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re_e
2013-03-01, 06:13 PM
This class is a true spontaneous divine class with the druid spell list, unlike the spirit shaman that have a hybrid of prepared and spontaneous magic. I throw some new abilities on the dead levels, some spell like abilities to help with the limited spells know, and a capstone. But i still working on the name and fluff.

Spontaneous Druid

Alignment: Any
Hit Die: d8.

Class Skills: The spontaneous druid’s class skills (and the key ability for each skill) are Concentration (Con), 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 modifier) ื4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The spontaneous druid
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+0|+2|Animal companion, eschew materials, nature domain, wild empathy|5|3|—|—|—|—|—|—|—|—

2nd|+1|+3|+0|+3|Natural navigation, woodland stride|6|4|—|—|—|—|—|—|—|—

3rd|+2|+3|+1|+3|Nature's language, trackless step|6|5|—|—|—|—|—|—|—|—

4th|+3|+4|+1|+4|A thousand faces, nature grace|6|6|3|—|—|—|—|—|—|—

5th|+3|+4|+1|+4|Natural spell, wild shape (1/day)|6|6|4|—|—|—|—|—|—|—

6th|+4|+5|+2|+5|Wild shape (2/day)|6|6|5|3|—|—|—|—|—|—

7th|+5|+5|+2|+5|Wild shape (3/day)|6|6|6|4|—|—|—|—|—|—

8th|+6/+1|+6|+2|+6|Wild shape (Large)|6|6|6|5|3|—|—|—|—|—

9th|+6/+1|+6|+3|+6|Natural immunity|6|6|6|6|4|—|—|—|—|—

10th|+7/+2|+7|+3|+7|Wild shape (4/day)|6|6|6|6|5|3|—|—|—|—

11th|+8/+3|+7|+3|+7|Wild shape (Tiny)|6|6|6|6|6|4|—|—|—|—

12th|+9/+4|+8|+4|+8|Wild shape (plant)|6|6|6|6|6|5|3|—|—|—

13th|+9/+4|+8|+4|+8|Improved woodland stride|6|6|6|6|6|6|4|—|—|—

14th|+10/+5|+9|+4|+9|Wild shape (5/day)|6|6|6|6|6|6|5|3|—|—

15th|+11/+6/+1|+9|+5|+9|Natural body, wild shape (Huge)|6|6|6|6|6|6|6|4|—|—

16th|+12/+7/+2|+10|+5|+10|Wild shape (elemental 1/day)|6|6|6|6|6|6|6|5|3|—

17th|+12/+7/+2|+10|+5|+10|Wild shape (fey)|6|6|6|6|6|6|6|6|4|—

18th|+13/+8/+3|+11|+6|+11|Wild shape (6/day, elemental 2/day)|6|6|6|6|6|6|6|6|5|3

19th|+14/+9/+4|+11|+6|+11|Trackless nature|6|6|6|6|6|6|6|6|6|4

20th|+15/+10/+5|+12|+6|+12|One with nature, wild shape (elemental 3/day, Huge elemental)|6|6|6|6|6|6|6|6|6|6

[/table]

Table: Spontaneous Druid Spells Know
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|4|2|—|—|—|—|—|—|—|—

2nd|5|2|—|—|—|—|—|—|—|—

3rd|5|3|—|—|—|—|—|—|—|—

4th|6|3|1|—|—|—|—|—|—|—

5th|6|4|2|—|—|—|—|—|—|—

6th|7|4|2|1|—|—|—|—|—|—

7th|7|5|3|2|—|—|—|—|—|—

8th|8|5|3|2|1|—|—|—|—|—

9th|8|5|4|3|2|—|—|—|—|—

10th|9|5|4|3|2|1|—|—|—|—

11th|9|5|5|4|3|2|—|—|—|—

12th|9|5|5|4|3|2|1|—|—|—

13th|9|5|5|4|4|3|2|—|—|—

14th|9|5|5|4|4|3|2|1|—|—

15th|9|5|5|4|4|4|3|2|—|—

16th|9|5|5|4|4|4|3|2|1|—

17th|9|5|5|4|4|4|3|3|2|—

18th|9|5|5|4|4|4|3|3|2|1

19th|9|5|5|4|4|4|3|3|3|2

20th|9|5|5|4|4|4|3|3|3|3

[/table]

Class Features
All of the following are class features of the spontaneous druid.

Weapon and Armor Proficiency: A spontaneous druid is proficient with all simple weapons, light armor, and shields (except tower shields). They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Spells
A spontaneous druid casts divine spells which are drawn from the druid spell list. she can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a spontaneous druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spontaneous druid’s spell is 10 + the spell level + the spontaneous druid’s Charisma modifier.
Like other spellcasters, a spontaneous druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spontaneous Druid. In addition, he receives bonus spells per day if he has a high Charisma score.
A spontaneous druid’s selection of spells is extremely limited. A spontaneous druid begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new spontaneous druid level, he gains one or more new spells, as indicated on Table: Spontaneous Druid Spells Known. (Unlike spells per day, the number of spells a spontaneous druid knows is not affected by his Charisma score; the numbers on Table: Spontaneous Druid are fixed.).
In addition to the spells gained by levels, each spontaneous druid also adds all summon nature ally spells to her list of spells known. These spells are added as soon as the spontaneous druid is capable of casting them.
Upon reaching 4th level, and at every even-numbered spontaneous druid level after that (6th, 8th, and so on), a spontaneous druid can choose to learn a new spell in place of one he already knows. In effect, the spontaneous druid "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the spontaneous druid can cast. A spontaneous druid may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. She cannot swap summon nature ally spells.
Unlike a druid, a spontaneous druid need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level, and do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. spontaneous druids regain his daily allotment of spells equal sorcerers.

Animal Companion (Ex)
This ability functions like the druid ability of the same name.

Eschew Materials
A spontaneous druid gains Eschew Materials as a bonus feat at 1st level.

Nature Domain
At 1st level, a spontaneous druid gain one of the following domains: Air, Animal*, Earth, Fire, Plant, or Water. When determining the powers granted by this domain, the spontaneous druid's effective cleric level is equal to her spontaneous druid level. The spontaneous druid do not gain domain spell slots, instead it gain the domain spells as bonus spells know, with spell level equal the domain spell level. These spells are in addition to the number of spells given on Table: Spontaneous Druid Spells Known, and cannot be exchanged for different spells at higher levels.
*To a spontaneous druid the animal domain granted power and the 4th and 8th spells are different.
Granted Power: Rebuke or command animal creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
4th bonus spell: Animal Growth
8th bonus spell: Sympathy (only affects animals)

Wild Empathy (Ex)
This ability functions like the druid ability of the same name.

Natural Navigation (Sp)
At 2nd level, a spontaneous druid can use at will know direction, detect animals or plants and detect snares and pits. At 8th level the spontaneous druid can use three times per day commune with nature. At 10th level the spontaneous druid can use three times per day tree stride. At 12th level the spontaneous druid can use three times per day transport via plants. And at 16th level the spontaneous druid can use one time per day word of recall. All the spell-like abilities functions equal the spells with same name with caster level equal the spontaneous druid level.

Woodland stride (Ex)
This ability functions like the druid ability of the same name.

Nature's language (Ex)
At 3rd level, a spontaneous druid is always under the effect of speak with animals spell. At 7th level she is always under the effect of speak with plants spell. And at 13th level she is always under the effect of stone tell spell.

Trackless Step (Ex)
This ability functions like the druid ability of the same name.

A Thousand Faces (Su)
This ability functions like the druid ability of the same name.

Nature Grace (Ex)
Starting at 4th level, a spontaneous druid gains a bonus equal to her Charisma bonus (minimum 1) on all saving throws against spells, natural abilities, extraordinary abilities, supernatural abilities, and spell-like abilities of animals, elementals, feys, and plants.

Natural Spell
A spontaneous druid gains Natural Spell as a bonus feat at 5th level.

Wild Shape (Su)
This ability functions like the druid ability of the same name, except that at 17th level a spontaneous druid becomes able to use it elemental wild shape to change into a fey creature with the same size restrictions as for animal forms, and gains all the fey’s extraordinary, supernatural, spell-like abilities, for as long as she maintains the wild shape, but she retains her own creature type.

Natural Immunity (Ex)
At 9th level, a spontaneous druid gains immunity to all poisons and diseases.

Improved woodland stride (Ex)
At 13th level the spontaneous druid woodland stride works even on magically manipulated areas to impede motion.

Natural body (Ex)
After attaining 15th level, a spontaneous druid no longer takes ability score penalties for aging and cannot be magically aged. Penalties she may have already incurred are removed. Bonuses still accrue, and the spontaneous druid may dies of old age if she wants.

Trackless Nature (Su)
At 19th level a spontaneous druid is immune to all divinations designed to locate beings such as locate creature, and even wish and miracle spells used in such a way to gain information about it. In the case of scrying that scans an area the spontaneous druid is in, such as arcane eye, the spell works but the spontaneous druid simply isn't detected. Scrying attempts that are targeted specifically at the spontaneous druid do not work at all.
Also the spontaneous druid can, with a immediate action, become undetectable. This effect is equal hide from undead spell, but affect all types of creatures and lasts until the spontaneous druid dismiss this effect.

One With Nature (Ex)
At 20th level, a spontaneous druid becomes one with the natural world. Each day, when the spontaneous druid regain it spells per day, she can choose one aspect of nature to gain one of the following benefits.
Animal: The damage die of all spontaneous druid natural weapons increases by one step, and she gain a +4 bonus on strength, dexterity, constitution and natural armor.
Elemental: Gain resistance to acid 20, electricity 20, fire 20, and cold 20, and these elemental traits: darkvision 60 feet, immunity to poison, sleep effects, paralysis, stunning, and is not subject to critical hits or flanking.
Fey: Gain damage reduction 10/cold iron, fly 100 ft. (perfect), and a +4 bonus on all charisma based skill checks.
Plant: Gain fast healing 5, a +8 bonus on natural armor, and these plant traits: immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, stunning, and is not subject to critical hits.

Zman
2013-03-01, 06:56 PM
Well, it looks pretty good. It's most clearing problems are the ones that face the Core Druid, it's extraordinarily Potent. Though as a Spontaneous Druid you it takes a hit, barely.


I made a spontaneous Druid as part as my 3.5 Overhaul, see Signature. It was designed to limit some of a Druids power and makes many distinct Druid builds viable.

Grod_The_Giant
2013-03-02, 11:09 AM
If the idea is to limit things, you might also want to consider replacing Wildshape with the Shapechange variant from PHB2-- it avoids pretty much every imaginable issue with Wildshape, and is arguably more fun since it's at-will. You might also replace the normal Animal Companion progression with one based on Familiars-- it'll still be useful, since druids have decent HD and BAB and can get bigger animals as companions, but it shouldn't be able to out-fight the party meatshields anymore.

DMMike
2013-03-02, 12:08 PM
Looks good on paper.

I'm wondering: why was the sorcerer (spontaneous caster) created in 3E? Probably because of 1) other magic-point systems and 2) the wizard's lack of flexibility.

The point at issue here is 2. The druid already has more flexibility than the wizard; he can shapechange, fight better, spontaneously summon furry things (in 3.5?), and ride away on his companion. Giving the druid more flexibility with spontaneous casting might be overkill.

GunbladeKnight
2013-03-02, 02:11 PM
Looks good on paper.

I'm wondering: why was the sorcerer (spontaneous caster) created in 3E? Probably because of 1) other magic-point systems and 2) the wizard's lack of flexibility.

The point at issue here is 2. The druid already has more flexibility than the wizard; he can shapechange, fight better, spontaneously summon furry things (in 3.5?), and ride away on his companion. Giving the druid more flexibility with spontaneous casting might be overkill.

Actually, limiting the number of spells to choose from makes the classes less flexible. The wizard, druid, and cleric can all potentially learn and use any spell on their lists, but the sorcerer and this variant can only learn so many spells and no more.

As for a name, why not shaman?

Also, I personally would just ban Natural Spell. It's one of the biggest offenders.

Jormengand
2013-03-02, 03:06 PM
I...

Would have done this by rehashing the Oracle to be more druidic. But this works.

re_e
2013-03-02, 04:41 PM
If the idea is to limit things, you might also want to consider replacing Wildshape with the Shapechange variant from PHB2-- it avoids pretty much every imaginable issue with Wildshape, and is arguably more fun since it's at-will. You might also replace the normal Animal Companion progression with one based on Familiars-- it'll still be useful, since druids have decent HD and BAB and can get bigger animals as companions, but it shouldn't be able to out-fight the party meatshields anymore.

The shapechange variant is good, but is too focused on combat. Now I'm thinking about making some changes in this variant using PF wild shape rules.


Actually, limiting the number of spells to choose from makes the classes less flexible. The wizard, druid, and cleric can all potentially learn and use any spell on their lists, but the sorcerer and this variant can only learn so many spells and no more.

As for a name, why not shaman?

Also, I personally would just ban Natural Spell. It's one of the biggest offenders.
Shaman is a good name, but is better for a spirit focused class. This class is more a sorcerer/favored soul of nature.

Grod_The_Giant
2013-03-02, 05:07 PM
The shapechange variant is good, but is too focused on combat. Now I'm thinking about making some changes in this variant using PF wild shape rules.

True. Hmm... at the very least, I think we could reduce the duration to, say, 1 minute/druid level. Retains the utility, but it doesn't let you run around as a bear all day.

Neuromancer_18
2013-03-05, 03:38 PM
You know, Instead of trying to rebuild the Druid class compleatly to be a spontaneous caster, you could just take the Spontaneous Divine Caster rule-variant from Undearthed Arcana and apply it to the Druid class. Just sayin'... =/

Edit: Here's a link to the page for that rule set in the SRD. Link. (http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm)