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  1. - Top - End - #1
    Colossus in the Playground
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    Default Making a Magma Druid - Halp Plz [3.5]

    One of my players and I came up with an idea to transform her normal Druid (who normally summons fire and earth elementals) into a Magma Druid. After a search for elemental druids to base it on, I discovered a notable lack. What's up with that? So, I've gotta do it pretty much from scratch.
    So far, it has Elemental Companion (fire and/or earth creatures based on the challenge ratings of the DruiD Animal Companion), Planar Sense ("+2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth"), maybe a planar version of Animal Empathy, and Primordial Transmogrification (becomes a fire/earth or maybe straight-up magma elemental at 20th level). I'm also thinking of reducing the spell progression, or maybe even getting rid of it entirely.
    I'm also thinking of limiting its spell selection to only fire or earth related or type spells or just banning them from taking other elemental type spells (or should I write up a whole spell list?), or perhaps giving bonuses to fire and earth casting, or... something.
    As part of this, I want to balance it back from the normal Druid (thus the spell nerfing). So, I'm considering eliminating the spontaneous casting and/or wild shape and/or any other bits and pieces. One possibility would be giving a Shifter-like semi-wildshape, where they just take on characteristics, or something.
    Buuuuut... I've never made a class from scratch before. Anyone have any ideas or tips or anything? Should I just scap the Druid completely and start from scratch?

    edit: Alright, here's the (hopefully) completed version!

    Spoiler
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    Magma Druid



    May not subterraneous fire be considered as the great plough (if I may be allowed the expression) which Nature makes use of to turn up the bowels of the earth?
    — Sir William Rowan Hamilton

    Magma Druids represent and draw power from the raw, primordial force of volcanoes, the primeval mix of fire and earth that forms the very foundation of the earth.

    Alignment
    Any.

    Hit Die
    d8.

    Class Skills
    The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.
    Skill Points at Each Additional Level
    4 + Int modifier.



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

    Weapon and Armor Proficiency
    Magma druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with the natural attacks of their Volcanic Form.
    Magma druids are proficient with light and medium armor and shields.

    Spells
    A magma druid casts divine spells, which are drawn from the magma druid spell list, below. She is considered a druid for the purpose of using items such as wands and scrolls (e.g. she can activate a wand of cure moderate wounds as though she were a druid of the same level), but can never activate a spell with the Cold, Water, Air or Electricity descriptors. A magma druid must choose and prepare her spells in advance (see below).
    To prepare or cast a spell, the magma druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magma druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
    Like other spellcasters, a magma druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magma Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She has access to the Earth and Fire domains, like a cleric.
    A magma druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A magma druid may prepare and cast any spell on the magma druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Magma Druid Spell List
    Spoiler
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    0th level:
    Know Direction
    Read Magic
    Ground Smoke
    Ram’s Might
    Acid Splash
    Horizikaul’s Cough

    1st level:
    Endure Elements
    Summon Nature’s Ally I (creatures with the [earth] and/or [fire] types only)
    Produce Flame
    Sand Blast
    Magic Stone
    Raging Flame
    Slow Burn
    Stonemantle
    Iron Guts
    Corrosive Grasp
    Hail of Stone
    Orb of Acid, Lesser
    Orb of Fire, Lesser
    Orb of Sound, Lesser
    Summon Monster I (creatures with the [earth], [fire] and/or [magma] types only)
    Burning Hands
    Horizikaul’s Boom
    Fist of Stone

    2nd level:
    Earthen Grace
    Fire Trap
    Resist Energy
    Summon Nature’s Ally II (creatures with the [earth] and/or [fire] types only)
    Flame Blade
    Flaming Sphere
    Heartfire
    Wracking Touch
    Animate Fire
    Barkskin
    Bear’s Endurance
    Blindsight
    Bull’s Strength
    Burrow
    Earthfast
    Heat Metal
    Mountain Stance
    Soften Earth and Stone
    Blades of Fire
    Igedrazzar’s Miasma
    Melf’s Acid Arrow
    Summon Monster II (creatures with the [earth], [fire] and/or [magma] types only)
    Aganazzar’s Scorcher
    Battering Ram
    Cloud of Bewilderment
    Combust
    Fireburst
    Flame Dagger
    Furnace Within
    Scorching Ray
    Earthen Grasp
    Pyrotechnics
    Sonic Weapon

    3rd level:
    Protection from Energy
    Resist Energy, Mass
    Cure Moderate Wounds
    Dust Storm
    Summon Nature’s Ally III (creatures with the [earth] and/or [fire] types only)
    Phantom Plow
    Tremor
    Greenfire
    Screen of Heat
    Energize Potion (fire or acid only)
    Fire Wings
    Meld Into Stone
    Quench
    Stone Shape
    Thornskin
    Walk the Mountain’s Path
    Eradicate Earth
    Bands of Steel
    Mestil’s Acid Breath
    Stinking Cloud
    Summon Monster III (creatures with the [earth], [fire] and/or [magma] types only)
    Detect Metal and Minerals
    Fireball
    Flashburst
    Resonating Bolt
    Shatterfloor
    Flame Arrow
    Stony Grasp
    Tremorsense

    4th level:
    Land Womb
    Summon Nature’s Ally IV (creatures with the [earth] and/or [fire] types only)
    Desert Burial
    Energy Vortex (Fire or Acid only)
    Flame Strike
    Rusting Grasp
    Spike Stones
    Stone Metamorphosis
    Blast of Flame
    Orb of Acid
    Orb of Fire
    Orb of Sound
    Summon Monster IV (creatures with the [earth], [fire] and/or [magma] types only)
    Explosive Cascade
    Fire Shield (warm only)
    Burning Blood
    Ghorus Toth’s Metal Melt

    5th level:
    Stoneskin
    Energetic Healing
    Summon Nature’s Ally V (creatures with the [earth] and/or [fire] types only)
    Wall of Sand
    Commune With Earth
    Wall of Fire
    Fireward
    Inferno
    Stone Shape, Greater
    Transmute Mud to Rock
    Transmute Rock to Mud
    Ironguard, Lesser
    Cloudkill
    Mestil’s Acid Sheath
    Summon Monster V (creatures with the [earth], [fire] and/or [magma] types only)
    Vitriolic Sphere
    Fire Shield, Mass (warm only)
    Firebrand
    Fireburst, Greater
    Shroud of Flame
    Stone Sphere
    Beltyn’s Burning Blood
    Passwall
    Shape Metal

    6th level:
    Energy Immunity
    Fire Seeds
    Stonehold
    Summon Nature’s Ally VI (creatures with the [earth] and/or [fire] types only)
    Wall of Stone
    Find the Path
    Stone Tell
    Fires of Purity
    Miasma
    Bear’s Endurance, Mass
    Bull’s Strength, Mass
    Burrow, Mass
    Crumble
    Move Earth
    Stone Metamorphosis, Greater
    Touch of Adamantine
    Acid Fog
    Fire Spiders
    Summon Monster VI (creatures with the [earth], [fire] and/or [magma] types only)
    Tunnel Swallow
    Wall of Iron
    Acid Storm
    Disintegrate
    Flesh to Stone
    Hardening
    Stone Body
    Stone to Flesh

    7th level:
    Summon Nature’s Ally VII (creatures with the [earth] and/or [fire] types only)
    Fire Storm
    Changestones
    Master Earth
    Ironguard, Greater
    Summon Monster VII (creatures with the [earth], [fire] and/or [magma] types only)
    Delayed Blast Fireball
    Emerald Flame Fist
    Great Thunderclap
    Statue

    8th level:
    Repel Metal or Stone
    Bombardment
    Summon Nature’s Ally VIII (creatures with the [earth] and/or [fire] types only)
    Earthquake
    Earth Glide
    Incendiary Cloud
    Summon Monster VIII (creatures with the [earth], [fire] and/or [magma] types only)
    Heart of Stone
    Excavate
    Iron Body

    9th level:
    Elemental Swarm (Earth, Fire or Magma only)
    Summon Elemental Monolith (Earth, Fire or Magma only)
    Summon Nature’s Ally IX (creatures with the [earth], [fire] and/or [magma] types only)
    Nature’s Avatar
    Cast in Stone
    Undermaster
    Imprisonment
    Summon Elemental Monolith (Earth, Fire and/or Magma only)
    Summon Monster IX (creatures with the [earth], [fire] and/or [magma] types only)
    Meteor Swarm
    Transmute Rock to Lava

    Bonus Languages
    A magma druid’s bonus language options include Ignan and Terran. This choice is in addition to the bonus languages available to the character because of her race.
    A magma druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level magma druid. Druidic is a free language for a magma druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
    Druidic has its own alphabet.

    Planar Sense (Ex)
    A druid gains a +2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth.

    Planar Empathy (Ex)
    A magma druid can improve the attitude of an elemental and creatures with the fire and earth types. This ability functions just like a Diplomacy check made to improve the attitude of a person. The magma druid rolls 1d20 and adds her magma druid level and her Charisma modifier to determine the planar empathy check result.
    To use planar empathy, the magma druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
    The magma druid gains a +2 bonus to her check when influencing earth, fire or magma elementals.

    Burn (Su)
    From 4th level, the magma druid’s flesh becomes incredibly hot to the touch. She deals an extra 1d4 fire damage when she hits with her natural weapons or unarmed attacks and in a grapple. This bonus damage increases to 1d8 at 9th level, 2d6 at 14th, and 2d10 at level 19. In addition, any creature that takes fire damage must make a Reflex save DC 15 or catch on fire. Creatures attacking the magma druid with natural or unarmed attacks also take this damage.

    Volcanic Form (Su)
    At 4th level, a magma druid can harness the power of molten lava. This progresses as follows:
    Vent Form: She gains +4 natural armour bonus, +2 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 1d6 bludgeoning damage +1d4 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 12+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.
    Caldera Form: She becomes Large size and gains +5 natural armour bonus, +4 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d6 bludgeoning damage + 1d8 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 10 feet of the magma druid must make a Fortitude save DC 14+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d6 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage.
    Pyroclastic Form: She becomes Huge size and gains +6 natural armour bonus, +6 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d8 bludgeoning damage +2d6 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet must make a Fortitude save DC 13 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 10 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 15+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d8 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 80ft. Each stone deals 1d6 bludgeoning damage and 1d6 fire damage. In addition, the vapours make the magma druid difficult to see, granting concealment.
    Cataclysmic Form: The magma druid becomes Huge size (though larger than the Pyroclastic Form) and gains +8 natural armour bonus, +8 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 3d10 bludgeoning damage +2d8 fire. While in this form she is surrounded by superheated ash, stone and poisonous vapour. Creatures within 5 feet automatically take 4d6 fire and 2d6 bludgeoning damage every rounds they remain within the cloud. Creatures within 10 feet must make a Fortitude save DC 14 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 20 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 16+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d10 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to her character level each round as a move action at one or more creatures within 120ft. Each stone deals 2d4 bludgeoning damage and 2d4 fire damage. In addition, the cloud makes the magma druid difficult to see, granting total concealment.

    The druid can choose to use lower forms available.
    This ability lasts for 1 round per magma druid level, or until she changes back. Changing to Volcanic Form or back is a standard action that does not provoke an attack of opportunity.
    Any gear worn or carried by the magma druid melds into the new form and becomes nonfunctional. When the magma druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the magma druid's feet.
    A magma druid can use this ability more times per day at 9th, 14th, and 20th level, as noted on Table: The Magma Druid.

    Mountain Stance (Ex)
    At 5th level the magma druid becomes heavier and more solid. She gains a +4 bonus to checks made to resist being bull rushed or tripped when standing on the ground. She also increases her weight by 20%. This is considered the same as the dwarven Stability racial feature or the Stocky feat for the purpose of qualifying for feats or items.

    Elemental Companion (Ex)
    A magma druid may begin play with an animal companion selected from the following list: Earth or Fire Gen (Dr #315 p. 82), Earthdelver (Du #111 p. 90), Small Earth or Fire Elemental, Small Magma Para-Elemental (MotP p. 181), Sandknight (Du #110 p. 95), Firesnake (Du #111 p. 91), Flamebrother Salamander Larva (Dr #314 p. 50), Ash Rat (MM2), Cinderbrute (Du # 110 p. 86), Minor Flame Snake (FF), Average Salamander Larva (Dr #314 p. 49), or any animal from the Druid animal companion list with the fire, earth or magma type. This creature is otherwise exactly like the Druid’s companion.

    4th level or higher (level -3)
    Earth or Fire Grue (CArc p. 153)
    Stone Spike (MM2)
    Thoqqua
    Any equivalent Druid companion with fire, earth or magma type.

    7th level or higher (level -6)
    Medium Earth or Fire Elemental
    Magma Hurler (Mini p. 65)
    Medium Magma Para-Elemental (MotP p. 181)
    Salt, Glass, Fire or Magma Mephit
    Stone Flyer (Und p. 99)
    Juvenile Xorn
    Stone Drake (RoS p. 189)
    Fire Element Ape (MotP p. 193)
    Fire Bat (MM2)
    Hell Hound
    Magmin
    Phoera (MM3)
    Any equivalent Druid companion with fire, earth or magma type.

    10th level or higher (level -9)
    Avalancher (MM3)
    Large Earth or Fire Elemental
    Large Magma Para-Elemental (MotP p. 181)
    Lesser Earth or Fire Weird (Dr #347 p. 70)
    Earth Element Rhinoceros (MotP p. 192)
    Adult Xorn
    Any equivalent Druid companion with fire, earth or magma type.
    Rast
    Zezir

    13th level or higher (level -12)
    Huge Earth or Fire Elemental
    Huge Magma Para-Elemental
    Stonesinger (MM3)
    Lesser Flame Snake (FF)
    Any equivalent Druid companion with fire, earth or magma type.

    16th level or higher (level -15)
    Magma Element Rhinoceros (Dr #347 p. 60)
    Elder Xorn
    Inferno Spider (MM4)
    Any equivalent Druid companion with fire, earth or magma type.

    Landslide (Ex)
    At 3rd level, a magma druid becomes even heavier and more solid. She does not provoke an attack of opportunity when performing a bull rush, and gains a +4 bonus on the opposed Strength check to push back the defender. She is considered to have the Improved Bull Rush feat for the purpose of meeting prerequisites.

    Improved Landslide (Ex)
    From 7th level, the magma druid becomes an unstoppable force. She does not provoke attacks of opportunity when performing a bull rush, and is considered bull rushing against anything whose space she enters. She may push the creature up to her speed + 10ft. She only follows up to her speed, shoving the target the last distance. She automatically wins the bull rush check against any opponent a size category smaller than herself, and may attempt it against creatures of any size.

    Greater Landslide (Ex)
    From level 13, the magma druid can deal 2d8 + Str damage + Burn to enemies she bull rushes into solid walls.

    Primordial transmogrification (Ex)
    At 20th level, a magma druid undergoes a physical transformation into a magma para-elemental, with fire and earth subtypes. She gains darkvision out to 60ft; immunity to poison, sleep effects, paralysis, stunning, critical hits and flanking; and does not eat, sleep or breathe.
    Last edited by Serpentine; 2010-08-09 at 05:18 AM.

  2. - Top - End - #2
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    I like the Semi-wild shape idea, but you could also limit wild shape to fire/earth elemental hybrid things, Elemental Companion looks good to me, instead of spells you could give the druid some maneuvers from the desert sun discipline if you have and are allowing TOB.


    Just some thoughts I'll post again when I have more ideas.
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Hmmm...let's see.

    Keep the spell progression. Go to the D&D section of www.crystalkeep.com and search through the Cleric, Druid, and Wizard spells, giving this class a smaller spell list composed of fire and earth related spells. Toss it the Sorcerer's spells per day, perhaps, or just grant it an additional spell per level due to the loss of many of the Druid's most powerful spells.

    Allow wildshaping into small (later larger) Earth, Fire, and Magma elementals, and perhaps make it at-will, like the PHBII Shapeshift variant. Grant Small at level 1, Medium at level 4, Large at level 8, Huge at level 12, Greater at level 16, and Elder at level 20. Don't grant special abilities (Burn, and Earth Glide--grant Push and additional fire damage right away) until level 8 or 10, as Earth Glide is a fairly potent ability, and burning can be action denial.

    Perhaps give it the Summon Elemental Reserve feat for free, or something similiar (summon small elementals at will at 5th level, medium elementals at 10th level, large elementals at 15th level, and huge elementals at 20th level), with a limit on 1 elemental summoned at a time (perhaps up to 2 at some point).

    Grant a constantly growing resistance to fire in any form, and maybe a slow evolution into an Elemental.

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  4. - Top - End - #4
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Quote Originally Posted by Serpentine View Post
    Should I just scap the Druid completely and start from scratch?
    If you were going to do this...how about a general elemental class that can pick two of the four basic elements at creation? They can shapeshift into elementals of their two chosen elements at will, and a limited amount of times per day, they can combine the elements and become whatever their Para-Elemental counterpart is (Fire+Earth=Magma, Fire+Air=Smoke, etc).

    Have spontaneous divine casting, but include five spell lists. One for each element, and one for general nature stuff (healing maybe?).

    To make it more interesting, only allow the general list to be cast in their normal form, and the elemental spells lists to be cast from in that specific elemental form (so healing stuff in normal form, fire spells in fire form, earth spells in earth form, etc). But have all of their spells available in their Para-Elemental form.

    Sprinkle a few special abilities here and there. Maybe allow the ability to, at later levels, create Quasi-Elemental forms by mixing in Positive or Negative Energy?

    I'm liking the sound of that...if you don't make it, I may just do so myself

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Consider using Acid spells as Magma spells (same effect, but fire damage). Acid Arrow makes a decent 'Magma Blast' spell, with that tweak.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Thanks, guys. That's all a lot of help for starters.

    I forgot to say, I'm hoping to make this adaptable to other elements. - para or otherwise.

    Trodon: It would be element-based "wild" shape, sorry I didn't make that clear.

    Djinn: I've been using Crystalkeep a lot. Great resource. I bumped the spell progression down a bit (changed each line to the one below it, two or three times), but otherwise it's the same as the Druid.

    When it's done, I'll post it. Feel free to offer any ability or other ideas (and where they can be found).

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Although J. Robert King is a horrible writer, the rock druids from the MtG book Apocalypse have some tricks you may find useful. There's also the lavamancers from Otaria, who have some nasty tricks as well.

    -Turning into volcanic rock, hard enough to not only ignore damage but also damage/destroy whatever weapon was hitting them. Bad day for vampire hounds to bite a dwarf.

    -Magma grip to deal an abundance of fire damage if you maintain a grapple. Bad day for vampire hounds to not get a chance to bite a dwarf.

    -Earth is the body, and magma is the blood. A strong enough lavamancer comes to embody this ideal. Bad day to be a sengir vampire.

    -Both instances tend to favor ritual magic that takes time to build up, but goes off crazy awesome when it does. Like a volcano.

  8. - Top - End - #8
    Colossus in the Playground
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    What are those from? I'm unfamiliar with MtG. Magic: The Gathering? Is Otaria from that as well?

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Quote Originally Posted by Serpentine View Post
    Magic: The Gathering? Is Otaria from that as well?
    Yes and yes.

    Also, Xefas, you actually just managed to solve the dilemma I've been facing for sometime now. I broke Druid into the Beastmaster and the Elementalist for my campaigns, and I've been having issues with the Elementalist as a class. Your post really helped greatly, thanks. RSS feed, I'm just sayin' ;)
    Last edited by arguskos; 2009-10-09 at 04:25 AM.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    I've never tried it, but you may want to look at the Aspect of Nature variant from Unearthed Arcana as well, with particular reference to the Elemental Earth and Elemental Fire aspects.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Aha! I knew there'd be something along those lines somewhere. Right, I think I've found my basis for the wild shape substitute.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Aaaaaalright, here's what I've got so far. Some points: Should spellcasting be based on Wisdom still, or something like Charisma or Constitution? I've said they can use everything on the Druid's spell list except ones with the cold, water, electricity or air descriptors, but I think just doing a whole new spell list for it would be better. Should I give a bonus or metamagic feat/s to casting Earth and Fire spells, or leave it? What weapons should they be proficient in? Do the skills look right?

    Spoiler
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    Magma Druid
    Alignment
    Any.

    Hit Die
    d8.

    Class Skills
    The magma druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.
    Skill Points at Each Additional Level
    4 + Int modifier.



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

    Weapon and Armor Proficiency
    Magma druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with the natural attacks of their Volcanic Form.
    Magma druids are proficient with light and medium armor and shields.

    Spells
    A magma druid casts divine spells, which are drawn from the druid spell list. She is restricted from casting certain spells opposed to the fire and earth types; see Elemental Spells, below. A magma druid must choose and prepare her spells in advance (see below).
    To prepare or cast a spell, the magma druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magma druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
    Like other spellcasters, a magma druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magma Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She has access to the Earth and Fire domains, like a cleric.
    A magma druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A magma druid 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.

    Elemental Spells
    A magma druid can’t cast spells of water, cold, air or electricity types. Spells associated with particular elements are indicated by the water, cold, air, and electricity descriptors in their spell descriptions.

    Bonus Languages
    A magma druid’s bonus language options include Ignan and Terran. This choice is in addition to the bonus languages available to the character because of her race.
    A magma druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level magma druid. Druidic is a free language for a magma druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
    Druidic has its own alphabet.

    Planar Sense (Ex)
    A druid gains a +2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth.

    Planar Empathy (Ex)
    A magma druid can improve the attitude of an elemental and creatures with the fire and earth types. This ability functions just like a Diplomacy check made to improve the attitude of a person. The magma druid rolls 1d20 and adds her magma druid level and her Charisma modifier to determine the planar empathy check result.
    To use planar empathy, the magma druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
    The magma druid gains a +2 bonus to her check when influencing earth, fire or magma elementals.

    Burn (Su)
    From 4th level, the magma druid’s flesh becomes incredibly hot to the touch. She deals an extra 1d4 fire damage when she hits with her natural weapons or unarmed attacks and in a grapple. This bonus damage increases to 1d8 at 9th level, 2d6 at 14th, and 2d10 at level 19. In addition, any creature that takes fire damage must make a Reflex save DC 15 or catch on fire.

    Volcanic Form (Su)
    At 5th level, a magma druid can harness the power of molten lava. She gains +5 natural armour bonus, +4 Strength, and a slam attack that deals 1d8 bludgeoning damage +1d6 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 13+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.
    While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage.
    This ability lasts for 1 round per magma druid level, or until she changes back. Changing to Volcanic Form or back is a standard action that does not provoke an attack of opportunity.
    Any gear worn or carried by the magma druid melds into the new form and becomes nonfunctional. When the magma druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
    A magma druid can use this ability more times per day at 10th, 15th, and 20th level, as noted on Table: The Magma Druid.

    Elemental Companion (Ex)
    A magma druid may begin play with an animal companion selected from the following list: Earth or Fire Gen (Dr #315 p. 82), Earthdelver (Du #111 p. 90), Small Earth or Fire Elemental, Small Magma Para-Elemental (MotP p. 181), Sandknight (Du #110 p. 95), Firesnake (Du #111 p. 91), Flamebrother Salamander Larva (Dr #314 p. 50), Ash Rat (MM2), Cinderbrute (Du # 110 p. 86), Minor Flame Snake (FF), Average Salamander Larva (Dr #314 p. 49), or any animal from the Druid animal companion list with the fire, earth or magma type. This creature is otherwise exactly like the Druid’s companion.
    The Magma Druid’s lists of alternative companions are as follows:

    4th level or higher (level -3)
    Earth or Fire Grue (CArc p. 153)
    Stone Spike (MM2)
    Thoqqua
    Any equivalent Druid companion with fire, earth or magma type.

    7th level or higher (level -6)
    Medium Earth or Fire Elemental
    Magma Hurler (Mini p. 65)
    Medium Magma Para-Elemental (MotP p. 181)
    Salt, Glass, Fire or Magma Mephit
    Stone Flyer (Und p. 99)
    Juvenile Xorn
    Stone Drake (RoS p. 189)
    Fire Element Ape (MotP p. 193)
    Fire Bat (MM2)
    Hell Hound
    Magmin
    Phoera (MM3)
    Any equivalent Druid companion with fire, earth or magma type.

    10th level or higher (level -9)
    Avalancher (MM3)
    Large Earth or Fire Elemental
    Large Magma Para-Elemental (MotP p. 181)
    Lesser Earth or Fire Weird (Dr #347 p. 70)
    Earth Element Rhinoceros (MotP p. 192)
    Adult Xorn
    Any equivalent Druid companion with fire, earth or magma type.
    Rast
    Zezir

    13th level or higher (level -12)
    Huge Earth or Fire Elemental
    Huge Magma Para-Elemental
    Stonesinger (MM3)
    Lesser Flame Snake (FF)
    Any equivalent Druid companion with fire, earth or magma type.

    16th level or higher (level -15)
    Magma Element Rhinoceros (Dr #347 p. 60)
    Elder Xorn
    Inferno Spider (MM4)
    Any equivalent Druid companion with fire, earth or magma type.
    Last edited by Serpentine; 2009-10-12 at 09:54 AM.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Lessee, obvious points:

    I'm not precisely following why the spell progression is that much worse than it would otherwise be. I'd suggest putting in "0" per day slots in the lines above the existing ones. I know the elemental companion is more powerful but i'm getting to the rest.

    The elemental companion is pretty nice, though i worry a little that the Druid will be outshone by the companion. Some don't care about this but i find it absurd personally.

    Volcanic form should confer immunity or increased resistance to Fire, otherwise it makes little sense. It should probably also be slowed by Cold and possibly Air damage.

    I'd also comment that given the limited nature of the ability, you should probably either have the ability earlier and more often or make it scale so that you become a bigger and bigger critter of magma.

    You haven't written up Primordial Transmographication yet so i can't comment on it.

    One final note that a lot of homebrewers don't grasp: You've left in a lot of "Dead" levels here because of where you've placed some of the abilities. A "dead" level is one where you don't gain any class features, though a lot of people don't seem to grasp that new spell levels count as class features. What this translates to is that cool non-spell features should go on levels without new spell levels, or in this case, they should go on even numbered ones.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Seems I missed the Transmogrification bit.
    Taking into account your suggestions, here's a newer version:

    Spoiler
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    Magma Druid 1.5

    Alignment
    Any.

    Hit Die
    d8.

    Class Skills
    The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.
    Skill Points at Each Additional Level
    4 + Int modifier.



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

    Weapon and Armor Proficiency
    Magma druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with the natural attacks of their Volcanic Form.
    Magma druids are proficient with light and medium armor and shields.

    Spells
    A magma druid casts divine spells, which are drawn from the druid spell list. She is restricted from casting certain spells opposed to the fire and earth types; see Elemental Spells, below. A magma druid must choose and prepare her spells in advance.
    To prepare or cast a spell, the magma druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magma druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
    Like other spellcasters, a magma druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magma Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She has access to the Earth and Fire domains, like a cleric.
    A magma druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A magma druid 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.

    Elemental Spells
    A magma druid can’t cast spells of water, cold, air or electricity types. Spells associated with particular elements are indicated by the water, cold, air, and electricity descriptors in their spell descriptions.

    Bonus Languages
    A magma druid’s bonus language options include Ignan and Terran. This choice is in addition to the bonus languages available to the character because of her race.
    A magma druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level magma druid. Druidic is a free language for a magma druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
    Druidic has its own alphabet.

    Planar Sense (Ex)
    A druid gains a +2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth.

    Planar Empathy (Ex)
    A magma druid can improve the attitude of an elemental and creatures with the fire and earth types. This ability functions just like a Diplomacy check made to improve the attitude of a person. The magma druid rolls 1d20 and adds her magma druid level and her Charisma modifier to determine the planar empathy check result.
    To use planar empathy, the magma druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
    The magma druid gains a +2 bonus to her check when influencing earth, fire or magma elementals.

    Burn (Su)
    From 4th level, the magma druid’s flesh becomes incredibly hot to the touch. She deals an extra 1d4 fire damage when she hits with her natural weapons or unarmed attacks and in a grapple. This bonus damage increases to 1d8 at 9th level, 2d6 at 14th, and 2d10 at level 19. In addition, any creature that takes fire damage must make a Reflex save DC 15 or catch on fire. Creatures attacking the magma druid with natural or unarmed attacks also take this damage.

    Volcanic Form (Su)
    At 4th level, a magma druid can harness the power of molten lava. This progresses as follows:
    Vent Form: She gains +4 natural armour bonus, +2 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 1d6 bludgeoning damage +1d4 fire.
    While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 12+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.

    Caldera Form: At 9th level the volcanic form improves. She becomes Large size and gains +5 natural armour bonus, +4 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d6 bludgeoning damage + 1d8 fire.
    While in this form she is surrounded by a poisonous vapour. Creatures within 10 feet of the magma druid must make a Fortitude save DC 14+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d6 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.
    In her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage.
    Pyroclastic Form: At 14th level the volcanic form improves. She becomes Huge size and gains +6 natural armour bonus, +6 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d8 bludgeoning damage +2d6 fire.
    While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet must make a Fortitude save DC 13 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 10 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 15+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d8 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.In addition, the vapours make the magma druid difficult to see, granting concealment.
    In her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 80ft. Each stone deals 1d6 bludgeoning damage and 1d6 fire damage.
    Cataclysmic Form: At 20th level the volcanic form improves. The magma druid becomes Huge size (larger than the Pyroclastic Form) and gains +8 natural armour bonus, +8 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 3d10 bludgeoning damage +2d8 fire.
    While in this form she is surrounded by superheated ash, stone and poisonous vapour. Creatures within 5 feet automatically take 4d6 fire and 2d6 bludgeoning damage every rounds they remain within the cloud. Creatures within 10 feet must make a Fortitude save DC 14 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 20 feet of the magma druid, regardless of whether they succeeded or failed the previous check, must make a Fortitude save DC 16+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d10 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. In addition, the cloud makes the magma druid difficult to see, granting total concealment.
    In her volcanic form, she can hurl from her body a number of red-hot stones equal to her character level each round as a move action at one or more creatures within 120ft. Each stone deals 2d4 bludgeoning damage and 2d4 fire damage.

    This ability lasts for 1 round per magma druid level, or until she changes back. Changing to Volcanic Form or back is a standard action that does not provoke an attack of opportunity.
    Any gear worn or carried by the magma druid melds into the new form and becomes nonfunctional. When the magma druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
    A magma druid can use this ability more times per day at 9th, 14th, and 20th level, as noted on Table: The Magma Druid.

    Elemental Companion (Ex)
    A magma druid may begin play with an animal companion selected from the following list: Earth or Fire Gen (Dr #315 p. 82), Earthdelver (Du #111 p. 90), Small Earth or Fire Elemental, Small Magma Para-Elemental (MotP p. 181), Sandknight (Du #110 p. 95), Firesnake (Du #111 p. 91), Flamebrother Salamander Larva (Dr #314 p. 50), Ash Rat (MM2), Cinderbrute (Du # 110 p. 86), Minor Flame Snake (FF), Average Salamander Larva (Dr #314 p. 49), or any animal from the Druid animal companion list with the fire, earth or magma type. This creature is otherwise exactly like the Druid’s companion.

    4th level or higher (level -3)
    Earth or Fire Grue (CArc p. 153)
    Stone Spike (MM2)
    Thoqqua
    Any equivalent Druid companion with fire, earth or magma type.

    7th level or higher (level -6)
    Medium Earth or Fire Elemental
    Magma Hurler (Mini p. 65)
    Medium Magma Para-Elemental (MotP p. 181)
    Salt, Glass, Fire or Magma Mephit
    Stone Flyer (Und p. 99)
    Juvenile Xorn
    Stone Drake (RoS p. 189)
    Fire Element Ape (MotP p. 193)
    Fire Bat (MM2)
    Hell Hound
    Magmin
    Phoera (MM3)
    Any equivalent Druid companion with fire, earth or magma type.

    10th level or higher (level -9)
    Avalancher (MM3)
    Large Earth or Fire Elemental
    Large Magma Para-Elemental (MotP p. 181)
    Lesser Earth or Fire Weird (Dr #347 p. 70)
    Earth Element Rhinoceros (MotP p. 192)
    Adult Xorn
    Any equivalent Druid companion with fire, earth or magma type.
    Rast
    Zezir

    13th level or higher (level -12)
    Huge Earth or Fire Elemental
    Huge Magma Para-Elemental
    Stonesinger (MM3)
    Lesser Flame Snake (FF)
    Any equivalent Druid companion with fire, earth or magma type.

    16th level or higher (level -15)
    Magma Element Rhinoceros (Dr #347 p. 60)
    Elder Xorn
    Inferno Spider (MM4)
    Any equivalent Druid companion with fire, earth or magma type.

    Primordial transmogrification (Ex)
    At 20th level, a magma druid undergoes a physical transformation into a magma elemental, with fire and earth subtypes. She gains darkvision out to 60ft; immunity to poison, sleep effects, paralysis, stunning, critical hits and flanking; and does not eat, sleep or breathe.

    Really feels like there should be something more earthy...
    edit: How does this sound: treated as a size category larger than herself (maybe rising to 2 categories) for the purposes of bull rush, grapple, trip etc.?
    Last edited by Serpentine; 2009-10-13 at 04:07 AM.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    that would be cool, either something like dwarven stability or half giant's powerful build. Or a burrow speed, or some sort of earthy wisdom/divination effect. Perhaps raid abilities/ideas from Races of Stone, particularly the Earth Dreamer.

    As for Wisdom/Charisma, flavour-wise earth suggests wisdom, while fire suggests charisma. Since you're keeping it a prepared caster, probably Wisdom. Constitution would make it stronger, which is what you're trying to avoid.
    Someday I'll have my anxiety under control, but until then, I'm prone to sudden month-long disappearances.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Much Nicer. I'd've gone with a more directly Pyroclastic approach on that rank, using the earth elemental's sweeping Bullrush thing [or is that something i made up for my earth elementals?]. Anyway, sharing time:

    Landslide: [Earth only] The elemental moves with impossible force. When it moves, it does not provoke attacks of opportunity and counts as making a Bullrush against anything whose space it enters. It automatically wins the Bullrush test against any target smaller than itself and may push the creature as far as it wishes.
    I Particularaly like the fact that under many circumstances, it'll be worth trading down to lesser Volcanic forms because Vent produces the more useful Nausea effect.
    Last edited by Mulletmanalive; 2009-10-13 at 05:39 AM.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Hrm. I like that you like it, but they all get the nausea effect on top of everything else... Or do you mean the fact that it doesn't cause any damage, and so can be used to incapacitate* foes?
    I think I like the landslide thing... I'll think about it.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    ok, misread something in the text density. For some reason, my brain read it like i would have designed it; each one representing a different part of an eruption:
    list][*]Poison Gas - maybe a scaling damage aura and/or nausea[*]Smoke - choking and distracting. Based on Nightmares, fighting this would be hard...[*]Avalanche - Run em over and burn em[*]Burny death with breath weapons of toxic doom - well, self explanatory really...[/list]
    Hence i didn't really see it as mounting effects like they are

    The landslide ability certainly changes earth elementals. Rather than flailing blocks of muck, they end up as rolling speed bumps and become a Controler style creature in play [I like it, you might prefer static brutes]

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    I like the idea of them being an unmovable and unstoppable rolling mass... Which is pretty much what that Landslide is. I may still give those bonuses to trip and so on. I'll have to review the dwarven stability thing...

    P.S. Vote in the Avatarist Competition.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    I've gotten permission to reopen this thread, because I'm intending to actually use this soon and want last-minute critique. Here's the newest version:
    Spoiler
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    Magma Druid 1.5



    May not subterraneous fire be considered as the great plough (if I may be allowed the expression) which Nature makes use of to turn up the bowels of the earth?
    — Sir William Rowan Hamilton

    Magma Druids represent and draw power from the raw, primordial force of volcanoes, the primeval mix of fire and earth that forms the very foundation of the earth.

    Alignment
    Any.

    Hit Die
    d8.

    Class Skills
    The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.
    Skill Points at Each Additional Level
    4 + Int modifier.



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

    Weapon and Armor Proficiency
    Magma druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with the natural attacks of their Volcanic Form.
    Magma druids are proficient with light and medium armor and shields.

    Spells
    A magma druid casts divine spells, which are drawn from the druid spell list. She is restricted from casting certain spells opposed to the fire and earth types; see Elemental Spells, below. A magma druid must choose and prepare her spells in advance (see below).
    To prepare or cast a spell, the magma druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magma druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
    Like other spellcasters, a magma druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magma Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She has access to the Earth and Fire domains, like a cleric.
    A magma druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A magma druid 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.
    Elemental Spells
    A magma druid can’t cast spells of water, cold, air or electricity types. Spells associated with particular elements are indicated by the water, cold, air, and electricity descriptors in their spell descriptions.
    Bonus Languages
    A magma druid’s bonus language options include Ignan and Terran. This choice is in addition to the bonus languages available to the character because of her race.
    A magma druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level magma druid. Druidic is a free language for a magma druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
    Druidic has its own alphabet.

    Planar Sense (Ex)
    A druid gains a +2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth.

    Planar Empathy (Ex)
    A magma druid can improve the attitude of an elemental and creatures with the fire and earth types. This ability functions just like a Diplomacy check made to improve the attitude of a person. The magma druid rolls 1d20 and adds her magma druid level and her Charisma modifier to determine the planar empathy check result.
    To use planar empathy, the magma druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
    The magma druid gains a +2 bonus to her check when influencing earth, fire or magma elementals.

    Burn (Su)
    From 4th level, the magma druid’s flesh becomes incredibly hot to the touch. She deals an extra 1d4 fire damage when she hits with her natural weapons or unarmed attacks and in a grapple. This bonus damage increases to 1d8 at 9th level, 2d6 at 14th, and 2d10 at level 19. In addition, any creature that takes fire damage must make a Reflex save DC 15 or catch on fire. Creatures attacking the magma druid with natural or unarmed attacks also take this damage.

    Volcanic Form (Su)
    At 4th level, a magma druid can harness the power of molten lava. This progresses as follows:
    Vent Form: She gains +4 natural armour bonus, +2 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 1d6 bludgeoning damage +1d4 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 12+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.
    Caldera Form: She becomes Large size and gains +5 natural armour bonus, +4 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d6 bludgeoning damage + 1d8 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 10 feet of the magma druid must make a Fortitude save DC 14+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d6 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage.
    Pyroclastic Form: She becomes Huge size and gains +6 natural armour bonus, +6 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d8 bludgeoning damage +2d6 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet must make a Fortitude save DC 13 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 10 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 15+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d8 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 80ft. Each stone deals 1d6 bludgeoning damage and 1d6 fire damage. In addition, the vapours make the magma druid difficult to see, granting concealment.
    Cataclysmic Form: The magma druid becomes Huge size (though larger than the Pyroclastic Form) and gains +8 natural armour bonus, +8 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 3d10 bludgeoning damage +2d8 fire. While in this form she is surrounded by superheated ash, stone and poisonous vapour. Creatures within 5 feet automatically take 4d6 fire and 2d6 bludgeoning damage every rounds they remain within the cloud. Creatures within 10 feet must make a Fortitude save DC 14 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 20 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 16+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d10 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to her character level each round as a move action at one or more creatures within 120ft. Each stone deals 2d4 bludgeoning damage and 2d4 fire damage. In addition, the cloud makes the magma druid difficult to see, granting total concealment.

    The druid can choose to use lower forms available.
    This ability lasts for 1 round per magma druid level, or until she changes back. Changing to Volcanic Form or back is a standard action that does not provoke an attack of opportunity.
    Any gear worn or carried by the magma druid melds into the new form and becomes nonfunctional. When the magma druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
    A magma druid can use this ability more times per day at 9th, 14th, and 20th level, as noted on Table: The Magma Druid.

    Mountain Stance (Ex)
    At 5th level the magma druid becomes heavier and more solid. She gains a +4 bonus to checks made to resist being bull rushed or tripped when standing on the ground. She also increases her weight by 20%. This is considered the same as the dwarven Stability racial feature or the Stocky feat for the purpose of qualifying for feats or items.

    Elemental Companion (Ex)
    A magma druid may begin play with an animal companion selected from the following list: Earth or Fire Gen (Dr #315 p. 82), Earthdelver (Du #111 p. 90), Small Earth or Fire Elemental, Small Magma Para-Elemental (MotP p. 181), Sandknight (Du #110 p. 95), Firesnake (Du #111 p. 91), Flamebrother Salamander Larva (Dr #314 p. 50), Ash Rat (MM2), Cinderbrute (Du # 110 p. 86), Minor Flame Snake (FF), Average Salamander Larva (Dr #314 p. 49), or any animal from the Druid animal companion list with the fire, earth or magma type. This creature is otherwise exactly like the Druid’s companion.

    4th level or higher (level -3)
    Earth or Fire Grue (CArc p. 153)
    Stone Spike (MM2)
    Thoqqua
    Any equivalent Druid companion with fire, earth or magma type.

    7th level or higher (level -6)
    Medium Earth or Fire Elemental
    Magma Hurler (Mini p. 65)
    Medium Magma Para-Elemental (MotP p. 181)
    Salt, Glass, Fire or Magma Mephit
    Stone Flyer (Und p. 99)
    Juvenile Xorn
    Stone Drake (RoS p. 189)
    Fire Element Ape (MotP p. 193)
    Fire Bat (MM2)
    Hell Hound
    Magmin
    Phoera (MM3)
    Any equivalent Druid companion with fire, earth or magma type.

    10th level or higher (level -9)
    Avalancher (MM3)
    Large Earth or Fire Elemental
    Large Magma Para-Elemental (MotP p. 181)
    Lesser Earth or Fire Weird (Dr #347 p. 70)
    Earth Element Rhinoceros (MotP p. 192)
    Adult Xorn
    Any equivalent Druid companion with fire, earth or magma type.
    Rast
    Zezir

    13th level or higher (level -12)
    Huge Earth or Fire Elemental
    Huge Magma Para-Elemental
    Stonesinger (MM3)
    Lesser Flame Snake (FF)
    Any equivalent Druid companion with fire, earth or magma type.

    16th level or higher (level -15)
    Magma Element Rhinoceros (Dr #347 p. 60)
    Elder Xorn
    Inferno Spider (MM4)
    Any equivalent Druid companion with fire, earth or magma type.

    Landslide (Ex)
    At 3rd level, a magma druid becomes even heavier and more solid. She does not provoke an attack of opportunity when performing a bull rush, and gains a +4 bonus on the opposed Strength check to push back the defender. She is considered to have the Improved Bull Rush feat for the purpose of meeting prerequisites.

    Improved Landslide (Ex)
    From 7th level, the magma druid becomes an unstoppable force. She does not provoke attacks of opportunity when performing a bull rush, and is considered bull rushing against anything whose space she enters. She may push the creature up to her speed + 10ft. She only follows up to her speed, shoving the target the last distance. She automatically wins the bull rush check against any opponent a size category smaller than herself, and may attempt it against creatures of any size.

    Greater Landslide (Ex)
    From level 13, the magma druid can deal 2d8 + Str damage + Burn to enemies she bull rushes into solid walls.

    Primordial transmogrification (Ex)
    At 20th level, a magma druid undergoes a physical transformation into a magma elemental, with fire and earth subtypes. She gains darkvision out to 60ft; immunity to poison, sleep effects, paralysis, stunning, critical hits and flanking; and does not eat, sleep or breathe.

    What do we think, is it usable yet?
    Last edited by Serpentine; 2010-07-27 at 08:58 AM.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    I like it, but I can't comment on how balanced it is, sorry.
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    This is perhaps an obscure suggestion, but you might consider adding Balance and either Ride or Tumble to the class skill list. Balance is the key skill for the Stone Dragon discipline. Ride can be exchanged for Tumble via the Cityscape web enhancement, and Tumble is the discipline skill for the Desert Wind martial discipline. This opens the door to an easy magma druid/swordsage multiclass with Desert Wind and Stone Dragon maneuvers (fire and earth, natch), or even a magma druid/swordsage/ruby knight vindicator variant.
    Last edited by jiriku; 2010-07-27 at 04:30 PM.
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    If I were you, I would look at the paraelemental clerics of Dark Sun (assuming athas.org still makes 3rd edition material available). I think there was some magma stuff there.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Jiriku: Willing to hear arguments for that. Probably not Ride, though. Cross-class skills can be used for that purpose, can't they?

    Analysis: Where would I find that?

    Anyone still reading this: So is it usable yet?

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Well, the materials used to be in the main rule book, available as a free PDF from www.athas.org. However, the site doesn't currently seem to be responding. Might be only temporary though.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    They can. In-class skills just make it easier. I'd say you've got a fine, usable class as-is. Access to the druid spell list means that you've got a capable contributer even if it was mounted on a wizard chassis. And your magma druid class frame is much better than wizard.
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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Note that I was actually hoping for something lower than Wizard or Druid I think Tier 2ish works for me.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Hey Serp, see mail.

    Also, for summonable creatures: Gjosa

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    But is it usable yet?

    Thanks, though.

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    Default Re: Making a Magma Druid - Halp Plz [3.5]

    Quote Originally Posted by Serpentine View Post
    Note that I was actually hoping for something lower than Wizard or Druid I think Tier 2ish works for me.
    This is less powerful than a wizard or a druid. It is still a Tier 1 class. To reduce it to Tier 2, you'd need to drastically limit its spells known. To reduce it to Tier 3 (which is more desirable, IMO), you'd want to instead prune its class spell list to a limited selection of spells, say no more than 150 total across all levels, and carefully choose those spells to eliminate broken options, such as venomfire and shapechange.

    And again, it's definitely usable.
    Last edited by jiriku; 2010-07-28 at 10:48 AM.
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