gain fast healing equal to one half of his Wisdom modifier. The Rootdrinker may cancel this effect as a free action, but the healing also cancels. Starting at eighth level, he gains fast healing equal to his Wisdom modifier instead.
Lifedrink (Su): Starting at fifth level, the Rootdrinker’s Entangle deals a number of damage every round to any target affected by it equal to the Rootdrinker’s class levels, and heals all allies within 30 feet for half of that damage.
Roots of Ironbark (Su): Starting at sixth level, any opponent who is affected by the Rootdrinker’s Entangle spell also treats all who they attack as if those persons had partial cover.
Bloom (Su): Starting at seventh level, the Rootdrinker’s healing spells grant to the target that they affect fast healing equal to one fourth of the healing, for one round.
Sink in the Roots (Su): Starting at eighth level, every time an opponent deals damage to the Rootdrinker, he may, as an immediate action, afflict that enemy with the Entangle spell (the opponent may still roll for the save), but only affecting the area that that opponent occupies.
Tree Maker (Su): Starting at ninth level, after an Entangle spell fades, or is broken out of or dispelled, a living tree grows on the spot of any one living creature that was affected by it, attacking any hostile targets within 5 feet, using the Rootdrinker’s attack bonus, dealing a number of damage equal to 1d8 plus the Rootdrinker’s Strength modifier. If a creature is in the same spot upon which the tree spawns, it shunts that creature 5 feet in any open direction. The tree has a number of hit points equal to the Rootdrinker’s Wisdom modifier times ten. It uses the Rootdrinker’s ability scores and saves. This ability may affect a number of affected targets equal to the levels in the Rootdrinker class that the caster possesses.
Nourish (Su): Starting at tenth level, as a full round action, the Rootdrinker may remove all fast healing effects granted by the Rootdrinker’s class abilities from this class to a single target, and heal that target for an amount equal to how much healing they would have received if the fast healing had been allowed to continue for its full duration. This only affects non-continuous fast healing granted by this class. This cannot heal for more healing than if the fast healing had continued for 5 rounds or less, if the duration is shorter.
PLAYING A ROOTDRINKER
Rootdrinkers tend to be healers and supporting members of a party, using their spells to reduce damage, or to control targets’ movement.
Combat: Most Rootdrinkers tend to start out using Entangle and other spells to control targets, and then applying their fast healing abilities.
Advancement: Any class that advances casting for the Rootdrinker would be one that is favored, even more progression of the base class that granted the spellcasting. Because Rootdrinkers are so fucused on casting, they also benefit heartily from Metamagic feats and focused prestige classes.
Resources: Because being a Rootdrinker is more individual than many Druidic Cabals, the Rootdrinkers not even having a Cabal to speak of, there are not many resources that are truly available to one as a Rootdrinker.
ROOTDRINKERS IN THE WORLD
”And then! Those roots, they split the very ground, reaching up, up towards my body, squeezing and gripping. It felt as if they were sucking my very life from me, and then he laughed, simply laughed!”
-Jakson Karon, Bard of the Wandering Road.
Rootdrinkers tend to be very isolationist, not trusting those who do not devote themselves to nature, and believing that those who train and live among animals to be savages. They tend to trust only the plants and trees that they protect.
Daily Life: Many Rootdrinkers live in isolation, but for those that adventure, they usually spend some part of their day communing with a select group of plants that they keep with them at all times. Some forsake this practice, but they are viewed as possibly crazy by other Rootdrinkers.
Notables: One of the most famous of the Rootdrinkers was Killian Iriana, who once grew an entire forest from scratch in just under 3 days, after it had been burned down.
Organizations: Many if not all druidic cabals tend to have at least one or two Rootdrinkers, unless they are fully devoted to animalistic tendencies. They tend to want to associate with those more focused on protection and healing of the land, rather than the animals that live upon it.
NPC Reaction
A lot of people do not know about Rootdrinkers. Many simply associate them, like they do many other druidic orders, with just plain old druids. Many druids tend to not know about them, even, and this can cause some issues when Rootdrinkers have conversations with druids.
ROOTDRINKERS IN THE GAME
Rootdrinkers tend to be on the lower side of the crasy insane powerhouse that is Druid-dom. They are a mostly casting class, and do not progress three of the “legs” of druid power, Wildshaping and their Animal Companion. Because they focus on healing, they might not be the best in combat, especially when they have already cast Entangle.
Adaptation: Adapting the Rootdrinker class would only require that druids or those able to cast Entangle exist within the context of the setting.
http://fc03.deviantart.net/fs11/i/2006/191/0/f/Druid_with_Plant_Minions_by_thegryph.jpg
[1] (http://thegryph.deviantart.com/art/Druid-with-Plant-Minions-36122109?q=boost:popular+druid+of+the+trees&qo=10)
The Rootdrinkers are a group of druids that gain powers from roots, drinking in the earth. Unlike many druidic cabals, they do not care about animals so much as plants and trees. Although they do provide healing for any who are wounded, they tend to want to treat plants and trees before people and animals.
BECOMING A ROOTDRINKER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Knowledge (Nature) 13 ranks
Spellcasting: able to cast spells from the healing subschool of at least 5th level; able to cast the Entangle spell.
Class Skills
The Rootdrinker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level: 4 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcastsing
1st|
+0|
+2|
+0|
+2|Regrowth|+1 level of divine spellcasting class
2nd|
+1|
+3|
+0|
+3|Grab their Feet|+1 level of divine spellcasting class
3rd|
+1|
+3|
+1|
+3|Ironbark|+1 level of divine spellcasting class
4th|
+2|
+4|
+1|
+4|Engrain|+1 level of divine spellcasting class
5th|
+2|
+4|
+1|
+4|Lifedrink|+1 level of divine spellcasting class
6th|
+3|
+5|
+2|
+5|Roots of Ironbark|+1 level of divine spellcasting class
7th|
+3|
+5|
+2|
+5|Bloom|+1 level of divine spellcasting class
8th|
+4|
+6|
+2|
+6|Sink in the Roots|+1 level of divine spellcasting class
9th|
+4|
+6|
+3|
+6|Tree Maker|+1 level of divine spellcasting class
10th|
+5|
+7|
+3|
+7|Nourish|+1 level of divine spellcasting class[/table]
Fast Healing from different sources that are all from this class stack. Fast healing that heals a target above their hit point total gives them temporary hit points equal to the amount healed. These hit points do not stack.
Weapon Proficiencies: The Rootdrinker gains no proficiency with any weapons or armor.
Spellcasting: At every level, the Rootdrinker gains spells per day (and spells known, if applicable), as if he had gained a level in a divine spellcasting class he belonged to before he became a member of the Rootdrinker prestige class. He gains no other benefits from gaining a level in that class, and gains no class features.
If the Rootdrinker had more than one divine spellcasting class before entering this prestige class, he must choose to which he increases the level, for determining spells per day and spells known if applicable.
Regrowth (Su): The Rootdrinker may sacrifice a spell slot to give an ally within 30 feet fast healing equal to the Rootdrinker’s level for a number of rounds equal to the level of the spell as a standard action.
Grab Their Feet: Starting at second level, the Rootdrinker may add one half of their class level to the DC of their Entangle spell, as well as to the Escape Artist or Strength check necessary to escape from the plants.
Ironbark (Su): Starting at third level, the Rootdrinker may give an ally within 30 feet damage reduction equal to the fast healing they have that was granted by a single ability granted from this class, for 3 rounds, as a standard action. This damage reduction may only be bypassed by weapons that are made of Cold Iron. This effect does not remove the fast healing granted by this class, and its duration may continue even after the fast healing is no longer active.
Engrain: Starting at fourth level, the Rootdrinker may reduce his movement speed to 0 as a full round action in order to gain fast healing equal to one half of his Wisdom modifier. The Rootdrinker may cancel this effect as a free action, but the healing also cancels. Starting at eighth level, he gains fast healing equal to his Wisdom modifier instead.
Lifedrink (Su): Starting at fifth level, the Rootdrinker’s Entangle deals a number of damage every round to any target affected by it equal to the Rootdrinker’s class levels, and heals all allies within 30 feet for half of that damage.
Roots of Ironbark (Su): Starting at sixth level, any opponent who is affected by the Rootdrinker’s Entangle spell also treats all who they attack as if those persons had partial cover.
Bloom (Su): Starting at seventh level, the Rootdrinker’s healing spells grant to the target that they affect fast healing equal to one fourth of the healing, for one round.
Sink in the Roots (Su): Starting at eighth level, every time an opponent deals damage to the Rootdrinker, he may, as an immediate action, afflict that enemy with the Entangle spell (the opponent may still roll for the save), but only affecting the area that that opponent occupies.
Tree Maker (Su): Starting at ninth level, after an Entangle spell fades, or is broken out of or dispelled, a living tree grows on the spot of any one living creature that was affected by it, attacking any hostile targets within 5 feet, using the Rootdrinker’s attack bonus, dealing a number of damage equal to 1d8 plus the Rootdrinker’s Strength modifier. If a creature is in the same spot upon which the tree spawns, it shunts that creature 5 feet in any open direction. The tree has a number of hit points equal to the Rootdrinker’s Wisdom modifier times ten. It uses the Rootdrinker’s ability scores and saves. This ability may affect a number of affected targets equal to the levels in the Rootdrinker class that the caster possesses.
Nourish (Su): Starting at tenth level, as a full round action, the Rootdrinker may remove all fast healing effects granted by the Rootdrinker’s class abilities from this class to a single target, and heal that target for an amount equal to how much healing they would have received if the fast healing had been allowed to continue for its full duration. This only affects non-continuous fast healing granted by this class. This cannot heal for more healing than if the fast healing had continued for 5 rounds or less, if the duration is shorter.
PLAYING A ROOTDRINKER
Rootdrinkers tend to be healers and supporting members of a party, using their spells to reduce damage, or to control targets’ movement.
Combat: Most Rootdrinkers tend to start out using Entangle and other spells to control targets, and then applying their fast healing abilities.
Advancement: Any class that advances casting for the Rootdrinker would be one that is favored, even more progression of the base class that granted the spellcasting. Because Rootdrinkers are so fucused on casting, they also benefit heartily from Metamagic feats and focused prestige classes.
Resources: Because being a Rootdrinker is more individual than many Druidic Cabals, the Rootdrinkers not even having a Cabal to speak of, there are not many resources that are truly available to one as a Rootdrinker.
ROOTDRINKERS IN THE WORLD
”And then! Those roots, they split the very ground, reaching up, up towards my body, squeezing and gripping. It felt as if they were sucking my very life from me, and then he laughed, simply laughed!”
-Jakson Karon, Bard of the Wandering Road.
Rootdrinkers tend to be very isolationist, not trusting those who do not devote themselves to nature, and believing that those who train and live among animals to be savages. They tend to trust only the plants and trees that they protect.
Daily Life: Many Rootdrinkers live in isolation, but for those that adventure, they usually spend some part of their day communing with a select group of plants that they keep with them at all times. Some forsake this practice, but they are viewed as possibly crazy by other Rootdrinkers.
Notables: One of the most famous of the Rootdrinkers was Killian Iriana, who once grew an entire forest from scratch in just under 3 days, after it had been burned down.
Organizations: Many if not all druidic cabals tend to have at least one or two Rootdrinkers, unless they are fully devoted to animalistic tendencies. They tend to want to associate with those more focused on protection and healing of the land, rather than the animals that live upon it.
NPC Reaction
A lot of people do not know about Rootdrinkers. Many simply associate them, like they do many other druidic orders, with just plain old druids. Many druids tend to not know about them, even, and this can cause some issues when Rootdrinkers have conversations with druids.
ROOTDRINKERS IN THE GAME
Rootdrinkers tend to be on the lower side of the crasy insane powerhouse that is Druid-dom. They are a mostly casting class, and do not progress three of the “legs” of druid power, Wildshaping and their Animal Companion. Because they focus on healing, they might not be the best in combat, especially when they have already cast Entangle.
Adaptation: Adapting the Rootdrinker class would only require that druids or those able to cast Entangle exist within the context of the setting.