PDA

View Full Version : Ancient (PF Class), The Old Ones, druids of the old ways.



LordErebus12
2012-09-29, 05:55 PM
overall concept
non wild shaping druid that features the following:

Druid Casting
Multiple Animal Companions
Empathic Links
Speak with animals
all animals wont attempt to attack you, unless forced or persuaded
wild adaptions
primal adaptions
favored terrains
slight bardic-feel ability pertaining to vermin
Wisdom of the Spirits
Spirit Bond

LordErebus12
2012-09-29, 05:57 PM
The Ancients

Legend has it that certain druids forego the typical paths that most druid's follow, favoring the older ways before wild shaping. Becoming igmatic wandering casters of the lost and wild places, using strange powers to alter and control the natual world as well as using animals to aid them in their travels.

The ancient slowly becomes an immortal being, similar to their base appearance but take on traits of both animals and plants. However, these changes do not actually alter the type of the ancient outright, however the ancient may choose to be treated as either plant or the normal type depending on the effect.

Alignment: Any Neutral.

Hit Die: d6.

Preferred Ability Scores: Wisdom, Charisma, Dexterity

Class Skills:
Acrobatics (Balance, Fly, Tumble) (Dex), Athletics (Climb, Jump, Swim) (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering, Geography, Nature, Planes) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

{table=head]{colsp=16}Table: Ancient Class
Level| BAB | Fort| Reflex |Will| Special| 0| 1st| 2nd| 3rd| 4th| 5th| 6th| 7th| 8th| 9th

1st |+0 |+2 |+2 |+2 |Pack Bond, Orisons, Wild Adaption, Wild Empathy |3 |1 |- |- |- |- |- |- |- |-
2nd |+1 |+3 |+3 |+3 |Improved Empathic Link, Favored Terrain |4 |2 |- |- |- |- |- |- |- |-
3rd |+1 |+3 |+3 |+3 |Trackless Step |4 |2 |1 |- |- |- |- |- |- |-
4th |+2 |+4 |+4 |+4 |Resist Nature's Lure, Spirit Bond (Augury) |4 |3 |2 |- |- |- |- |- |- |-
5th |+2 |+4 |+4 |+4 |Wild Adaption, Attract Rats (1d3) |4 |3 |2 |1 |- |- |- |- |- |-

6th |+3 |+5 |+5 |+5 |Favored Terrain, Animal Friend |4 |3 |3 |2 |- |- |- |- |- |-
7th |+3 |+5 |+5 |+5 |Wood Armor, Woodland Stride |4 |4 |3 |2 |1 |- |- |- |- |-
8th |+4 |+6 |+6 |+6 |Massmorph (Plant Growth/Diminish Plants/Tree Shape) |4 |4 |3 |3 |2 |- |- |- |- |-
9th |+4 |+6 |+6 |+6 |Primal Adaption |4 |4 |4 |3 |2 |1 |- |- |- |-
10th |+5 |+7 |+7 |+7 |Wild Adaption, Favored Terrain |4 |4 |4 |3 |3 |2 |- |- |- |-

11th |+5 |+7 |+7 |+7 |Able Explorer, Attract Rats (2d3, advanced template) |4 |4 |4 |4 |3 |2 |1 |- |- |-
12th |+6/+1 |+8 |+8 |+8 |Wisdom of the Spirits (Divination) |4 |4 |4 |4 |3 |3 |2 |- |- |-
13th |+6/+1 |+8 |+8 |+8 |Venom Immunity, Live In Comfort |4 |4 |4 |4 |4 |3 |2 |1 |- |-
14th |+7/+2 |+9 |+9 |+9 |Favored Terrain, Wood Armor (DR 5/Slashing) |4 |4 |4 |4 |4 |3 |3 |2 |- |-
15th |+7/+2 |+9 |+9 |+9 |Massmorph (Plant Shape 1), Wild Adaption |4 |4 |4 |4 |4 |4 |3 |2 |1 |-

16th |+8/+3 |+10 |+10 |+10 |Tongue of the Sun and Moon |4 |4 |4 |4 |4 |4 |3 |3 |2 |-
17th |+8/+3 |+10 |+10 |+10 |Primal Adaption, Attract Rats (3d3) |4 |4 |4 |4 |4 |4 |4 |3 |2 |1
18th |+9/+4 |+11 |+11 |+11 |Favored Terrain, Immortality |4 |4 |4 |4 |4 |4 |4 |3 |3 |2
19th |+9/+4 |+11 |+11 |+11 |Nature's Whispers |4 |4 |4 |4 |4 |4 |4 |4 |3 |3
20th |+10/+5 |+12 |+12 |+12 |One With The Forest, Massmorph (Plant Shape 2), Wild Adaption |4 |4 |4 |4 |4 |4 |4 |4 |4 |4
[/table]

Class Features
All of the following are class features of the Ancient.

Weapon and Armor Proficiency:
Ancients are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, sling, and spear. They are also proficient with all natural attacks they gain through class abilities.

Ancients are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, hide, or wooden armor. An Ancient may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Ancients are proficient with shields (except tower shields) but must use only those crafted from wood.

An Ancient who wears prohibited armor or uses a prohibited shield is unable to cast Druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Bonus Languages:
An Ancient's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

An Ancient also knows Druidic, a secret language known only to Druids, which she learns upon becoming a 1st-level Ancient. Druidic is a free language for An Ancient; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Ancients are forbidden to teach this language to non-Ancients or non-druids.

Druidic has its own alphabet.

Spells:
An Ancient casts divine spells which are drawn from the Druid spell list presented in Spell Lists. An Ancient must choose and prepare her spells in advance.

To prepare or cast a spell, the Ancient must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against An Ancient's spell is 10 + the spell level + the Ancient's Wisdom modifier.

Like other spellcasters, An Ancient can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Ancient. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An Ancient must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. An Ancient may prepare and cast any spell on the Druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

1st - Pack Bond (Ex):
An Ancient may not select a domain and must choose an animal companion. The Ancient gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The Ancient may have more than one animal companion, but she must divide up her effective Ancient level between her companions to determine the abilities of each companion. For example, a 4th-level Ancient can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

Each time An Ancient's Ancient level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once An Ancient level is allocated to a particular companion, it cannot be redistributed while that companion is in the Ancient's service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the Ancient cannot use it to cast a one-target spell and have it affect all of her animal companions.

1st - Orisons:
Ancients can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Ancient under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

1st - Wild Adaption (Ex):
The Ancient gains one of the following, then one more every five levels, to the max at 20th level. These adaptions apply even when wild shaped.


Aquatic Adaption (Ex): The Ancient gains a bonus to athletics (swim) checks equal to half its Hit Dice when in water. Starting at 10th level, the Ancient gains a swim speed equal to its normal movement speed. the Ancient can also take 10 on swim checks, even when rushed or in danger.


Night Senses (Ex): If the Ancient's base race has normal vision, he gains low-light vision. If his base race has low-light vision, he gains darkvision out to a range of 60 feet. If his base race has darkvision, the range of his darkvision increases to 90 feet. Starting at 10th level, it increases once again to 120 ft.


Claws of the Beast (Ex): The Ancient grows a pair of permanent claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Starting at 10th level, it increases to 1d6 and are treated as magic weapons. (1d4 for small)


Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. At 10th level, you can jump double the vertical height than normal


Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks. Starting at 10th level, you gain Improved Initiative as a bonus feat.


Scent (Ex): You gain the scent ability. He gains a bonus on tracking equal to half his Ancient's level. Starting at 10th level, the bonus is now equal to his Ancient's level.


Photosynthesis (Ex): you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against sleep effects. Starting at 10th level, these bonuses increase to +4.

1st - Wild Empathy (Ex):
An Ancient can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The Ancient rolls 1d20 and adds her Ancient level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Ancient and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

An Ancient can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

The Ancient may add half of his ranks from one Perform skill to this check if he also accompanies the empathy check with a successful perform check (DC 15 + animal's Hit Dice).

2nd - Improved Empathic Link (Su):
The Ancient gains an empathic link with all of her animal companions. This functions like an empathic link with a familiar. In addition, as a swift action the Ancient can shift her perception to one of her companions, allowing her to experience what it sees, hears, and so on.

She can maintain this connection as long as she likes (as long as the companion is within 1 mile) and end it as a free action. The Ancient can only use this ability on one companion at a time, and cannot see, hear, or smell with her own body while maintaining this connection.

Favored Terrain (Ex): At 2nd level, an Ancient may select a type of terrain from the Favored Terrains table. The Ancient gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. An Ancient traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 6th level and every four levels thereafter, the Ancient may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the Ancient’s bonuses do not stack; he simply uses whichever bonus is higher.

3rd - Trackless Step (Ex):
An Ancient leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

4th - Resist Nature's Lure (Ex):
An Ancient gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

4th - Spirit Bond (Ex):
Each day, as long as he is within one of his favored terrains, the Ancient can cast augury (Pathfinder RPG Core Rulebook 245) as a spell-like ability with a caster level equal to his Ancient level.

5th - Attract Rats (Su):
The ancient can use a chosen musical performance to summon 1d3 rat swarms; they remain as long as he continues performing. While Performing in this fashion requires a Standard action each round, the Ancient sufferiing a -2 penalty to his Armor Class. The rat swarms follow the ancient and are docile, unless ordered to attack by the Ancient's mental command.

At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3.This ability can be used 3 + charisma modifier times per day.

6th - Animal Friend:
An Ancient gains a +4 bonus on Handle Animal checks to influence animals found within his chosen terrain. Animals have a starting attitude of at least “indifferent” toward the Ancient and never attack him unless he attacks them first.

Animal companions and magically controlled animals can be directed to attack the Ancient if the controlling creature wins an opposed Charisma check against the Ancient (this check can be made once per round until it succeeds, after which no further checks are needed).

Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the Ancient with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.

7th - Wood Armor (Su):
You can conjure wooden armor around yourself, which grants you a +6 armor bonus and is treated as light armor. At every four levels thereafter (11th, 15th, 19th), this bonus increases by +2. At 14th level, this armor grants you DR 5/slashing and is treated as medium armor. You can use this armor for 1 hour per day per Ancient level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it.

7th - Woodland Stride (Ex):
An Ancient may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

8th - Massmorph (Sp):
As a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.

9th - Primal Adaption (Ex):
An Ancient gains one of the following (applying during wild shape, as with wild adaptions), then one more at 17th level:


Back to the Seas (Ex):The Ancient gains the amphibious special quality, allowing the Ancient to breathe both water through gills and air through lungs. The Ancient must have selected the Aquatic Adaption ability.


Eyes of Midnight (Su):The Ancient can see perfectly in darkness of any kind, including that created by deeper darkness. The Ancient must have selected the Night Senses ability.


Poison (Ex):The Ancient gains poison in his claws. —injury; save Fort DC 10 + 1/2 HD + Wis modifier; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The Ancient must have selected the Claws of the Beast ability.


Predator’s Pounce (Ex): The Ancient gains the pounce special ability. The Ancient must have selected the Predator's Leap ability.


Primal Instinct (Ex):The Ancient applies his wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). The Ancient must have selected the Wild Instinct ability.


Powerful Scent(Ex): The Ancient gains a +2 to scent-based perception checks and adds a +2 bonus to saves against illusion spells and effects if they lack a scent if the image would normally have one. As a swift action, the Ancient may inhale deeply, locating the presence of fainter scents with greater accuracy. This doubles the distance of the scent ability and allows him to pinpoint any invisible or hidden targets within 30 ft. The Ancient must have selected the Scent ability.


Primal Tongue (Ex): An Ancient with this ability can speak with any animal, even if it isn’t similar to the Ancient's current shape, as if under a constant speak with animals effect.


Solarbeam (Sp): Using the energy absorbed during the day, the Ancient can focus solar power into a sunray, projecting a blast of light from his open palm. He must succeed on a ranged touch attack to strike his target. A creature struck by this ray of light takes 1d8 points of damage per two ancient levels (maximum 5d8).

An undead creature takes 1d6 points of damage per ancient level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per ancient level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two ancient levels (maximum 5d6). This can be used 3 + wisdom modifier times per day. The Ancient must have selected the photosynthesis ability.

10th - Able Explorer (Ex):
When making an Acrobatics, Athletics, or Ride check in any of his favored terrains, An Ancient can make two skill checks and take the higher.

11th - Venom Immunity (Ex):
An Ancient gains immunity to all poisons.

12th - Wisdom of the Spirits (Sp):
The spirit Ancient can use his augury spell-like ability even when he is not in one of his favored terrains. If he is within one of his favored terrains, the Ancient can cast divination (Pathfinder RPG Core Rulebook 273) instead. Like augury, the caster level of the divination is equal to the Ancient's level.

13th - Live in Comfort (Ex):
An Ancient is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The Ancient can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the Ancient is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.

16th - Tongue of the Sun and Moon (Ex):
An Ancient can speak with any living creature.

18th - Immortality (Su):
The Ancient no longer ages, suffering no aging penalties (while also removing any currently active penalties) and will never die of old age. Also, the Ancient are now immune to all magical aging effects.

19th - Nature's Whispers (Ex):
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Wisdom modifier to your Armor Class.

20th - One with the Forest:
you become a living creature of wood. You may choose to be treated as either a plant type or a member of his normal race's type for the purpose of spells and magical effects, depending on whichever is advantageous. Your skin takes on the appearance of polished wood grain, and you gain a +4 natural armor increase to your Armor Class and damage reduction 10/Magic and Slashing

You gain immunity to paralysis, polymorph, sleep, and stunning. At will, you can meld with any tree or single block of wood (as meld into stone, except wood only, and with no limit to how long you can remain in the wood).

LordErebus12
2012-09-29, 05:58 PM
reserved for feats

LordErebus12
2012-09-29, 06:02 PM
reserved for variants

LordErebus12
2012-09-29, 06:07 PM
below is fine to comment and Peach.

LordErebus12
2012-09-30, 04:00 PM
anyone got any ideas or suggestions?