Digitalfruitz
2018-02-19, 12:41 AM
Hey all so this is my attempt at blending Barbarian and Druid (with a dash of ranger). Please let me know what you think.
Guardian of the grove
Good Will and Fort, Same skills as barbarian, 4+int skill points, Spellcasting as Ranger, 3/4 BAB, D10 HD
Guardians of the grove are proficient with all simple and Melee martial weapons. They are also proficient with all medium and light armor. They are only allowed to willingly wear non-metal armor, if they choose to don metal armor they lose natures bond, wild empathy, Nature sense, woodland stride, spellcasting, wild shape, and venom immunity. They return to normal in 24hours. Guardians of the grove are proficient with all shields (except tower shields)
Level 1
Rage:
Natures bond:
Level 2
Rage power
Wild empathy
Level 3
Nature sense
Woodland stride
Level 4
Rage power
Spellcasting unlocked (same as ranger)
Level 5
Uncanny dodge
Wild shape (1/day)
Level 6
Damage reduction 1/-
Rage power
Level 7
Wild shape (2/day)
Level 8
Rage power
Level 9
Wild shape (3/day)
Level 10
Damage reduction 2/-
Rage power
Venom immunity
Rage: same as the barbarian ability of the same name except for the rounds equal 1+WIS mod+CON mod
Natures bond: same as the druid ability of the same name with minor differences. you must select 1 cleric domain, such as; Air, Animal, Earth, Fire, Plant, Water, or Weather. You may only use domain spells when you can cast a spell of that level. You can however use domain powers at their normally gained level.
Rage power: a guardian of the grove may select any rage power that they meet the prerequisites for.
Wild empathy: a guardian of the grove can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The a guardian of the grove rolls 1d20 and adds her a guardian of the grove 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 a guardian of the grove 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.
A a guardian of the grove 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.
Nature sense: a Guardian of the Grove gains a +2 bonus on Knowledge (nature) and Survival checks.
Woodland stride: a guardian of the grove 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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Spellcasting unlocked: starting at level 4 a Guardian of the grove is able to cast spells. They may cast any spell off of the ranger spell list that they know. They calculate spells in the same manner as a ranger.
Uncanny dodge: a guardian of the grove gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A guardian of the grove with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Wild shape: at 5th level a guardian of the grove gains the Wild shape ability. This works the exact same except all additional things granted by this ability happen one level later than for the druid.
Guardian of the grove
Good Will and Fort, Same skills as barbarian, 4+int skill points, Spellcasting as Ranger, 3/4 BAB, D10 HD
Guardians of the grove are proficient with all simple and Melee martial weapons. They are also proficient with all medium and light armor. They are only allowed to willingly wear non-metal armor, if they choose to don metal armor they lose natures bond, wild empathy, Nature sense, woodland stride, spellcasting, wild shape, and venom immunity. They return to normal in 24hours. Guardians of the grove are proficient with all shields (except tower shields)
Level 1
Rage:
Natures bond:
Level 2
Rage power
Wild empathy
Level 3
Nature sense
Woodland stride
Level 4
Rage power
Spellcasting unlocked (same as ranger)
Level 5
Uncanny dodge
Wild shape (1/day)
Level 6
Damage reduction 1/-
Rage power
Level 7
Wild shape (2/day)
Level 8
Rage power
Level 9
Wild shape (3/day)
Level 10
Damage reduction 2/-
Rage power
Venom immunity
Rage: same as the barbarian ability of the same name except for the rounds equal 1+WIS mod+CON mod
Natures bond: same as the druid ability of the same name with minor differences. you must select 1 cleric domain, such as; Air, Animal, Earth, Fire, Plant, Water, or Weather. You may only use domain spells when you can cast a spell of that level. You can however use domain powers at their normally gained level.
Rage power: a guardian of the grove may select any rage power that they meet the prerequisites for.
Wild empathy: a guardian of the grove can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The a guardian of the grove rolls 1d20 and adds her a guardian of the grove 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 a guardian of the grove 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.
A a guardian of the grove 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.
Nature sense: a Guardian of the Grove gains a +2 bonus on Knowledge (nature) and Survival checks.
Woodland stride: a guardian of the grove 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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Spellcasting unlocked: starting at level 4 a Guardian of the grove is able to cast spells. They may cast any spell off of the ranger spell list that they know. They calculate spells in the same manner as a ranger.
Uncanny dodge: a guardian of the grove gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A guardian of the grove with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Wild shape: at 5th level a guardian of the grove gains the Wild shape ability. This works the exact same except all additional things granted by this ability happen one level later than for the druid.