A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Page 2 of 2 FirstFirst 12
Results 31 to 51 of 51

Thread: Variant Druids

  1. - Top - End - #31
    Troll in the Playground
     
    Lyndworm's Avatar

    Join Date
    Feb 2008
    Location
    A Chicago Suburb
    Gender
    Male

    Default Re: Variant Druids

    Quote Originally Posted by Cieyrin View Post
    P.S. On the Plant Companions, there was an actually pretty nice article late Dragon about having plant companions. It was a pretty cool and modular system for a 1-2 page article, though it needs cleaning up a bit. If I can find it or if you know which Dragon it's in, I'd definitely have a look.
    A quick search leads me to believe that they're in DR357.

    I don't have anything constructive to add, only that I love the idea of these.
    Are any of my tables still broken?
    Visit Beautiful Gatazka Today!
    Fluff | Crunch

    I'm hardly an expert, but feel free to PM me if you ever need anything; build advice, homebrew advice,
    elaboration of a post I made, elaboration of my homebrew, my Social Security number, or just a friendly ear.

  2. - Top - End - #32
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Quote Originally Posted by Cieyrin View Post
    As Tyndmyr pointed out, a Source list would be incredibly helpful, as the spells seem to come from so many different books as to be nightmarish to figure out everything it does. I see Core, Sandstorm, Races of Stone, Book of Exalted Deeds, Spell Compendium and probably some Realms books and Dragons and Dungeons. I have no problem that they draw from those sources but knowing where they come from makes it far easier to look up. A bit of work, yes, but it saves so much time later on.
    Oooooh, is that what he was talking about? I didn't understand. Yeah, I think I can do that.
    Quote Originally Posted by Cieyrin View Post
    I was a bit surprised that Plant Druid lacked Panacea on their spell list but that's probably a simple mistake.
    Almost certainly. Where is panacea found?
    Quote Originally Posted by Cieyrin View Post
    Another thing is the specific clauses with SNA and SM kinda makes the first level versions useless, as all they have are Celestial, Fiendish and normal animals, nothing with the elemental tags you want. Elemental and Plant critters start showing up at the second level, unless there's some Manual of the Planes/Planar Handbook madness I'm missing.
    I figured the Summon lists weren't complete, and people could substitute equivalent-level creatures.
    Quote Originally Posted by Cieyrin View Post
    A final bit on spells is the Magma Druid's orison list seems both strangely empty and also leaving me wonder why Ram's Might is there, as that'll be practically every 0 level slot filled with what would otherwise be a 1st level spell.
    Basically, because I couldn't find many orisons that fit the theme. Suggestions are welcome.
    Quote Originally Posted by Cieyrin View Post
    The save DCs are all over the place, mostly on the weakish side, Improved Alluring Scent and Spines being prime candidates, as at the earliest you can get them, the DC is fairly useless or you can cast a spell with a better DC (Poison pops up at the same level you could choose Improved Spines). I'd personally standardize the DCs to 10+half class level+appropriate stat mod, so that abilities stay relevant throughout the druid's career. If you want something to be extra powerful, perhaps take a page from Spirit Shaman's Censure Spirits and apply full class level, though use that sparingly, as Censure Spirits is a lot more powerful than a lot of people give it credit for.
    Are all the DCs being the same standard/normal/acceptable? Good to know they're on the weaker side, though, I tend to be paranoid about going too powerful.
    Quote Originally Posted by Cieyrin View Post
    Life Bundles are definitely a neat idea, it needs some major polishing though. As written, there's a limit to how many you can make in a day, it's true, but you can horde the things so you can nova by having everybody in the party throw one. Not what I think you were going for. I'd have them be a move to make and a standard to throw and they only stay together for a number of rounds equal to the plant druid's class level. Not quite what was made in the books (I would assume, I haven't had the chance to read them myself) but a bit better balanced.
    What if I put a cap on them and/or had a clause that only the maker can throw them - and only one at a time?
    (confession: in the books, they did go nova on a small army with them. I may have had that image in mind <.<)
    Quote Originally Posted by Cieyrin View Post
    Final bits is that there's mention of a Plant Shape ability for the Plant Druid but it never shows up, so I'm not sure if it got dropped in the end or what. There's still mentions of it in the class pre-20th level, so...what's up with that?
    Yeah, that's something I forgot to remove when I scrapped that idea. I could only find one mention of it, though, right at the start?
    Quote Originally Posted by Cieyrin View Post
    These are lovely classes, make no mistake. They just could be a little bit better, is all I'm saying. I don't critique what I don't like, so there's definitely fun stuff here. I'd rather enjoy playing a Dwarf or Goliath Magma Druid, maybe tagging in Stonespeaker Sentinal and Nature's Warrior. Them's my 2 coppers. Take as you will.
    Thanks!
    Quote Originally Posted by Cieyrin View Post
    P.S. On the Plant Companions, there was an actually pretty nice article late Dragon about having plant companions. It was a pretty cool and modular system for a 1-2 page article, though it needs cleaning up a bit. If I can find it or if you know which Dragon it's in, I'd definitely have a look.
    Do you think it's better than what I've got?
    Quote Originally Posted by Cieyrin View Post
    P.P.S. Is Alluring Scent meant to mix up with Rich's Fey Druid feats?
    I haven't read Rich's Fey Druid feats. Neat if they fit, though (the Rebuke Plants ability is meant to go with that guy's Rebuke Plants-based abilities, too).
    Quote Originally Posted by Cieyrin View Post
    Also, the ability boosting Drifts seem a bit too easy to get, I'd tag 'em with some level requirements so you don't pick up +6 to a stat by 7th, which definitely gets scary with Fey Druid.
    Is that a serious concern?

  3. - Top - End - #33
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Anyone who's still looking at this: I could really use some help with this Aberrant Druid thing.

    Here's what I've got so far, ideas-wise: Darkvision at first level, natural armour increasing steadily all the way through. I'll probably have the character's type turn to Aberration at some point, but that doesn't actually really add anything much - I can't even think, off the top of my head, of any feats or items that require the aberration type. Aberrant Empathy, as standard.
    I didn't really like the idea of having "wildshape but with aberrations", so I was thinking of having permanent, constant drifts like the Vegetal Drift based on the physical features of aberrations, and also temporary, times-per-day Shifts, possibly using the drifts as prerequesites, involving the extraordinary and supernatural abilities of aberrations.
    Buuuuuut now... I'm thinking of folding all of those into permanent drifts (although some may have a per-day basis, e.g. beholder eye-rays), the more powerful ones requiring certain earlier drifts and/or other restrictions such as level.
    It'll also have spellcasting in much the same way as the other two Druids. I'd like to have some defenses from aberrant abilities, but there's not really much that's consistent through them. Maybe just a flat bonus to saves vs. aberration abilities?

    Any thoughts? It seems like these drifts will range from pretty weak to way too powerful. I'm hoping that if they're granted a lot (every second level?), with the more powerful restricted, it'll even out. However, I'm also not sure this will be enough to base a whole class on. I was considering maybe bonuses to saves vs. mind affecting because of their increasingly alien mindset?

    An example of the drifts (not actually well thought out, just a starting framework):

    - Maw: Bite attack, 1d6 damage/4 levels.
    - Gaping Maw: Improved Grab with bite attack, requires Maw.
    - Horrific Gaping Maw: Swallow Whole creatures at least 2 categories smaller, requires Gaping Maw.
    -Loosening Form: Body starts to warp and soften, protection from sneak attacks.
    - Amorphous Form: immunity to sneak attacks, possibly other benefits, requires Loosening Form.
    - Engulf: Swallow Whole creatures your size or smaller. Requires Horrific Gaping Maw and Amorphous Form.

    Halp plox.

    I've collected the stuff for the core aberrations here (sans. mindflayers and any other core aberrations not on the SRD, except beholders):
    Quote Originally Posted by Serpentine View Post
    Notes'n'stuff:
    Spoiler
    Show
    Aboleth
    Physical
    Spoiler
    Show
    Swim speed
    Natural armour
    Tentacle
    Darkvision
    Aquatic subtype

    Extraordinary/Supernatural
    Spoiler
    Show
    Dominate person, permanent.
    Slime that turns victim's skin clear and slimy and makes them need to stay in water.
    Mucus cloud removing victim's ability to breathe air.

    Spells/Spell-like
    Spoiler
    Show
    hypnotic pattern
    illusory wall
    mirage arcana
    persistent image
    programmed image
    project image
    veil


    Athach
    Physical
    Spoiler
    Show
    natural armour
    Darkvision
    Bite attack
    3rd arm
    Poison, Str damage

    Extraordinary/Supernatural
    Spoiler
    Show
    d

    Spells/Spell-like
    Spoiler
    Show
    d


    Beholder
    Physical
    Spoiler
    Show
    Eye stalks
    Large single eye
    Natural armour
    Bite
    darkvision

    Extraordinary/Supernatural
    Spoiler
    Show
    Eye rays - sleep, inflict moderate wounds, dispel magic, scorching ray, paralysis, exhaustion; charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis
    Antimagic cone
    Buoyant body - flight
    Stunning gaze

    Spells/Spell-like
    Spoiler
    Show
    d


    Carrion Crawler
    Physical
    Spoiler
    Show
    Natural armour
    Tentacles
    Darkvision
    Scent

    Extraordinary/Supernatural
    Spoiler
    Show
    Paralysis

    Spells/Spell-like
    Spoiler
    Show
    d


    Choker
    Physical
    Spoiler
    Show
    Climb speed
    Natural armour
    Tentacle
    Reach

    Extraordinary/Supernatural
    Spoiler
    Show
    Constrict
    Improved Grab

    Spells/Spell-like
    Spoiler
    Show
    d


    Chuul
    Physical
    Spoiler
    Show
    Amphibious
    Darkvision
    Natural armour
    Swim speed
    Claws
    Poison immunity

    Extraordinary/Supernatural
    Spoiler
    Show
    Paralysis
    Constrict
    Improved grab

    Spells/Spell-like
    Spoiler
    Show
    d


    Cloaker
    Physical
    Spoiler
    Show
    Natural armour
    Flight
    Tail
    Bite
    Darkvision

    Extraordinary/Supernatural
    Spoiler
    Show
    Moan - unnerve, fear, nausea, stupor
    Engulf
    Shadow manipulation - concealment, mirror image, silent image

    Spells/Spell-like
    Spoiler
    Show
    d


    Delver
    Physical
    Spoiler
    Show
    Burrow
    Natural armour
    Darkvision
    Acid immunity
    Tremorsense

    Extraordinary/Supernatural
    Spoiler
    Show
    Corrosive slime
    Stone shape

    Spells/Spell-like
    Spoiler
    Show
    d


    Destrachan
    Physical
    Spoiler
    Show
    Natural Armour
    Claws
    Excellent hearing
    Blind - immune to sight-dependent things

    Extraordinary/Supernatural
    Spoiler
    Show
    Sonic attack
    Blindsight
    Protected from sonic attacks

    Spells/Spell-like
    Spoiler
    Show
    d


    Drider
    Physical
    Spoiler
    Show
    Natural Armour
    Spider-parts
    Climb speed
    Bite
    Darkvision
    Spell resistance
    Bonus to hide & move silently

    Extraordinary/Supernatural
    Spoiler
    Show
    Poisonous bite - strength damage

    Spells/Spell-like
    Spoiler
    Show
    Dancing lights
    Clairaudience
    Darkness
    Detect Good
    Detect Law
    Detect Magic
    Dispell Magic
    Faerie Fire
    Levitate
    Suggestion


    Ethereal Filcher
    Physical
    Spoiler
    Show
    Natural Armour
    Bite attack
    Darkvision
    Bonuses to sleight of hand, listen, spot

    Extraordinary/Supernatural
    Spoiler
    Show
    Detect magic at will
    Ethereal Jaunt

    Spells/Spell-like
    Spoiler
    Show
    d


    Ettercap
    Physical
    Spoiler
    Show
    Natural armour
    Bite
    Claws
    Low-light vision
    Climb speed
    Bonus to trapmaking, hide, spot, climb.

    Extraordinary/Supernatural
    Spoiler
    Show
    Poison - Dex damage
    Web-throwing
    Web-trap making

    Spells/Spell-like
    Spoiler
    Show
    d


    Gibbering Mouther
    Physical
    Spoiler
    Show
    Swim speed
    Natural armour
    Bite attack
    damage reduction /bludgeoning
    Darkvision
    Multiple eyes
    Bonus to spot

    Extraordinary/Supernatural
    Spoiler
    Show
    Gibbering - as confusion
    Blinding acidic spit
    Improved Grabbing bite
    Swallow whole
    Blood drain
    Ground manipulation - softening earth
    Amorphous body

    Spells/Spell-like
    Spoiler
    Show
    d


    Grick
    Physical
    Spoiler
    Show
    Tentacles
    Climb speed
    Bonus to climb and hide
    Darkvision
    Scent
    Natural Armour

    Extraordinary/Supernatural
    Spoiler
    Show
    Damage reduction/magic

    Spells/Spell-like
    Spoiler
    Show
    d


    Mimic
    Physical
    Spoiler
    Show
    Natural armour
    Pseudopod slam
    Darkvision
    Immunity to acid

    Extraordinary/Supernatural
    Spoiler
    Show
    Adhesive
    Crush when grappling
    Mimic shape - bonus to Disguise

    Spells/Spell-like
    Spoiler
    Show
    d


    Dark Naga
    Physical
    Spoiler
    Show
    Natural armour
    Bite attack
    Sting attack
    Darkvision

    Extraordinary/Supernatural
    Spoiler
    Show
    Poison - sleep
    Resistance to charm
    Detect thoughts, continuous
    Immunity to mind-reading

    Spells/Spell-like
    Spoiler
    Show
    d


    Guardian Naga
    Physical
    Spoiler
    Show
    Natural armour
    Bite attack
    Darkvision

    Extraordinary/Supernatural
    Spoiler
    Show
    Poison - bite and spit, Constitution damage

    Spells/Spell-like
    Spoiler
    Show
    d


    Spirit Naga
    Physical
    Spoiler
    Show
    Natural armour
    Bite attack

    Extraordinary/Supernatural
    Spoiler
    Show
    Charming gaze - charm person
    Poison - Constitution damage

    Spells/Spell-like
    Spoiler
    Show
    d


    Water naga
    Physical
    Spoiler
    Show
    Swim speed
    Natural Armour
    Bite attack
    Darkvision
    Bonus to swim

    Extraordinary/Supernatural
    Spoiler
    Show
    Poison - Constitution damage

    Spells/Spell-like
    Spoiler
    Show
    d


    Otyugh
    Physical
    Spoiler
    Show
    Natural armour
    Darkvision
    Tentacles
    Bite attack
    Specific bonus to Hide

    Extraordinary/Supernatural
    Spoiler
    Show
    Constrict
    Diseased bite - days incubation, Dex & Con damage
    Improved Grab

    Spells/Spell-like
    Spoiler
    Show
    d


    Phasm
    Physical
    Spoiler
    Show
    Natural Armour
    Slam attack with pseudopod
    Tremorsense

    Extraordinary/Supernatural
    Spoiler
    Show
    Amorphous - immunities
    Bonus to Fortitude & Reflex
    Alternate form - bonus to disguise

    Spells/Spell-like
    Spoiler
    Show
    d


    Rust Monster
    Physical
    Spoiler
    Show
    Natural armour
    Bite attack
    Darkvision
    Scent

    Extraordinary/Supernatural
    Spoiler
    Show
    Rusting touch

    Spells/Spell-like
    Spoiler
    Show
    d


    Skum
    Physical
    Spoiler
    Show
    Darkvision
    Natural armour
    Bite attack
    Claw attack
    Amphibious
    Swim speed
    Bonus to swim
    Bonus to hide, spot, listen underwater

    Extraordinary/Supernatural
    Spoiler
    Show
    Rake attack

    Spells/Spell-like
    Spoiler
    Show
    d


    Will O' Wisp
    Physical
    Spoiler
    Show
    Deflection bonus
    Flight
    Darkvision

    Extraordinary/Supernatural
    Spoiler
    Show
    Magic immunity
    Natural invisibility

    Spells/Spell-like
    Spoiler
    Show
    d


    b
    Physical
    Spoiler
    Show
    d

    Extraordinary/Supernatural
    Spoiler
    Show
    d

    Spells/Spell-like
    Spoiler
    Show
    d
    Last edited by Serpentine; 2011-08-11 at 07:46 AM.

  4. - Top - End - #34
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Aberrant Druid, wip
    Spoiler
    Show
    Aberrant Druid

    [img][/img]

    Quote here.


    Description here.

    Alignment
    Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. With their fascination with dark and twisted creatures and often unpleasant physical deformation, Aberrant Druids tend towards Evil or Chaotic.

    Hit Die
    d8.

    Class Skills
    The Aberrant Druidís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (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 Druid
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Dungeon Sense, Aberrant Drift, Aberrant Empathy, Darkvision 60ft|3|1||||||

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Aberration Familiarity, Mutation|4|2||||||

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Alien Mind +1 (mind-affecting)|4|2|1|||||

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Aberrant Drift, Truly Aberrant, Mutation|5|3|2|||||||

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Thickened Skin +2|5|3|2|1|||||

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Mutation|5|3|3|2|||||

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Aberrant Drift, Alien Mind +2|6|4|3|2|1||||

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Mutation|6|4|3|3|2||||

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Thickened Skin +4|6|4|4|3|2|1|||

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Aberrant Drift, Mutation|6|4|4|3|3|2|||

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Alien Mind +3 (Divination)|6|5|4|4|3|2|1||

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Mutation|6|5|4|4|3|3|2|||

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Aberrant Drift, Thickened Skin +6|6|5|5|4|4|3|2|1||

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Mutation|6|5|5|4|4|3|3|2||

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Alien Mind +4|6|5|5|5|4|4|3|2|1|

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Aberrant Drift, Mutation|6|5|5|5|4|4|3|3|2|

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Thickened Skin +8|6|5|5|5|5|4|4|3|2|1

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Mutation|6|5|5|5|5|4|4|3|3|2

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Aberrant Drift, Alien Mind +5|6|5|5|5|5|5|4|4|3|3

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Mutation, Thickened Skin +10|6|5|5|5|5|5|4|4|4|4[/table]

    Class Features
    All the following are class features of the Aberrant Druid.

    Weapon and Armour Proficiency
    Aberrant druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, whip. They are also proficient with all natural attacks (claw, bite, and so forth) they acquire through Mutation.

    Aberrant druids are proficient with light and medium armour.

    Spells
    An aberrant druid casts divine spells, which are drawn from the aberrant druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An aberrant druid must choose and prepare her spells in advance (see below).

    To prepare or cast a spell, the aberrant druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a plant druidís spell is 10 + the spell level + the plant druidís Wisdom modifier.

    Like other spellcasters, an aberrant 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 Aberrant Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

    An aberrant druid prepares and casts spells the way a cleric does. An aberrant druid may prepare and cast any spell on the aberrant druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Chaotic, Evil, Good, and Lawful Spells
    A druid canít cast spells of an alignment opposed to her own or her deityís (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

    Spell List
    Spoiler
    Show
    0th Level
    Cure Minor Wounds
    Daze
    Detect Magic
    Detect Poison
    Guidance
    Know Direction
    Light
    Mending (wood or plant material only)
    Naturewatch
    Purify Food and Drink
    Read Magic
    Repair Minor Damage
    Resistance
    Virtue

    1st Level
    Alarm
    Animate Rope (plant material only)
    Animate Wood
    Backbiter
    Beget Bogun
    Calm Animals
    Camouflage
    Charm Animal
    Charm Person
    Claws of the Beast
    Confusion, Lesser
    Cure Light Wounds
    Detect Animals or Plants
    Detect Snares and Pits
    Endure Elements
    Entangle
    Goodberry
    Healthful Rest
    Ironguts
    Ram's Might
    Repair Light Damage
    Shillelagh
    Summon Nature's Ally I (plant only)
    Towering Oak
    Vigor, Lesser
    Vine Strike
    Wood Wose

    2nd Level
    Aid
    Aura Against Flame
    Balancing Lorecall
    Barkskin
    Bear's Endurance
    Blinding Spittle
    Blindsight
    Brambles
    Branch to Branch
    Briar Web
    Bull's Strength
    Calm Emotions
    Cat's Grace
    Cloud of Bewilderment
    Daze Monster
    Decomposition
    Delay Poison
    Eagle's Splendor
    Ease Pain
    Easy Trail
    Estanna's Stew
    Fox's Cunning
    Healing Lorecall
    Hold Animal
    Mountain Stance
    Nature's Favour (plant only)
    One with the Land
    Owl's Wisdom
    Pass Without Trace
    Reduce Plant (as Reduce Animal)
    Remedy Moderate Wounds
    Remove Addiction
    Remove Paralysis
    Repair Moderate Damage
    Summon Nature's Ally II (plant only)
    Tree Shape
    Warp Wood
    Wood Shape
    Woodland Veil

    3rd Level
    Beast Claws
    Cloak of Bravery
    Command Plants
    Create Food and Water
    Cure Moderate Wounds
    Diminish Plants
    Distilled Joy
    Easy Climb
    Entangling Staff
    Healing Touch
    Hold Person
    Meld Into Tree (as Stone, but plant only)
    Neutralise Poison
    Phantom Plow
    Plant Growth
    Poison
    Quillfire
    Refreshment
    Remove Blindness/Deafness
    Remove Disease
    Remove Nausea
    Repair Serious Damage
    Shrink Item (wood or plant only)
    Snare
    Speak With Plants
    Spike Growth
    Spikes
    Summon Nature's Ally III (plant only)
    Thornskin
    Tremorsense
    Vigor
    Vigor, Mass Lesser
    Walk the Mountain's Path

    4th Level
    Antiplant Shell
    Blight
    Camouflage, Mass
    Charm Monster
    Confusion
    Cure Serious Wounds
    Dispell Magic
    Forestfold
    Freedom of Movement
    Land Womb
    Languor
    Polymorph (into plant or wood only)
    Reincarnate
    Remove Fatigue
    Repair Critical Damage
    Repel Vermin
    Summon Nature's Ally IV (plant only)
    Sustain
    Viscid Glob

    5th Level
    Atonement
    Awaken (plant only)
    Charm Person, Mass
    Commune With Nature
    Cure Light Wounds, Mass
    Cure Critical Wounds
    Hold Monster
    Memory Rot
    Monstrous Regeneration
    Owl's Insight
    Passwall (wood only)
    Poison Thorns
    Quill Blast
    Spore Cloak
    Summon Nature's Ally V (plant only)
    Tree Stride
    Vigor, Greater
    Wall of Thorns
    Wood Rot

    6th Level
    Animate Objects (wood & plant materials only)
    Antilife Shell
    Bull's Strength, Mass
    Cat's Grace, Mass
    Crumble
    Dispell Magic, Greater
    Eagle's Splendor, Mass
    Find the Path
    Fire Seeds
    Fox's Cunning, Mass
    Hero's Feast
    Ironwood
    Liveoak
    Owl's Wisdom, Mass
    Phantasmal Disorientation
    Repel Wood
    Spellstaff
    Wood to Flesh (as Stone to Flesh)
    Summon Nature's Ally VI (plant only)
    Transport Via Plants
    Vigorous Circle

    7th Level
    Amber Sarcophagus
    Animate Plants
    Aura of Vitality
    Changestaff
    Cure Moderate Wounds, Mass
    Heal
    Hold Person, Mass
    Insanity
    Phase Door (wood only)
    Poison Vines
    Rain of Roses
    Summon Nature's Ally VII (plant only)
    Transmute Metal to Wood

    8th Level
    Awaken, Mass (plant only)
    Blackstaff
    Charm Monster, Mass
    Control Plants
    Cure Serious Wounds, Mass
    Detoxify
    Horrid Wilting
    Polymorph Any Object (into plant or wood only)
    Spread of Contentment
    Summon Nature's Ally VIII (plant only)

    9th Level
    Cure Critical Wounds, Mass
    Heal, Mass
    Hold Monster, Mass
    Nature's Avatar (plant only)
    Rain of Black Tulips
    Regenerate
    Shambler
    Shapechange (plant only)
    Summon Nature's Ally IX (plant only)
    Unyielding Roots


    Bonus Languages
    An aberration druidís bonus language options include Undercommon, the language of cave-dwelling creatures. This choice is in addition to the bonus languages available to the character because of her race.

    An aberration druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level plant druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesnít take up a language slot. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Dungeon Sense (Ex)
    An aberrant druid gains a +2 bonus on Knowledge (dungeoneering) checks and a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage when using these skills against creatures of the aberration type.

    Aberrant Empathy (Ex)
    An aberrant druid can improve the attitude of an aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The aberration druid rolls 1d20 and adds her aberration druid level and her Charisma modifier to determine the aberrant empathy check result.

    To use aberrant empathy, the aberrant druid and the creature 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 aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Aberrant Drift
    At 1st level and every 3 levels thereafter, the aberrant druid changes in some small but sinister way, granting it a +2 circumstance bonus to Intimidate checks and a +1 bonus to the DC of any spells with the [fear] descriptor cast. The exact nature of this change is up to the player, but has no mechanical effect beyond those listed.

    Darvision (Ex)
    An aberrant druid has Darkvision to 60ft. If she already has Darkvision from another source, its range is doubled.

    Mutation
    At 2nd level and every second level thereafter, the aberrant druid may select one of the following mutations, or a custom one of equivalent power.
    Spoiler
    Show
    Tentacles
    Requires: --
    Effect: You sprout thin, grabbing tentacles.
    Benefit: You gain a +4 bonus to grappling checks and against being disarmed.

    Grasping Tentacles
    Requires: Tentacles
    Effect: Your tentacles grow larger and stronger.
    Benefit: The bonus to grappling and against being disarmed increases to +6. You gain Improved Grab.

    Reaching Tentacles
    Requires: Tentacles
    Effect: Your primary tentacles grow long.
    Benefit: You gain +5ft reach.

    Slamming Tentacles
    Requires: Grasping Tentacles OR Reaching Tentacles
    Effect: Your tentacles grow thick and strong.
    Benefit: You gain an additional slam attack at -2 attack that deals bludgeoning damage equal to 1d6/4 class levels (medium creature, scales with size).

    Extra Slamming Tentacles
    Requires: Slamming Tentacles
    Effect: You become more adept at using your tentacles.
    Benefit: As Slamming Tentacles, except you have a number of slam attacks equal to your Dexterity modifier (minimum 2).

    Constriction
    Requires: Improved Grab OR Squeezing Tail
    Effect: You can squeeze enemies to death.
    Benefit: With a successful grapple check you deal 1d6 damage per 3 aberrant druid levels (medium creature, scales with size).

    Slime
    Requires: --
    Effect: Your body produces a slick, nasty slime.
    Benefit: You gain a +4 bonus to Escape Artist checks. Small amounts of the slime can be used to grant a +2 circumstance bonus to Open Lock and Disable Device checks, but it becomes dry and useless 5 minutes after being removed from your body.

    Aboleth Slime (Ex)
    Requires: Slime
    Effect: Your slimy coating takes on the attributes of that of aboleths.
    Benefit: As for the aboleth's slime ability. The save DC is 14+ Consitution modifier.

    Adhesive (Ex)
    Requires: Slime
    Effect: You can turn your slime into a sticky glue.
    Benefit: As a move action, you can turn your slime into an adhesive (and with another move action, you can change it back). You gain a +4 bonus to avoid getting disarmed and a +10 bonus to grapple checks.

    Shifting Skin (Ex)
    Requires: --
    Effect: You can alter the colour and texture of your skin to blend in with your surroundings.
    Benefit: You gain a circumstance bonus to Hide checks equal to your aberrant druid level.

    Reflective Skin (Ex)
    Requires: Shifting Skin
    Effect: You can make your skin resistant to magic.
    Benefit: As a free action, you can alter your skin to gain spell resistance 10 + 1/2 your aberrant druid level. This cannot be used at the same time as Shifting Skin, Shifting Flesh or Transforming Flesh.

    Shifting Flesh (Ex)
    Requires: Shifting Skin, level 10 aberrant druid
    Effect: You can shift your features to appear like someone else.
    Benefit: You can alter your body as disguise self, except that it is not a magical effect but a physical one, it effects your body but not your possessions, and you can appear to be any humanoid within one size category of your natural form.

    Transforming Flesh (Ex)
    Requires: Shifting Flesh, Amorphous Form
    Effect: You can reshape your whole body in any way.
    Benefit: You can alter your body to look like anything within one size category of your natural form. You gain no characteristics of whatever shape you take beyond appearance, but it is not an illusory effect and you gain a bonus to Disguise checks equal to 1 1/2 times your aberrant druid level.

    Extra Limb
    Requires: --
    Effect: You grow a third limb.
    Benefit: You have 3 arms.

    Claws
    Requires: --
    Effect: Your hands become sharp claws or cutting pincers.
    Benefit: You gain a natural claw attack that deals 1d6 damage per 4 aberrant druid levels (medium creature, scales with size).

    Tearing Claws
    Requires: Claws
    Effect: Your claws or pincers rip into your enemies.
    Benefit: You gain Improved Grab. In addition, if you hit with both claw attacks you automatically deal critical damage.

    Maw
    Reqires: --
    Effect: Your mouth becomes wider and full of sharp fangs.
    Benefit: You gain a bite attack at -2 attack that deals 1d6/4 class levels piercing damage (medium creature, scales with size).

    Gaping Maw
    Requires: Maw
    Effect: Your mouth stretches to grotesque proportions.
    Benefit: You gain Improved Grab with your bite attack. You are considered a size larger for the purpose of determining bite attack damage.

    Consuming Maw (Ex)
    Requires: Gaping Maw, Incohate Form
    Effect: Your mouth and throat gape and consume.
    Benefit: You can swallow whole any grappled creature two or more size categories smaller than you. A swallowed creature takes your bite damage + 2x your Con Mod (min. 1) acid damage per round. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A medium aberrant druid can swallow 1 tiny, 4 diminutive or 8 fine creatures.

    Engulfing Maw (Ex)
    Requires: Consuming Maw, Amorphous Form
    Effect: Your mouth and body distend horribly to consume your enemies.
    Benefit: You can attempt to swallow a grappled opponent your size or smaller size by making a successful grapple check. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    Your body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

    Incohate Form (Ex)
    Requires: --
    Effect: Your body starts to shift and deform.
    Benefit: You gain light fortification (25% chance to negate sneak attacks and critical hits).

    Alien Form (Ex)
    Requires: Incohate Form
    Effect: Although outwardly relatively normal, inside your body is completely alien and weird.
    Benefit: You gain moderate fortification and damage reduction 2/bludgeoning.

    Amorphous Form (Ex)
    Requires: Alien Form, level 10 aberrant druid
    Effect: Your body, although retaining your original shape, has little in common with the anatomy with which you were born.
    Benefit: You become immune to sneak attacks and critical hits, your damage reduction increases to 4/bludgeoning, and you are considered a size category smaller for the purpose of squeezing through tight spaces. You gain a +2 bonus to resist any shape-changing spell or ability.

    Antennae (Ex)
    Requires: Level 6 aberrant druid
    Effect: You sprout sensitive antennae.
    Benefit: You gain blindsight 5ft per 5 aberrant druid levels.

    Rusting Touch (Ex)
    Requires: Antennae
    Effect: Your antennae can oxidise metals just by touching them.
    Benefit: A number of times per day equal to 1 + your Constitution modifier (min. 1) as a standard action you may attempt a touch attack on a metal object with your antennae. If successful, the target metal corrodes, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 12 + Con mod Reflex save or be dissolved.

    Poison
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a potent poison.
    Benefit: Your bite, sting or tentacle slam attack deals poison as well as damage. Injury, Fort DC class level + Constitution modifier, initial and secondary damage 1d6 to one ability. Choose which ability is affected upon selection.
    Special: This mutation may be selected multiple times, a different ability each time. Multiple poisons may be used at one time (e.g. Intelligence Poison + Dexterity Poison = 1d6 Intelligence and 1d6 Dexterity damage with one attack).

    Paralysing Poison
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a paralysing venom.
    Benefit: Your bite, sting or tentacle slam attack paralyses your enemies. Fort DC aberrant druid level + Con modifier, paralysis for 1d4 rounds per 4 aberrant druid levels.

    Clinging Pads
    Requires: --
    Effect: Your skin grows sticky, hairy pads.
    Benefit: You gain a +2 bonus to avoid being disarmed and a +4 bonus to Climb checks.

    Super-sticky Pads
    Requires: Clinging Pads
    Effect: Your skin pads become more adhesive.
    Benefit: You gain a Climb speed of 10ft and Improved Grab.

    Multiple Eyes
    Requires: --
    Effect: You sprout eyes all over your body.
    Benefit: You gain a +4 bonus to Spot checks and so long as you can see you cannot be flanked.

    Captivating Gaze (Su)
    Requires: Multiple Eyes
    Effect: Your gaze gains an intensity from which it is difficult to look away.
    Benefit: A number of times per day equal to 2 + Wis Mod (min. 1), you can use hypnotism as the spell there is no HD limit to the number of creatures you can effect, and they don't need to be within 30ft of one another. You also add your Wisdom modifier to attack rolls.

    Mesmerising Gaze (Su)
    Requires: Captivating Gaze
    Effect: Your stare becomes almost impossible to resist.
    Benefit: A number of times per day equal to 1 + Wis Mod (min. 1), you can use charm monster on up to your Wisdom modifier (min. 1) creatures within range that you can see. You can also add your Wisdom modifier to your armour class.

    Eye Stalks
    Requires: --
    Effect: You sprout multiple eyes from your head.
    Benefit: You gain a +4 bonus to Spot checks and so long as you can see you cannot be flanked.

    Eye Rays - Guath
    Requires: Eye Stalks
    Effect: You can shoot rays from your eye stalks as a guath.
    Benefit: A number of times per day equal to 1/4 your class level each you can use the following spells as a spell-like ability: sleep, inflict moderate wounds, dispel magic, scorching ray, paralysis, exhaustion. DCs as for spells.

    Eye Rays - Beholder
    Requires: Eye Rays - Guath, Aberrant Druid level 14
    Effect: You can shoot rays from your eye stalks as a beholder.
    Benefit: A number of times per day equal to 1/5 your class level each you can use the following spells as a spell-like ability: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis. DCs as for spells.

    Bouyant Body (Ex)
    Requires: --
    Effect: Your body becomes naturally light and bouncy.
    Benefit: You gain a +4 bonus to Swim checks to stay afloat and a +4 bonus to Jump checks. Your body weight is reduced by 1/3.

    Floating Body (Ex)
    Requires: Bouyant Body
    Effect: Your body becomes lighter than air.
    Benefit: You can use levitation at will as an extraordinary ability. Your body weight is halved.

    Airborne Body (Ex)
    Requires: Floating Body
    Effect: You gain the ability to control and direct your super-light body.
    Benefit: You gain the ability to fly, perfect maneuverability, natural, speed equal to your walking speed. If you fall unconcious while airborne you drift gently to the ground.

    Keen Nose (Ex)
    Requires: --
    Effect: Your sense of smell sharpens.
    Benefit: You gain scent.

    Cloaker Moan (Ex)
    Requires: Level 6 Aberrant Druid
    Effect: You can imitate the cloaker's dreadful moan.
    Benefit: You can use the cloaker's moan ability a number of times per day equal to 1/5 aberrant druid level. Save DCs 15 or 13+listed ability modifier, whichever is higher.

    Skin Flaps
    Requires: --
    Effect: You grow large, loose flaps of skin. They may be wing-like, fin-like, or resemble a cloak when at rest.
    Benefit: You gain a +2 bonus to jump checks and as long as you are concious are permanently under the effect of feather fall. By spending a move action to flap the skin around in a confusing manner you gain a +2 bonus to AC until the end of the round.

    Flapping Skin
    Requires: Skin Flaps
    Effect: Your loose flaps of skin become stronger and more wing-like.
    Benefit: You gain natural flight, average maneuverability, walking speed. The AC bonus from flapping the skin increases to +4.

    Whipping Tail
    Requires: At least 1 Aberrant Drift - tail.
    Effect: You grow a long, whip-like tail.
    Benefit: You gain an additional slap attack with your tail at -2 attack that deals 1d6 damage.

    Sweeping Tail
    Requires: Whipping Tail
    Effect: Your tail grows long and oar-like.
    Benefit: You gain a 20ft swim speed and you can make trip attacks with your tail.

    Squeezing Tail
    Requires: Whipping Tail
    Effect: Your tail becomes even longer and more muscular.
    Benefit: Your tail slap damage increases to 2d6, and you gain Improved Grab with it.

    Shadow Manipulation (Su)
    Requires: --
    Effect: You can manipulate shadows like a cloaker.
    Benefit: A number of times per day equal to 1/4 your aberrant druid level you gain the cloaker's Shadow Shift ability.

    Digging (Ex)
    Requires: Claws
    Effect: You can burrow your way into the earth.
    Benefit: You gain a 10ft burrow speed. You are considered a size category larger for the purpose of determining your claw damage.

    Acid Immunity
    Requires: +4 Natural Armour
    Effect: Your skin becomes thick, stony and resistant to acidic damage.
    Benefit: You gain immunity to acid.

    Corrosive Slime (Ex)
    Requires: Immunity to acid, Slime
    Effect: Your slimy coating becomes horribly corrosive.
    Benefit: Any contact with your skin - including grappling and natural attacks - deals 2d4 acid damage. A number of times per day equal to your Constitution modifier (minimum 1), you can concentrate your slime to the intensity of the delver's corrosive slime for 1d6 + Con mod rounds.

    Ground Manipulation (Su)
    Requires: --
    Effect: You can effect the composition of the ground around you.
    Benefit: A number of times per day equal to your aberrant druid level, as a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than you in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

    Stone Shaping (Ex)
    Requires: Ground Manipulation
    Effect: You can alter the structure of stone itself.
    Benefit: You gain the Stone Shape ability of the delver.

    Vibration Detection
    Requires: Level 4 Aberrant Druid
    Effect: You can sense creatures around you through touch.
    Benefit: You gain tremorsense 60ft.

    Destrachan Ears (Ex)
    Requires: --
    Effect: Your ears become complex and multi-chambered, your hearing adjustable.
    Benefit: You gain a +4 bonus to Listen checks, and a circumstance bonus to saves against sonic abilities equal to 1/4 aberrant druid level.

    Disruptive Harmonics (Su)
    Requires: Destracan Ears, level 8 aberrant druid
    Effect: You gain powerful control over your vocal chords, granting you the sonic abilities of a destrachan.
    Benefit: A number of times per day equal to 1/5 your aberrant druid levels + Con mod (minimum 1), you can use the destrachan's disruptive harmonics ability.

    Filching Fingers
    Requires: --
    Effect: Your fingers become grotesquely long, thin and nimble.
    Benefit: You gain a +4 circumstance bonus to sleight of hand, disable device, and open lock checks.

    Ethereal Affinity
    Requires: level 4 aberrant druid
    Effect: You start to tap into the ethereal plane.
    Benefit: A number of times per day equal to your aberrant druid level you can cast blink as a spell-like ability.

    Ethereal Connection
    Requires: Ethereal Affinity, level 10 aberrant druid
    Effect: You can shift between the material plane and the ethereal plane.
    Benefit: A number of times per day equal to 1/4 your aberrant druid level you can cast ethereal jaunt as a spell-like ability.

    Spinnerette (Ex)
    Requires: --
    Effect: You grow a spider-like spinnerette with which you can spin your own thread.
    Benefit: You can produce a sheet of sticky webbing from 5 to 60 feet square with which you can construct traps. Approaching creatures must beat your Survival check to notice your web trap, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. You can climb and handle your own web without getting stuck to it.
    You can also use your web to spin a rope. It has the qualities of a silk rope, and you can produce 5 feet of rope in 5 minutes. You can decide how much, if any, of it is sticky. Once separated from your body, a rope lasts 1 hour per aberrant druid level.

    Spinnerette Spit (Ex)
    Requires: Spinnerette
    Effect: You gain more control over your ability to spin web.
    Benefit: You can throw a web as the spell web a number of times per day equal to 1/4 aberrant druid levels + Con mod. Save DC as spell.

    Blinding Spit (Ex)
    Requires: --
    Effect: Your spittle becomes thick and caustic.
    Benefit: As a free action every round, you can fire a stream of spittle at one opponent within 20 feet. You make a ranged touch attack; if it hits, it deals 1d4+Con mod points of acid damage, and the target must succeed on a Fortitude save DC aberrant druid level + Con mod or be blinded for 1d4 + Con mod rounds (min. 1). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.


    Aberration Familiarity
    From 2nd level, the aberrant druid's research into and experience with aberrations gives them a familiarity with their tricks and abilities. They gain a bonus equal to 1/3 their class levels + Wis mod to all saves against against Aberrations and their abilities (note this bonus does not apply to spells or abilities granted by classes that an Aberration may posses).

    Alien Mind (Ex)
    At 3rd level, the aberrant druid's mind starts to warp in ways unexpected by others. She gains a +1 bonus to saves vs. mind-affecting spells and abilities. This bonus increases to +2 at level 7, +3 at level 11, +4 at level 15 and +5 at level 19. From level 11, this bonus applies to divination abilities used against her.

    Truly Aberrant
    At 4th level, the aberrant druid becomes an aberration. She gains the Aberration type, and is considered an aberration for the purpose of feats, equipment and any other prerequisites. Aberrant Drift also grants the druid a +2 bonus to Aberrant Empathy per Drift.

    Thickened Skin
    The aberrant druid's skin becomes thick and leathery. She gains +2 natural armour at 5th level. This increases to +4 at 9th level, +6 at 13th level, +8 at 17th level, and +10 at 20th level.
    Last edited by Serpentine; 2011-08-14 at 11:26 AM.

  5. - Top - End - #35
    Ogre in the Playground
     
    gkathellar's Avatar

    Join Date
    Nov 2010
    Location
    Beyond the Ninth Wave
    Gender
    Male

    Default Re: Variant Druids

    Well, there's not enough to really comment yet, but considering the quality of this work so far I'll be looking forward to it. Maybe you should take a look at the Ozodrin, and see if there's anything you want to yoink?
    Quote Originally Posted by KKL
    D&D is its own momentum and does its own fantasy. It emulates itself in an incestuous mess.

  6. - Top - End - #36
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Where and/or what is the Ozodrin?

    edit: Assuming you mean this homebrew, yeah, I might be able to nick some stuff from there.
    Last edited by Serpentine; 2011-08-11 at 10:04 AM.

  7. - Top - End - #37
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Stuck my Animorph class into the second post. It's sort of a variant Druid...

  8. - Top - End - #38
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    I've made those changes to the Magma Druid and corrected those mistakes on the Plant Druid. The Magma Druid table's not updated, cuz it's an image and I'm lazy.

  9. - Top - End - #39
    Ettin in the Playground
     
    Cieyrin's Avatar

    Join Date
    Nov 2007
    Location
    Wisconsin
    Gender
    Male

    Default Re: Variant Druids

    Quote Originally Posted by Serpentine View Post
    Oooooh, is that what he was talking about? I didn't understand. Yeah, I think I can do that.
    Not sure if it's what Tyndmyr was talking about but that'd still be awesome to have.
    Almost certainly. Where is panacea found?
    Panacea is from Spell Compendium. Think of what Heal would do if it only cured status effects and you have Panacea. Another spell to consider is Splinterbolt, also from Spell Compendium, which is very planty.

    I figured the Summon lists weren't complete, and people could substitute equivalent-level creatures.
    There's variant rules in a couple places but I'm not sure how main stream it is to change the summon lists. Probably a combined effort between DM and player, certainly.

    Basically, because I couldn't find many orisons that fit the theme. Suggestions are welcome.
    Flare, Light & Dawn (SpC) could all be nice additions that fit with the fluff, though it could be expanded if you want to go into the rejuvenating effects of post erruptions on the land with Cure Minor Wounds, Virtue & Purify Food and Drink.

    And having finally looked up Ram's Might, I see it's only 1st for Rangers and 0 for Druids. Misremembrance on my part.

    Are all the DCs being the same standard/normal/acceptable? Good to know they're on the weaker side, though, I tend to be paranoid about going too powerful.
    It's just nice to not have your class features go obsolete with time or be not very useful when you do get them b/c the save DC is too low to effect CR-appropriate threats.

    What if I put a cap on them and/or had a clause that only the maker can throw them - and only one at a time?
    (confession: in the books, they did go nova on a small army with them. I may have had that image in mind <.<)
    I'm just thinking of having multiple bundles hitting the same target and the effects stack on the damage and bindings. Maybe I'm just being paranoid but, given the image you had, maybe it should be noted that a target only gets hit once a round, regardless of the number of bundles thrown at them, so this way you can still have lots of entanglement without unduly murdering things by dropping lots of spike and barrier bundles into a small area, that was my main thing. Also, the save DC on that is SCARY, CL is fairly easy to scale in the higher levels compared to ability scores that it could get ugly fast (Prayer Bead of Karma, Divine Spellpower, Ankh of Ascension netting something like +8 or more CL )

    Yeah, that's something I forgot to remove when I scrapped that idea. I could only find one mention of it, though, right at the start?
    Yah, that was the main thing I noted, in the proficiencies.

    Thanks! Do you think it's better than what I've got?
    Your's is probably better balanced, though the bonsai may get a bit out of hand, as stored spell energy that can be used for whatever is kind of abusable. The Wis modifier uses per day may be good enough to keep it in line, though I don't think a limit on the number of spell levels that can be extracted per use would be uncalled for, as the one metamagiced spell you have seems uncapped on its level, so you have a situation of the abuses of metamagic reducers but worse, as you could go well past 9th level with metamagic feats all on a single spell. Think Maximized, Empowered, Energy Admixtured, Widened, Explosive Fire Seeds and you see the tip of the iceberg.

    I haven't read Rich's Fey Druid feats. Neat if they fit, though (the Rebuke Plants ability is meant to go with that guy's Rebuke Plants-based abilities, too).
    Rich moved them to a sticky in Homebrew and they're all about being a druid with a fey bloodline, which I think dovetails very nicely into Plant Druid.

    Is that a serious concern?
    They're untyped boosts, meaning they stack with enhancement and inherent, the big two ability enhancing bonus types, so yes, that can be quite scary. Plant Druids don't have the wild shape of normal druids to make up for their physical scores but these cold be worse. A simple fix would be to say the ability boosting Drifts can't be chosen on consecutive gains, so you have to choose something else between.
    Goblin Cannon Crew avatar by Vrythas.
    Spoiler
    Show

    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
    My Homebrew
    The Gunslinger's Handbook
    Archetype Combo List!

  10. - Top - End - #40
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Alright guys, I'm still working on it obviously, but I think the Aberrant Druid is ready for critiquing.

    Aberrant Druid, wip
    Spoiler
    Show
    Aberrant Druid

    [img][/img]

    Quote here.


    Description here.

    Alignment
    Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. With their fascination with dark and twisted creatures and often unpleasant physical deformation, Aberrant Druids tend towards Evil or Chaotic.

    Hit Die
    d8.

    Class Skills
    The Aberrant Druidís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (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 Druid
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Dungeon Sense, Aberrant Drift, Aberrant Empathy, Darkvision 60ft|3|1||||||

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Aberration Familiarity, Mutation|4|2||||||

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Alien Mind +1 (mind-affecting)|4|2|1|||||

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Aberrant Drift, Truly Aberrant, Mutation|5|3|2|||||||

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Thickened Skin +2|5|3|2|1|||||

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Mutation|5|3|3|2|||||

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Aberrant Drift, Alien Mind +2|6|4|3|2|1||||

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Mutation|6|4|3|3|2||||

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Thickened Skin +4|6|4|4|3|2|1|||

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Aberrant Drift, Mutation|6|4|4|3|3|2|||

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Alien Mind +3 (Divination)|6|5|4|4|3|2|1||

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Mutation|6|5|4|4|3|3|2|||

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Aberrant Drift, Thickened Skin +6|6|5|5|4|4|3|2|1||

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Mutation|6|5|5|4|4|3|3|2||

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Alien Mind +4|6|5|5|5|4|4|3|2|1|

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Aberrant Drift, Mutation|6|5|5|5|4|4|3|3|2|

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Thickened Skin +8|6|5|5|5|5|4|4|3|2|1

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Mutation|6|5|5|5|5|4|4|3|3|2

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Aberrant Drift, Alien Mind +5|6|5|5|5|5|5|4|4|3|3

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Mutation, Thickened Skin +10|6|5|5|5|5|5|4|4|4|4[/table]

    Class Features
    All the following are class features of the Aberrant Druid.

    Weapon and Armour Proficiency
    Aberrant druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, whip. They are also proficient with all natural attacks (claw, bite, and so forth) they acquire through Mutation.

    Aberrant druids are proficient with light and medium armour.

    Spells
    An aberrant druid casts divine spells, which are drawn from the aberrant druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An aberrant druid must choose and prepare her spells in advance (see below).

    To prepare or cast a spell, the aberrant druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a plant druidís spell is 10 + the spell level + the plant druidís Wisdom modifier.

    Like other spellcasters, an aberrant 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 Aberrant Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

    An aberrant druid prepares and casts spells the way a cleric does. An aberrant druid may prepare and cast any spell on the aberrant druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Chaotic, Evil, Good, and Lawful Spells
    A druid canít cast spells of an alignment opposed to her own or her deityís (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

    Spell List
    Spoiler
    Show
    0th Level


    1st Level


    2nd Level


    3rd Level


    4th Level


    5th Level


    6th Level


    7th Level


    8th Level


    9th Level



    Bonus Languages
    An aberration druidís bonus language options include Undercommon, the language of cave-dwelling creatures. This choice is in addition to the bonus languages available to the character because of her race.

    An aberration druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level plant druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesnít take up a language slot. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Dungeon Sense (Ex)
    An aberrant druid gains a +2 bonus on Knowledge (dungeoneering) checks and a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage when using these skills against creatures of the aberration type.

    Aberrant Empathy (Ex)
    An aberrant druid can improve the attitude of an aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The aberration druid rolls 1d20 and adds her aberration druid level and her Charisma modifier to determine the aberrant empathy check result.

    To use aberrant empathy, the aberrant druid and the creature 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 aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Aberrant Drift
    At 1st level and every 3 levels thereafter, the aberrant druid changes in some small but sinister way, granting it a +2 circumstance bonus to Intimidate checks and a +1 bonus to the DC of any spells with the [fear] descriptor cast. The exact nature of this change is up to the player, but has no mechanical effect beyond those listed.

    Darvision (Ex)
    An aberrant druid has Darkvision to 60ft. If she already has Darkvision from another source, its range is doubled.

    Mutation
    At 2nd level and every second level thereafter, the aberrant druid may select one of the following mutations, or a custom one of equivalent power.
    Spoiler
    Show
    Tentacles
    Requires: --
    Effect: You sprout thin, grabbing tentacles.
    Benefit: You gain a +4 bonus to grappling checks and against being disarmed.

    Grasping Tentacles
    Requires: Tentacles
    Effect: Your tentacles grow larger and stronger.
    Benefit: The bonus to grappling and against being disarmed increases to +6. You gain Improved Grab.

    Reaching Tentacles
    Requires: Tentacles
    Effect: Your primary tentacles grow long.
    Benefit: You gain +5ft reach.

    Slamming Tentacles
    Requires: Grasping Tentacles OR Reaching Tentacles
    Effect: Your tentacles grow thick and strong.
    Benefit: You gain an additional slam attack at -2 attack that deals bludgeoning damage equal to 1d6/4 class levels (medium creature, scales with size).

    Extra Slamming Tentacles
    Requires: Slamming Tentacles
    Effect: You become more adept at using your tentacles.
    Benefit: As Slamming Tentacles, except you have a number of slam attacks equal to your Dexterity modifier (minimum 2).

    Constriction
    Requires: Improved Grab OR Squeezing Tail
    Effect: You can squeeze enemies to death.
    Benefit: With a successful grapple check you deal 1d6 damage per 3 aberrant druid levels (medium creature, scales with size).

    Slime
    Requires: --
    Effect: Your body produces a slick, nasty slime.
    Benefit: You gain a +4 bonus to Escape Artist checks. Small amounts of the slime can be used to grant a +2 circumstance bonus to Open Lock and Disable Device checks, but it becomes dry and useless 5 minutes after being removed from your body.

    Aboleth Slime (Ex)
    Requires: Slime
    Effect: Your slimy coating takes on the attributes of that of aboleths.
    Benefit: As for the aboleth's slime ability. The save DC is 14+ Consitution modifier.

    Adhesive (Ex)
    Requires: Slime
    Effect: You can turn your slime into a sticky glue.
    Benefit: As a move action, you can turn your slime into an adhesive (and with another move action, you can change it back). You gain a +4 bonus to avoid getting disarmed and a +10 bonus to grapple checks.

    Shifting Skin (Ex)
    Requires: --
    Effect: You can alter the colour and texture of your skin to blend in with your surroundings.
    Benefit: You gain a circumstance bonus to Hide checks equal to your aberrant druid level.

    Reflective Skin (Ex)
    Requires: Shifting Skin
    Effect: You can make your skin resistant to magic.
    Benefit: As a free action, you can alter your skin to gain spell resistance 10 + 1/2 your aberrant druid level. This cannot be used at the same time as Shifting Skin, Shifting Flesh or Transforming Flesh.

    Shifting Flesh (Ex)
    Requires: Shifting Skin, level 10 aberrant druid
    Effect: You can shift your features to appear like someone else.
    Benefit: You can alter your body as disguise self, except that it is not a magical effect but a physical one, it effects your body but not your possessions, and you can appear to be any humanoid within one size category of your natural form.

    Transforming Flesh (Ex)
    Requires: Shifting Flesh, Amorphous Form
    Effect: You can reshape your whole body in any way.
    Benefit: You can alter your body to look like anything within one size category of your natural form. You gain no characteristics of whatever shape you take beyond appearance, but it is not an illusory effect and you gain a bonus to Disguise checks equal to 1 1/2 times your aberrant druid level.

    Extra Limb
    Requires: --
    Effect: You grow a third limb.
    Benefit: You have 3 arms.

    Claws
    Requires: --
    Effect: Your hands become sharp claws or cutting pincers.
    Benefit: You gain a natural claw attack that deals 1d6 damage per 4 aberrant druid levels (medium creature, scales with size).

    Tearing Claws
    Requires: Claws
    Effect: Your claws or pincers rip into your enemies.
    Benefit: You gain Improved Grab. In addition, if you hit with both claw attacks you automatically deal critical damage.

    Maw
    Reqires: --
    Effect: Your mouth becomes wider and full of sharp fangs.
    Benefit: You gain a bite attack at -2 attack that deals 1d6/4 class levels piercing damage (medium creature, scales with size).

    Gaping Maw
    Requires: Maw
    Effect: Your mouth stretches to grotesque proportions.
    Benefit: You gain Improved Grab with your bite attack. You are considered a size larger for the purpose of determining bite attack damage.

    Consuming Maw (Ex)
    Requires: Gaping Maw, Incohate Form
    Effect: Your mouth and throat gape and consume.
    Benefit: You can swallow whole any grappled creature two or more size categories smaller than you. A swallowed creature takes your bite damage + 2x your Con Mod (min. 1) acid damage per round. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A medium aberrant druid can swallow 1 tiny, 4 diminutive or 8 fine creatures.

    Engulfing Maw (Ex)
    Requires: Consuming Maw, Amorphous Form
    Effect: Your mouth and body distend horribly to consume your enemies.
    Benefit: You can attempt to swallow a grappled opponent your size or smaller size by making a successful grapple check. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    Your body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

    Incohate Form (Ex)
    Requires: --
    Effect: Your body starts to shift and deform.
    Benefit: You gain light fortification (25% chance to negate sneak attacks and critical hits).

    Alien Form (Ex)
    Requires: Incohate Form
    Effect: Although outwardly relatively normal, inside your body is completely alien and weird.
    Benefit: You gain moderate fortification and damage reduction 2/bludgeoning.

    Amorphous Form (Ex)
    Requires: Alien Form, level 10 aberrant druid
    Effect: Your body, although retaining your original shape, has little in common with the anatomy with which you were born.
    Benefit: You become immune to sneak attacks and critical hits, your damage reduction increases to 4/bludgeoning, and you are considered a size category smaller for the purpose of squeezing through tight spaces. You gain a +2 bonus to resist any shape-changing spell or ability.

    Antennae (Ex)
    Requires: Level 6 aberrant druid
    Effect: You sprout sensitive antennae.
    Benefit: You gain blindsight 5ft per 5 aberrant druid levels.

    Rusting Touch (Ex)
    Requires: Antennae
    Effect: Your antennae can oxidise metals just by touching them.
    Benefit: A number of times per day equal to 1 + your Constitution modifier (min. 1) as a standard action you may attempt a touch attack on a metal object with your antennae. If successful, the target metal corrodes, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 12 + Con mod Reflex save or be dissolved.

    Poison
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a potent poison.
    Benefit: Your bite, sting or tentacle slam attack deals poison as well as damage. Injury, Fort DC class level + Constitution modifier, initial and secondary damage 1d6 to one ability. Choose which ability is affected upon selection.
    Special: This mutation may be selected multiple times, a different ability each time. Multiple poisons may be used at one time (e.g. Intelligence Poison + Dexterity Poison = 1d6 Intelligence and 1d6 Dexterity damage with one attack).

    Paralysing Poison
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a paralysing venom.
    Benefit: Your bite, sting or tentacle slam attack paralyses your enemies. Fort DC aberrant druid level + Con modifier, paralysis for 1d4 rounds per 4 aberrant druid levels.

    Clinging Pads
    Requires: --
    Effect: Your skin grows sticky, hairy pads.
    Benefit: You gain a +2 bonus to avoid being disarmed and a +4 bonus to Climb checks.

    Super-sticky Pads
    Requires: Clinging Pads
    Effect: Your skin pads become more adhesive.
    Benefit: You gain a Climb speed of 10ft and Improved Grab.

    Multiple Eyes
    Requires: --
    Effect: You sprout eyes all over your body.
    Benefit: You gain a +4 bonus to Spot checks and so long as you can see you cannot be flanked.

    Captivating Gaze (Su)
    Requires: Multiple Eyes
    Effect: Your gaze gains an intensity from which it is difficult to look away.
    Benefit: A number of times per day equal to 2 + Wis Mod (min. 1), you can use hypnotism as the spell there is no HD limit to the number of creatures you can effect, and they don't need to be within 30ft of one another. You also add your Wisdom modifier to attack rolls.

    Mesmerising Gaze (Su)
    Requires: Captivating Gaze
    Effect: Your stare becomes almost impossible to resist.
    Benefit: A number of times per day equal to 1 + Wis Mod (min. 1), you can use charm monster on up to your Wisdom modifier (min. 1) creatures within range that you can see. You can also add your Wisdom modifier to your armour class.

    Eye Stalks
    Requires: --
    Effect: You sprout multiple eyes from your head.
    Benefit: You gain a +4 bonus to Spot checks and so long as you can see you cannot be flanked.

    Eye Rays - Guath
    Requires: Eye Stalks
    Effect: You can shoot rays from your eye stalks as a guath.
    Benefit: A number of times per day equal to 1/4 your class level each you can use the following spells as a spell-like ability: sleep, inflict moderate wounds, dispel magic, scorching ray, paralysis, exhaustion. DCs as for spells.

    Eye Rays - Beholder
    Requires: Eye Rays - Guath, Aberrant Druid level 14
    Effect: You can shoot rays from your eye stalks as a beholder.
    Benefit: A number of times per day equal to 1/5 your class level each you can use the following spells as a spell-like ability: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis. DCs as for spells.

    Bouyant Body (Ex)
    Requires: --
    Effect: Your body becomes naturally light and bouncy.
    Benefit: You gain a +4 bonus to Swim checks to stay afloat and a +4 bonus to Jump checks. Your body weight is reduced by 1/3.

    Floating Body (Ex)
    Requires: Bouyant Body
    Effect: Your body becomes lighter than air.
    Benefit: You can use levitation at will as an extraordinary ability. Your body weight is halved.

    Airborne Body (Ex)
    Requires: Floating Body
    Effect: You gain the ability to control and direct your super-light body.
    Benefit: You gain the ability to fly, perfect maneuverability, natural, speed equal to your walking speed. If you fall unconcious while airborne you drift gently to the ground.

    Keen Nose (Ex)
    Requires: --
    Effect: Your sense of smell sharpens.
    Benefit: You gain scent.

    Cloaker Moan (Ex)
    Requires: Level 6 Aberrant Druid
    Effect: You can imitate the cloaker's dreadful moan.
    Benefit: You can use the cloaker's moan ability a number of times per day equal to 1/5 aberrant druid level. Save DCs 15 or 13+listed ability modifier, whichever is higher.

    Skin Flaps
    Requires: --
    Effect: You grow large, loose flaps of skin. They may be wing-like, fin-like, or resemble a cloak when at rest.
    Benefit: You gain a +2 bonus to jump checks and as long as you are concious are permanently under the effect of feather fall. By spending a move action to flap the skin around in a confusing manner you gain a +2 bonus to AC until the end of the round.

    Flapping Skin
    Requires: Skin Flaps
    Effect: Your loose flaps of skin become stronger and more wing-like.
    Benefit: You gain natural flight, average maneuverability, walking speed. The AC bonus from flapping the skin increases to +4.

    Whipping Tail
    Requires: At least 1 Aberrant Drift - tail.
    Effect: You grow a long, whip-like tail.
    Benefit: You gain an additional slap attack with your tail at -2 attack that deals 1d6 damage.

    Sweeping Tail
    Requires: Whipping Tail
    Effect: Your tail grows long and oar-like.
    Benefit: You gain a 20ft swim speed and you can make trip attacks with your tail.

    Squeezing Tail
    Requires: Whipping Tail
    Effect: Your tail becomes even longer and more muscular.
    Benefit: Your tail slap damage increases to 2d6, and you gain Improved Grab with it.

    Shadow Manipulation (Su)
    Requires: --
    Effect: You can manipulate shadows like a cloaker.
    Benefit: A number of times per day equal to 1/4 your aberrant druid level you gain the cloaker's Shadow Shift ability.

    Digging (Ex)
    Requires: Claws
    Effect: You can burrow your way into the earth.
    Benefit: You gain a 10ft burrow speed. You are considered a size category larger for the purpose of determining your claw damage.

    Acid Immunity
    Requires: +4 Natural Armour
    Effect: Your skin becomes thick, stony and resistant to acidic damage.
    Benefit: You gain immunity to acid.

    Corrosive Slime (Ex)
    Requires: Immunity to acid, Slime
    Effect: Your slimy coating becomes horribly corrosive.
    Benefit: Any contact with your skin - including grappling and natural attacks - deals 2d4 acid damage. A number of times per day equal to your Constitution modifier (minimum 1), you can concentrate your slime to the intensity of the delver's corrosive slime for 1d6 + Con mod rounds.

    Ground Manipulation (Su)
    Requires: --
    Effect: You can effect the composition of the ground around you.
    Benefit: A number of times per day equal to your aberrant druid level, as a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than you in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

    Stone Shaping (Ex)
    Requires: Ground Manipulation
    Effect: You can alter the structure of stone itself.
    Benefit: You gain the Stone Shape ability of the delver.

    Vibration Detection
    Requires: Level 4 Aberrant Druid
    Effect: You can sense creatures around you through touch.
    Benefit: You gain tremorsense 60ft.

    Destrachan Ears (Ex)
    Requires: --
    Effect: Your ears become complex and multi-chambered, your hearing adjustable.
    Benefit: You gain a +4 bonus to Listen checks, and a circumstance bonus to saves against sonic abilities equal to 1/4 aberrant druid level.

    Disruptive Harmonics (Su)
    Requires: Destracan Ears, level 8 aberrant druid
    Effect: You gain powerful control over your vocal chords, granting you the sonic abilities of a destrachan.
    Benefit: A number of times per day equal to 1/5 your aberrant druid levels + Con mod (minimum 1), you can use the destrachan's disruptive harmonics ability.

    Filching Fingers
    Requires: --
    Effect: Your fingers become grotesquely long, thin and nimble.
    Benefit: You gain a +4 circumstance bonus to sleight of hand, disable device, and open lock checks.

    Ethereal Affinity
    Requires: level 4 aberrant druid
    Effect: You start to tap into the ethereal plane.
    Benefit: A number of times per day equal to your aberrant druid level you can cast blink as a spell-like ability.

    Ethereal Connection
    Requires: Ethereal Affinity, level 10 aberrant druid
    Effect: You can shift between the material plane and the ethereal plane.
    Benefit: A number of times per day equal to 1/4 your aberrant druid level you can cast ethereal jaunt as a spell-like ability.

    Spinnerette (Ex)
    Requires: --
    Effect: You grow a spider-like spinnerette with which you can spin your own thread.
    Benefit: You can produce a sheet of sticky webbing from 5 to 60 feet square with which you can construct traps. Approaching creatures must beat your Survival check to notice your web trap, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. You can climb and handle your own web without getting stuck to it.
    You can also use your web to spin a rope. It has the qualities of a silk rope, and you can produce 5 feet of rope in 5 minutes. You can decide how much, if any, of it is sticky. Once separated from your body, a rope lasts 1 hour per aberrant druid level.

    Spinnerette Spit (Ex)
    Requires: Spinnerette
    Effect: You gain more control over your ability to spin web.
    Benefit: You can throw a web as the spell web a number of times per day equal to 1/4 aberrant druid levels + Con mod. Save DC as spell.

    Blinding Spit (Ex)
    Requires: --
    Effect: Your spittle becomes thick and caustic.
    Benefit: As a free action every round, you can fire a stream of spittle at one opponent within 20 feet. You make a ranged touch attack; if it hits, it deals 1d4+Con mod points of acid damage, and the target must succeed on a Fortitude save DC aberrant druid level + Con mod or be blinded for 1d4 + Con mod rounds (min. 1). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.


    Aberration Familiarity
    From 2nd level, the aberrant druid's research into and experience with aberrations gives them a familiarity with their tricks and abilities. They gain a bonus equal to 1/3 their class levels + Wis mod to all saves against against Aberrations and their abilities (note this bonus does not apply to spells or abilities granted by classes that an Aberration may posses).

    Alien Mind (Ex)
    At 3rd level, the aberrant druid's mind starts to warp in ways unexpected by others. She gains a +1 bonus to saves vs. mind-affecting spells and abilities. This bonus increases to +2 at level 7, +3 at level 11, +4 at level 15 and +5 at level 19. From level 11, this bonus applies to divination abilities used against her.

    Truly Aberrant
    At 4th level, the aberrant druid becomes an aberration. She gains the Aberration type, and is considered an aberration for the purpose of feats, equipment and any other prerequisites. Aberrant Drift also grants the druid a +2 bonus to Aberrant Empathy per Drift.

    Thickened Skin
    The aberrant druid's skin becomes thick and leathery. She gains +2 natural armour at 5th level. This increases to +4 at 9th level, +6 at 13th level, +8 at 17th level, and +10 at 20th level.
    I've done all the aberrations on the SRD and several from MM1 that aren't. If anyone wants to do the legwork of finding more aberration abilities from other Monster Manuals that'd be just swell. I could also use help with the spell list.
    Last edited by Serpentine; 2011-08-14 at 11:30 AM.

  11. - Top - End - #41
    Titan in the Playground
     
    Tyndmyr's Avatar

    Join Date
    Aug 2009
    Location
    Maryland
    Gender
    Male

    Default Re: Variant Druids

    For brevity, I've just skipped over some portions. If it's not commented on...it's great the way it is.

    Quote Originally Posted by Serpentine View Post
    Alignment
    Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. With their fascination with dark and twisted creatures and often unpleasant physical deformation, Aberrant Druids tend towards Evil or Chaotic.
    Any Neutral might be a terser way to put this. That said, seems fitting.

    Class Skills
    The Aberrant Druidís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    I'd toss in Knowledge(Arcane or Planes) purely for flavor reasons. Abberations tend to have far realms links and what not, so some sort of related knowledge seems fluffy.

    To prepare or cast a spell, the aberrant druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a plant druidís spell is 10 + the spell level + the plant druidís Wisdom modifier.
    Missed a replace there.

    Chaotic, Evil, Good, and Lawful Spells
    A druid canít cast spells of an alignment opposed to her own or her deityís (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
    Not a big deal, but realize that it does make TN the go-to choice for alignments for the class.

    Spell List
    Doesn't appear to be filled it, so I can't give much of an opinion on that...definitely something to hit up, as it can be very defining in terms of tier.

    An aberration druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level plant druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesnít take up a language slot. Druids are forbidden to teach this language to nondruids.
    'Nother minor replacement.

    Dungeon Sense (Ex)
    An aberrant druid gains a +2 bonus on Knowledge (dungeoneering) checks and a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage when using these skills against creatures of the aberration type.
    Fluffy, low on the power scale, though the weapon damage bit is of some use.

    Aberrant Empathy (Ex)
    An aberrant druid can improve the attitude of an aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The aberration druid rolls 1d20 and adds her aberration druid level and her Charisma modifier to determine the aberrant empathy check result.

    To use aberrant empathy, the aberrant druid and the creature 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 aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.
    Reasonable. With the list of variant druids all having this though, I do contemplate the idea of wildly dipping them all on a diplomancer build, and literally being able to make the entire multiverse love you. That said...diplomacy is pretty terrible in itself out of the box, so I dunno how much weight that holds.

    Aberrant Drift
    At 1st level and every 3 levels thereafter, the aberrant druid changes in some small but sinister way, granting it a +2 circumstance bonus to Intimidate checks and a +1 bonus to the DC of any spells with the [fear] descriptor cast. The exact nature of this change is up to the player, but has no mechanical effect beyond those listed.
    This might make it useful as part of an intimidate build, but is unlikely to invalidate current options, so the intimidate is no problem. The stacking bonuses to DC of fear spells is potent, though. If there's a good selection in the spell list, they could become the dominant fear caster(what is currently, dread witch?)

    I might suggest some minor negatives or reduction of the DC boosts. Consider the Alienist as an arcane version of the concept, and borrow/steal from there a bit.

    Darvision (Ex)
    An aberrant druid has Darkvision to 60ft. If she already has Darkvision from another source, its range is doubled.
    Need a k in there. 60ft Darkvision is good, but not unreasonable. Double distance darkvision is almost certainly useful from a TO darkvision optimization POV, but is unlikely to break anything in practical games.

    Mutation
    At 2nd level and every second level thereafter, the aberrant druid may select one of the following mutations, or a custom one of equivalent power.
    Aright, here's where the likelihood for problems is most likely to crop up.

    Incidentally, from a purely fluff perspective, I feel like these would reasonably apply penalties to most social checks in polite society. Sure, intimidate might increase, but things like gather information or diplomacy would tend to be more difficult.

    [quoteReaching Tentacles
    Requires: Tentacles
    Effect: Your primary tentacles grow long.
    Benefit: You gain +5ft reach.[/quote]

    Reach is...very valuable. Essentially everyone is going to take this. I would make it significantly more painful to get.

    Extra Slamming Tentacles
    Requires: Slamming Tentacles
    Effect: You become more adept at using your tentacles.
    Benefit: As Slamming Tentacles, except you have a number of slam attacks equal to your Dexterity modifier (minimum 2).
    No cap? This can be easily optimized into being quite ludicrous. Ditch it.

    Constriction
    Requires: Improved Grab OR Squeezing Tail
    Effect: You can squeeze enemies to death.
    Benefit: With a successful grapple check you deal 1d6 damage per 3 aberrant druid levels (medium creature, scales with size).
    Specify how it scales with size.

    Adhesive (Ex)
    Requires: Slime
    Effect: You can turn your slime into a sticky glue.
    Benefit: As a move action, you can turn your slime into an adhesive (and with another move action, you can change it back). You gain a +4 bonus to avoid getting disarmed and a +10 bonus to grapple checks.
    I'm seeing a lot of grapple check boosters. A +10 is a bit much considering the other benefits you're picking up on the way. You can easily make a character that is a grapple monster without putting significant resources into it. I'd reduce it to a +4.

    Shifting Skin (Ex)
    Requires: --
    Effect: You can alter the colour and texture of your skin to blend in with your surroundings.
    Benefit: You gain a circumstance bonus to Hide checks equal to your aberrant druid level.
    Combined with Dark, etc...this can be pretty wildly broken. Avoiding non-hide means of detection, ex HIPS and stacking hide bonuses is one way to gain effective invulnerability through undetectability. Avoid large bonuses to hide, and generally avoid early level bonuses to hide.

    Transforming Flesh (Ex)
    Requires: Shifting Flesh, Amorphous Form
    Effect: You can reshape your whole body in any way.
    Benefit: You can alter your body to look like anything within one size category of your natural form. You gain no characteristics of whatever shape you take beyond appearance, but it is not an illusory effect and you gain a bonus to Disguise checks equal to 1 1/2 times your aberrant druid level.
    Instead of 1.5 times...I suggest a flat bonus + a multiplier. Casters are traditionally weaker early and more powerful later. This'll have various effects like making the epic progression much less ludicrously broken. 10 + 1/2 Ab Druid level is much better...makes it very consistently useful.

    Extra Limb
    Requires: --
    Effect: You grow a third limb.
    Benefit: You have 3 arms.
    Look at possible interaction with Thi-Keen, etc. Consider possible number of attacks, especially combined with the bonus slam attacks listed above. If you opt to keep it, rephrase to work with creatures with varying numbers of limbs.

    Claws
    Requires: --
    Effect: Your hands become sharp claws or cutting pincers.
    Benefit: You gain a natural claw attack that deals 1d6 damage per 4 aberrant druid levels (medium creature, scales with size).
    Specify scaling.

    Tearing Claws
    Requires: Claws
    Effect: Your claws or pincers rip into your enemies.
    Benefit: You gain Improved Grab. In addition, if you hit with both claw attacks you automatically deal critical damage.
    Claws only grants a single claw attack. This does not work as written.

    Consuming Maw (Ex)
    Requires: Gaping Maw, Incohate Form
    Effect: Your mouth and throat gape and consume.
    Benefit: You can swallow whole any grappled creature two or more size categories smaller than you. A swallowed creature takes your bite damage + 2x your Con Mod (min. 1) acid damage per round. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A medium aberrant druid can swallow 1 tiny, 4 diminutive or 8 fine creatures.
    Suggest rewording for clarity for non-medium Ab Druids.

    Engulfing Maw (Ex)
    Requires: Consuming Maw, Amorphous Form
    Effect: Your mouth and body distend horribly to consume your enemies.
    Benefit: You can attempt to swallow a grappled opponent your size or smaller size by making a successful grapple check. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    Your body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.
    Suggest rewording for clarity for non-medium Ab Druids.

    Amorphous Form (Ex)
    Requires: Alien Form, level 10 aberrant druid
    Effect: Your body, although retaining your original shape, has little in common with the anatomy with which you were born.
    Benefit: You become immune to sneak attacks and critical hits, your damage reduction increases to 4/bludgeoning, and you are considered a size category smaller for the purpose of squeezing through tight spaces. You gain a +2 bonus to resist any shape-changing spell or ability.
    Reword to "Heavy Fortification", as that's the name for that, and it's consistent with the earlier forms. HF and DR is already pretty good. I'd avoid the squeezing and shape changing boosts, unless you wanted to add an optional side-stop on the path.

    Poison
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a potent poison.
    Benefit: Your bite, sting or tentacle slam attack deals poison as well as damage. Injury, Fort DC class level + Constitution modifier, initial and secondary damage 1d6 to one ability. Choose which ability is affected upon selection.
    Special: This mutation may be selected multiple times, a different ability each time. Multiple poisons may be used at one time (e.g. Intelligence Poison + Dexterity Poison = 1d6 Intelligence and 1d6 Dexterity damage with one attack).
    Holy god, this can be crazy in conjunction with the slam attacks(it's fine with the other two). Sheer volume is going to result in a pretty horrific amount of ability damage. While selecting it twice is reasonable, allowing them to use multiple at once is probably not great. Choice between stats to attack is good...attacking all of them is not.

    That said, I'd probably just opt for Con on the basis that the volume of attacks is already going to do some solid damage, and stacking con damage on that results it pretty horrific things.

    A limit of 1/round might be the best solution.

    Paralysing Poison
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a paralysing venom.
    Benefit: Your bite, sting or tentacle slam attack paralyses your enemies. Fort DC aberrant druid level + Con modifier, paralysis for 1d4 rounds per 4 aberrant druid levels.
    First off, it's DC is off. It doesn't scale well at all. It can be ludicrously low early on(under 10!), and off the charts later(easy to hit 30 by level 20). It also suffers the same problem of being too good with multiple attacks.

    Change DC to 10 + Stat + half level at a minimum. That doesn't entirely solve the end effects, as it still scales up pretty fast, but it's at least less silly as an early choice. 10 + con + 1/3rd level might be better. Also, limit it to 1/round.

    Captivating Gaze (Su)
    Requires: Multiple Eyes
    Effect: Your gaze gains an intensity from which it is difficult to look away.
    Benefit: A number of times per day equal to 2 + Wis Mod (min. 1), you can use hypnotism as the spell there is no HD limit to the number of creatures you can effect, and they don't need to be within 30ft of one another. You also add your Wisdom modifier to attack rolls.
    Capitalization. Also, mesmerization effects routinely have an HD limit. I'd keep that, even if it's high(say, Ab Druid level + 2d4). Also, it occurs to me that this and many other abilities need typing. Is it Ex? Su? Could be quite important.

    Also, the wis/attack rolls doesn't fit this at all, and is a bit potent for the ability. I'd just ditch that or, if you really like it, separate it out into another ability.

    Mesmerising Gaze (Su)
    Requires: Captivating Gaze
    Effect: Your stare becomes almost impossible to resist.
    Benefit: A number of times per day equal to 1 + Wis Mod (min. 1), you can use charm monster on up to your Wisdom modifier (min. 1) creatures within range that you can see. You can also add your Wisdom modifier to your armour class.
    Yeah, the wisdom to AC is kinda...weird. Ditch it or separate it out. I'd ditch it, since it's begging to be stacked with a monk's belt and the NA granted by the class(and an item of your favorite NA buffing spell, followed by Scintillating Scales) for effective immortality to attack rolls.

    Eye Stalks
    Requires: --
    Effect: You sprout multiple eyes from your head.
    Benefit: You gain a +4 bonus to Spot checks and so long as you can see you cannot be flanked.
    This is not actually imbalanced in itself...though quite strong. The problem is that eye stalks = prereq for beholder mage. This basically dodges a 1-9 feat tax(depending on interpretation) to get into that class. Combining this with the aberration type(yay, only one PaO or the occasional polymorph needed) granted by this class, this basically makes getting into Beholder Mage a cakewalk. I can only describe that path combined with this one as horrifically broken.

    Plus, for the cheese minded, multiple ways of getting eye rays can result in multiple sets of eye rays. Yay for full beholder mage casting AND full eyestalk usage! And also ten levels of Ab Druid. Theurge amusement optional.

    Airborne Body (Ex)
    Requires: Floating Body
    Effect: You gain the ability to control and direct your super-light body.
    Benefit: You gain the ability to fly, perfect maneuverability, natural, speed equal to your walking speed. If you fall unconcious while airborne you drift gently to the ground.
    unconscious.

    Keen Nose (Ex)
    Requires: --
    Effect: Your sense of smell sharpens.
    Benefit: You gain scent.
    This is a bit good for a single ability. Scent is almost as good as tremorsense, and certainly better than darkvision(items can much more easily get you darkvision.)

    Digging (Ex)
    Requires: Claws
    Effect: You can burrow your way into the earth.
    Benefit: You gain a 10ft burrow speed. You are considered a size category larger for the purpose of determining your claw damage.
    I'd ditch the claw damage for synergy reasons(or separate it out to another ability). A burrow speed is already pretty good...it's crazy useful in dungeoneering.

    Acid Immunity
    Requires: +4 Natural Armour
    Effect: Your skin becomes thick, stony and resistant to acidic damage.
    Benefit: You gain immunity to acid.
    Yeah, this is too good. Immunities need to be scarce. Otherwise, it becomes far too easy to stack them. Work up from resistances.

    Corrosive Slime (Ex)
    Requires: Immunity to acid, Slime
    Effect: Your slimy coating becomes horribly corrosive.
    Benefit: Any contact with your skin - including grappling and natural attacks - deals 2d4 acid damage. A number of times per day equal to your Constitution modifier (minimum 1), you can concentrate your slime to the intensity of the delver's corrosive slime for 1d6 + Con mod rounds.
    Either delvers or passive, not both. Passive damage without actions is...really useful. Even in small quantities, it adds up nicely over the course of a fight, and helps most in the long, close fights. It's solid.

    Ground Manipulation (Su)
    Requires: --
    Effect: You can effect the composition of the ground around you.
    Benefit: A number of times per day equal to your aberrant druid level, as a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than you in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
    I'm not a fan of mired = pinned. It's awkward. Use difficult terrain rules instead.

    Vibration Detection
    Requires: Level 4 Aberrant Druid
    Effect: You can sense creatures around you through touch.
    Benefit: You gain tremorsense 60ft.
    Yeah, remember when I said that scent was too accessible because it was almost as strong as tremorsense? I'm sure you know how I feel about tremorsense.

    Disruptive Harmonics (Su)
    Requires: Destracan Ears, level 8 aberrant druid
    Effect: You gain powerful control over your vocal chords, granting you the sonic abilities of a destrachan.
    Benefit: A number of times per day equal to 1/5 your aberrant druid levels + Con mod (minimum 1), you can use the destrachan's disruptive harmonics ability.
    Destrachan.

    Spinnerette (Ex)
    Requires: --
    Effect: You grow a spider-like spinnerette with which you can spin your own thread.
    Benefit: You can produce a sheet of sticky webbing from 5 to 60 feet square with which you can construct traps. Approaching creatures must beat your Survival check to notice your web trap, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. You can climb and handle your own web without getting stuck to it.
    You can also use your web to spin a rope. It has the qualities of a silk rope, and you can produce 5 feet of rope in 5 minutes. You can decide how much, if any, of it is sticky. Once separated from your body, a rope lasts 1 hour per aberrant druid level.
    If you have this, why would you bother to continue to getting proper web with another use?

    Blinding Spit (Ex)
    Requires: --
    Effect: Your spittle becomes thick and caustic.
    Benefit: As a free action every round, you can fire a stream of spittle at one opponent within 20 feet. You make a ranged touch attack; if it hits, it deals 1d4+Con mod points of acid damage, and the target must succeed on a Fortitude save DC aberrant druid level + Con mod or be blinded for 1d4 + Con mod rounds (min. 1). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.
    [/spoiler]

    Aberration Familiarity
    From 2nd level, the aberrant druid's research into and experience with aberrations gives them a familiarity with their tricks and abilities. They gain a bonus equal to 1/3 their class levels + Wis mod to all saves against against Aberrations and their abilities (note this bonus does not apply to spells or abilities granted by classes that an Aberration may posses).
    This is basically a "no" to those spells. Hilariously so in conjunction with Alien Mind. I feel like Beholders and Illithids shouldn't be a complete joke. Look at the various dragon-specialized PrCs in Draconomicon. They have advantages, sure...but the fight should still be one with challenge. Look at adding additional tactical options instead of numerical increases.

    Alien Mind (Ex)
    At 3rd level, the aberrant druid's mind starts to warp in ways unexpected by others. She gains a +1 bonus to saves vs. mind-affecting spells and abilities. This bonus increases to +2 at level 7, +3 at level 11, +4 at level 15 and +5 at level 19. From level 11, this bonus applies to divination abilities used against her.
    Reasonable in itself. Mind affecting is one of the easiest tags to gain bonuses/immunity to. Divination is a bit weirder, but not actually problematic.

    Truly Aberrant
    At 4th level, the aberrant druid becomes an aberration. She gains the Aberration type, and is considered an aberration for the purpose of feats, equipment and any other prerequisites. Aberrant Drift also grants the druid a +2 bonus to Aberrant Empathy per Drift.
    Be aware that this grants a fast track route into Beholder Mage. In conjunction with the eye stalks/rays, this class just became the least resource intensive method to break the game in half with Beholder Mage.

    Thickened Skin
    The aberrant druid's skin becomes thick and leathery. She gains +2 natural armour at 5th level. This increases to +4 at 9th level, +6 at 13th level, +8 at 17th level, and +10 at 20th level.
    Eh, it's NA. It's good, and makes you a rather decent tank, but it's not utterly broken, and can be bypassed. The bonuses are probably a bit larger than I'd go for, though.


    So, summary...some of the ability breakouts for the abberations need to be tweaked, there's some very minor pedantic corrections, and there's a couple unfortunate interactions with other things...I should probably go look at Illithid Savant to see if there's any nasty interactions with that as well.

    Basically, you're up against the fact that despite it being usual 3.5 practice to design things the same for DMs and players...players just weren't generally expected to be abberations, and sometimes this results in unfortunate slips in design.
    Last edited by Tyndmyr; 2011-08-17 at 10:04 AM.

  12. - Top - End - #42
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    In my defense, I was writing that stuff for hoooouuuuuurs - I'm not surprised there's some typos And yeah, I figured the Mutations would be the place most in need of criticism.
    Quote Originally Posted by Tyndmyr View Post
    Not a big deal, but realize that it does make TN the go-to choice for alignments for the class.
    Standard Druid qualifier...
    Quote Originally Posted by Tyndmyr View Post
    Doesn't appear to be filled it, so I can't give much of an opinion on that...definitely something to hit up, as it can be very defining in terms of tier.
    Yeah, that's the next bit of hard work I need to slog through
    Quote Originally Posted by Tyndmyr View Post
    Reasonable. With the list of variant druids all having this though, I do contemplate the idea of wildly dipping them all on a diplomancer build, and literally being able to make the entire multiverse love you. That said...diplomacy is pretty terrible in itself out of the box, so I dunno how much weight that holds.
    I guess I could throw in a "you can only take levels in one Druid class" clause...
    Quote Originally Posted by Tyndmyr View Post
    This might make it useful as part of an intimidate build, but is unlikely to invalidate current options, so the intimidate is no problem. The stacking bonuses to DC of fear spells is potent, though. If there's a good selection in the spell list, they could become the dominant fear caster(what is currently, dread witch?)

    I might suggest some minor negatives or reduction of the DC boosts. Consider the Alienist as an arcane version of the concept, and borrow/steal from there a bit.
    ...
    Incidentally, from a purely fluff perspective, I feel like these would reasonably apply penalties to most social checks in polite society. Sure, intimidate might increase, but things like gather information or diplomacy would tend to be more difficult.
    How about regular penalties to other Charisma-based skills in step with the bonuses to Intimidate?
    Quote Originally Posted by Tyndmyr View Post
    Reach is...very valuable. Essentially everyone is going to take this. I would make it significantly more painful to get.
    How much more painful?
    Quote Originally Posted by Tyndmyr View Post
    No cap? This can be easily optimized into being quite ludicrous. Ditch it.
    I'd rather not ditch it completely if I can avoid it. Would a maximum of maybe 4 or 5 do, or is it just generally too overpowered, or what if I reduced the damage they do?
    Quote Originally Posted by Tyndmyr View Post
    Specify how it scales with size.
    Like weapons do. Would "as weapons" be enough? I'm not sure how to make it more specific...
    Quote Originally Posted by Tyndmyr View Post
    I'm seeing a lot of grapple check boosters. A +10 is a bit much considering the other benefits you're picking up on the way. You can easily make a character that is a grapple monster without putting significant resources into it. I'd reduce it to a +4.
    Yeah, I've never realised before how grapple-oriented aberrations are. I was expecting more psionics...
    That's based on the Mimic's "automatically wins grapple checks", by the way. But yeah, fair enough. Not sure I want to make it that low, though, considering its origins...
    Quote Originally Posted by Tyndmyr View Post
    Combined with Dark, etc...this can be pretty wildly broken. Avoiding non-hide means of detection, ex HIPS and stacking hide bonuses is one way to gain effective invulnerability through undetectability. Avoid large bonuses to hide, and generally avoid early level bonuses to hide.
    What about 1/2 Druid level?
    Quote Originally Posted by Tyndmyr View Post
    Instead of 1.5 times...I suggest a flat bonus + a multiplier. Casters are traditionally weaker early and more powerful later. This'll have various effects like making the epic progression much less ludicrously broken. 10 + 1/2 Ab Druid level is much better...makes it very consistently useful.
    Yeah, I knew my DCs and stuff were all over the place and gonna need streamlining when I wrote them.
    Quote Originally Posted by Tyndmyr View Post
    Look at possible interaction with Thi-Keen, etc. Consider possible number of attacks, especially combined with the bonus slam attacks listed above. If you opt to keep it, rephrase to work with creatures with varying numbers of limbs.
    Just changing it to "an additional arm" do?
    Quote Originally Posted by Tyndmyr View Post
    Claws only grants a single claw attack. This does not work as written.
    Shoot. It's Claws that needs rewriting there, right? "You gain two claw attacks" do?
    Quote Originally Posted by Tyndmyr View Post
    Suggest rewording for clarity for non-medium Ab Druids.
    For the number of creatures swallowable, you mean? I'm not sure how to do that for all sizes without getting really wordy... "These amounts are halved (rounded down) for every category below medium and doubled for every size above" or somesuch?
    Quote Originally Posted by Tyndmyr View Post
    Reword to "Heavy Fortification", as that's the name for that, and it's consistent with the earlier forms. HF and DR is already pretty good. I'd avoid the squeezing and shape changing boosts, unless you wanted to add an optional side-stop on the path.
    Think you're right about heavy fortification. The squeezing, at least, was more just that it made sense for the ability, though...
    Quote Originally Posted by Tyndmyr View Post
    Holy god, this can be crazy in conjunction with the slam attacks(it's fine with the other two). Sheer volume is going to result in a pretty horrific amount of ability damage. While selecting it twice is reasonable, allowing them to use multiple at once is probably not great. Choice between stats to attack is good...attacking all of them is not.

    That said, I'd probably just opt for Con on the basis that the volume of attacks is already going to do some solid damage, and stacking con damage on that results it pretty horrific things.

    A limit of 1/round might be the best solution.
    Yeah, I was gonna limit it to one at a time then changed my mind. It was very late at the time, iirc

    Quote Originally Posted by Tyndmyr View Post
    Change DC to 10 + Stat + half level at a minimum. That doesn't entirely solve the end effects, as it still scales up pretty fast, but it's at least less silly as an early choice. 10 + con + 1/3rd level might be better. Also, limit it to 1/round.
    Shall do.
    Quote Originally Posted by Tyndmyr View Post
    Capitalization. Also, mesmerization effects routinely have an HD limit. I'd keep that, even if it's high(say, Ab Druid level + 2d4).
    Alright.
    Quote Originally Posted by Tyndmyr View Post
    Also, it occurs to me that this and many other abilities need typing. Is it Ex? Su? Could be quite important.
    You're right about that with others - some I forgot about, others I wasn't sure what to make it - but this one I did type as Su?
    Quote Originally Posted by Tyndmyr View Post
    Also, the wis/attack rolls doesn't fit this at all, and is a bit potent for the ability. I'd just ditch that or, if you really like it, separate it out into another ability.
    Okay.
    Quote Originally Posted by Tyndmyr View Post
    This is not actually imbalanced in itself...though quite strong. The problem is that eye stalks = prereq for beholder mage. This basically dodges a 1-9 feat tax(depending on interpretation) to get into that class. Combining this with the aberration type(yay, only one PaO or the occasional polymorph needed) granted by this class, this basically makes getting into Beholder Mage a cakewalk. I can only describe that path combined with this one as horrifically broken.
    I didn't even think of Beholder Mage. To be fair, it is thematically appropriate...
    Any suggestions for fixing this? What if this was "eye nubs" - and therefore not eligible to meet the prerequisites for Beholder Mage - only becoming true eye stalks with the guath eye rays?
    Quote Originally Posted by Tyndmyr View Post
    Plus, for the cheese minded, multiple ways of getting eye rays can result in multiple sets of eye rays. Yay for full beholder mage casting AND full eyestalk usage! And also ten levels of Ab Druid. Theurge amusement optional.
    Any solutions? Or do I trust that I don't play with the cheese minded?
    (sounds like a horrible nickname for kuru or mad cow disease or Altzheimer's or something...)
    Quote Originally Posted by Tyndmyr View Post
    unconscious.
    Shaddap
    Quote Originally Posted by Tyndmyr View Post
    This is a bit good for a single ability. Scent is almost as good as tremorsense, and certainly better than darkvision(items can much more easily get you darkvision.)
    Scent's that good? Huh. Minimum level requirement?
    Quote Originally Posted by Tyndmyr View Post
    I'd ditch the claw damage for synergy reasons(or separate it out to another ability). A burrow speed is already pretty good...it's crazy useful in dungeoneering.
    Okay then. It just seemed a bit boring, and the other similar mutations have a little extra something as well.
    Quote Originally Posted by Tyndmyr View Post
    Yeah, this is too good. Immunities need to be scarce. Otherwise, it becomes far too easy to stack them. Work up from resistances.
    Yeah, I think I knew that when I made it. Should I have a few resistances, then immunity, then the abilities that required immunity, or attach those abilities to the lower-level resistances?
    Quote Originally Posted by Tyndmyr View Post
    Either delvers or passive, not both. Passive damage without actions is...really useful. Even in small quantities, it adds up nicely over the course of a fight, and helps most in the long, close fights. It's solid.
    Alright then.
    Quote Originally Posted by Tyndmyr View Post
    I'm not a fan of mired = pinned. It's awkward. Use difficult terrain rules instead.
    Direct copy-paste from the SRD on gibbering mouthers I thought it was weird too. Would the soften earth and stone version be better?
    Quote Originally Posted by Tyndmyr View Post
    Yeah, remember when I said that scent was too accessible because it was almost as strong as tremorsense? I'm sure you know how I feel about tremorsense.
    Increase the level requirement and/or add more requirements?
    Quote Originally Posted by Tyndmyr View Post
    If you have this, why would you bother to continue to getting proper web with another use?
    Really? Dang. I thought spitting the web had an advantage, if only that you don't have to set it up. Suggestions?
    Quote Originally Posted by Tyndmyr View Post
    Blinding Spit (Ex)
    Requires: --
    Effect: Your spittle becomes thick and caustic.
    Benefit: As a free action every round, you can fire a stream of spittle at one opponent within 20 feet. You make a ranged touch attack; if it hits, it deals 1d4+Con mod points of acid damage, and the target must succeed on a Fortitude save DC aberrant druid level + Con mod or be blinded for 1d4 + Con mod rounds (min. 1). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.
    Your coding broke. Were you gonna say something about this?
    Quote Originally Posted by Tyndmyr View Post
    This is basically a "no" to those spells. Hilariously so in conjunction with Alien Mind. I feel like Beholders and Illithids shouldn't be a complete joke. Look at the various dragon-specialized PrCs in Draconomicon. They have advantages, sure...but the fight should still be one with challenge. Look at adding additional tactical options instead of numerical increases.
    I may well check out those PrCs. I did want them to have a distinct and significant advantage over aberrations. Any other suggestions?
    Quote Originally Posted by Tyndmyr View Post
    Reasonable in itself. Mind affecting is one of the easiest tags to gain bonuses/immunity to. Divination is a bit weirder, but not actually problematic.
    I was going for an "it's really hard for others to get into your head because it's so damn weird" flavour.
    Quote Originally Posted by Tyndmyr View Post
    Be aware that this grants a fast track route into Beholder Mage. In conjunction with the eye stalks/rays, this class just became the least resource intensive method to break the game in half with Beholder Mage.
    That's kinda funny, seeing as normally changing type would be my 20th level capstone for this sort of class but aberration seemed so damn useless for the most part I decided to grant it earlier.
    Ultimately, though, is that a problem with this class or with Beholder Mage?
    Quote Originally Posted by Tyndmyr View Post
    Eh, it's NA. It's good, and makes you a rather decent tank, but it's not utterly broken, and can be bypassed. The bonuses are probably a bit larger than I'd go for, though.
    I had in mind the NA items one could get by those levels. But do you think I should reduce them, or space them out a bit more?
    Quote Originally Posted by Tyndmyr View Post
    So, summary...some of the ability breakouts for the abberations need to be tweaked, there's some very minor pedantic corrections, and there's a couple unfortunate interactions with other things...I should probably go look at Illithid Savant to see if there's any nasty interactions with that as well.

    Basically, you're up against the fact that despite it being usual 3.5 practice to design things the same for DMs and players...players just weren't generally expected to be abberations, and sometimes this results in unfortunate slips in design.
    Could I get an overall summary of the quality of this homebrew? (aka, make me feel better after all that criticism )

  13. - Top - End - #43
    Titan in the Playground
     
    Tyndmyr's Avatar

    Join Date
    Aug 2009
    Location
    Maryland
    Gender
    Male

    Default Re: Variant Druids

    Quote Originally Posted by Serpentine View Post
    In my defense, I was writing that stuff for hoooouuuuuurs - I'm not surprised there's some typos And yeah, I figured the Mutations would be the place most in need of criticism.Standard Druid qualifier...
    Yeah, that's the next bit of hard work I need to slog through
    Yeah, making spell lists is a bit of a grind sometimes. Cantrips/Orisons is the messiest bit, since there just isn't the variety I often want. I might have to make a cantrip handbook at some point.

    I guess I could throw in a "you can only take levels in one Druid class" clause...
    I wouldn't sweat that one too much...Diplomancy is pretty broken, and there are other ways to speak with wild varieties of things. A new version of diplomancer is mostly only a TO thing...it's probably not going to be allowed in most normal games. I mean, I allow diplomancers in my groups, but then I use a variant of the diplomacy rules anyhow.

    It's more of an FYI of a possibly interesting interaction than it is a realistic concern.

    How about regular penalties to other Charisma-based skills in step with the bonuses to Intimidate?
    That's solid. Hell, you can make them match up evenly, and it'll fit...very similar to the Alienist which is fluffwise quite similar, even if it's mechanically a touch below where I like.

    How much more painful?
    Hmmm...perhaps a prereq ability? Say, one that granted an additional 5 feet of reach only in specific circumstances, such as, say, AoOs? Still useful, and superseded by the +5 reach to all, but makes it a bit more of an investment instead of a handy "yeah, I'll grab that".

    I'd rather not ditch it completely if I can avoid it. Would a maximum of maybe 4 or 5 do, or is it just generally too overpowered, or what if I reduced the damage they do?
    Well, mass low damage attacks are problematic. It's the Master Thrower problem all over again...you can do fantastic things by layering status effects on each attack, which works phenomenally until you hit enough DR that you stop doing damage. Then, you cease being effective entirely.

    I'd look at single additional attack options similar to the claw/bite. Perhaps a pair, with appropriate negatives to hit.

    Like weapons do. Would "as weapons" be enough? I'm not sure how to make it more specific...
    It might be worth actually including the hit die table, since there's a lot of use of it. It isn't really a problem for people familiar enough with the system to understand the rules behind the rules, it's mostly a clarity issue for people that lack solid experience with 3.5.

    Yeah, I've never realised before how grapple-oriented aberrations are. I was expecting more psionics...
    That's based on the Mimic's "automatically wins grapple checks", by the way. But yeah, fair enough. Not sure I want to make it that low, though, considering its origins...
    The MM in general is pretty grapple-happy. I honestly had a similar impression of aberrations, as the iconic ones, beholder, illithid, aboleth are not primarily grapple threats. Still, enough individual monsters in any type tend to have grapple bonuses that mixing and matching can get some wild synergy. I wonder if WOTC writers were worried about PC grapplers ruining combat...

    Hmm, the Mimic kind of is a special case. An odd one, too. Hard to mesh that thematically with bits and pieces of other aberrations. A special Mimic flavored PrC might be fun, though.

    What about 1/2 Druid level?
    Yeah, that's probably reasonable. Quite healthy and a reasonable option, but not a reason to take the class in itself.

    Just changing it to "an additional arm" do?
    Shoot. It's Claws that needs rewriting there, right? "You gain two claw attacks" do?
    Yeah, both those should work. Check the attack bonuses of all the extra attack options against each other and against other options like Snap Kick in vanilla 3.5 for balance, but with two attacks, it fits.

    For the number of creatures swallowable, you mean? I'm not sure how to do that for all sizes without getting really wordy... "These amounts are halved (rounded down) for every category below medium and doubled for every size above" or somesuch?
    Yeah. It's a bit awkward, but I could easily imagine a non-medium sized druid. Perhaps there could be a boilerplate section for this that each place refers to? I dunno.

    You're right about that with others - some I forgot about, others I wasn't sure what to make it - but this one I did type as Su?
    Doh, my bad. Yeah, they all need typing, but I entirely missed that one.

    I didn't even think of Beholder Mage. To be fair, it is thematically appropriate...
    Any suggestions for fixing this? What if this was "eye nubs" - and therefore not eligible to meet the prerequisites for Beholder Mage - only becoming true eye stalks with the guath eye rays?
    Any solutions? Or do I trust that I don't play with the cheese minded?
    (sounds like a horrible nickname for kuru or mad cow disease or Altzheimer's or something...)
    Different naming should take care of it from a RAW perspective. By waiting until the get Guath eye rays, that

    Scent's that good? Huh. Minimum level requirement?
    Yeah, anything that bypasses standard hide is pretty solid...Hide is built to be a pretty powerful skill. I'd drop a level 8 or so requirement on it...probably doing it indirectly, via x ranks in a detection skill(I admit pathfinder is better in this particular area). Encourages characters to build it into a theme instead of just dropping it on.

    Okay then. It just seemed a bit boring, and the other similar mutations have a little extra something as well.
    It is a little, though mainly because burrow is a pre-defined ability, and unlike flight, you don't have to worry about a failure mode. It's a solid option though, and while brief, can be a big part of a character.

    Yeah, I think I knew that when I made it. Should I have a few resistances, then immunity, then the abilities that required immunity, or attach those abilities to the lower-level resistances?
    Yeah, I'd just extend the path by one, the initial resistance thing. The abilities are strong enough to stand on their own right, really.

    Direct copy-paste from the SRD on gibbering mouthers I thought it was weird too. Would the soften earth and stone version be better?
    Yeah, sometimes WOTC does crazy things and ignores their own rules too...probably on the soften version.

    Honestly, I'm just not sure how treating it as pinned works. The bog standard way to escape a pin is escape artist or a grapple check. What's the grapple check on quicksand?

    Increase the level requirement and/or add more requirements?
    Perhaps level 12, make scent as a requirement(since the two are basically anti-synergistic...is there a word for that?)...

    Really? Dang. I thought spitting the web had an advantage, if only that you don't have to set it up. Suggestions?
    It's mild, but probably not worth it. I'd probably just consolidate them both into a web as SLA option. It's a common SLA already, and a common spell on the normal druid list, so nothing is likely to be broken by that.

    Your coding broke. Were you gonna say something about this?
    Oh, yeah. Swift action instead of free action. Immediate if you really, really want it to be reactive, but new types of attacks as a free action should generally be avoided for action economy reasons.

    I may well check out those PrCs. I did want them to have a distinct and significant advantage over aberrations. Any other suggestions?
    Be aware that some of the anti-dragon classes are overall thin on abilities or otherwise poorly designed(like requiring lots of CL, but then not progressing them). Those aren't problems this class has or needs...in general, a themed class needs to have a noticeable bonus whenever something related to the theme arises...but you don't want to trivialize the encounter, nor do you want to so specialize that the player doesn't contribute effectively in other encounters.

    I believe there's a laundry list of such classes, but most of them draw heavily from the ranger for inspiration.

    That's kinda funny, seeing as normally changing type would be my 20th level capstone for this sort of class but aberration seemed so damn useless for the most part I decided to grant it earlier.
    Ultimately, though, is that a problem with this class or with Beholder Mage?
    I had in mind the NA items one could get by those levels. But do you think I should reduce them, or space them out a bit more?
    That's a toughie. See, Beholder Mage is just a bad class. It was not designed with players gaining access to it in mind. The good news is...it's a hard class for players to get access to. They need the eyestalks, they need the antimagic eye, and they need to be a beholder to actually get all the bennies. The typical answer is PaO, PaO, then dumping feats at it. This allows faster ninth level spells, but WBL, availability of PaO scrolls, and the multiple feats all tend to restrict the speed and paths available to enter.

    Dropping the entry requirements results in more power faster, so the synergy with it makes Beholder Mage more broken than it was before. It was never GOOD from a balance perspective, but it's like Pun-Pun being level 1 instead of 6. The whole Pazuzu thing is pretty much only judged by that.

    Honestly, if you can make it work with BM in a balanced fashion...that would be awesome and fluffy, but I'm not sure that BM lends itself well to that. It's a problem child. Ditto Illithid Savant, to a lesser extent.

    Could I get an overall summary of the quality of this homebrew? (aka, make me feel better after all that criticism )
    Heh, no worries. I'm not known for being overly positive. Truly bad things are typically responded to with scathing sarcasm and veiled insults. This is a solid concept going in a good direction that needs work on the details. Not unexpected since, as classes go, this is a particularly challenging path to take. No reason to feel bad at all about what's been done so far.

  14. - Top - End - #44
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Aberrant Druid
    Spoiler
    Show
    Aberrant Druid



    Quote here.


    Normal animals and plants and other natural things have little interest for the Aberrant Druid. Instead, they are devoted to the weird and the obscure, the so-called "unnatural" creatures. They are fascinated by the bizarre biology and lifecycles of aberrations. And the more they study the monsters, the more like them the Aberrant Druid becomes.

    Alignment
    Any Neutral. With their fascination with dark and twisted creatures and often unpleasant physical deformation, Aberrant Druids tend towards Evil or Chaotic.

    Hit Die
    d8.

    Class Skills
    The Aberrant Druidís class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Planes) (Int), Knowledge (Arcana) (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 Druid
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Dungeon Sense, Aberrant Drift, Aberrant Empathy, Darkvision 60ft|3|1||||||

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Aberration Familiarity +1, Mutation|4|2||||||

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Alien Mind +1 (mind-affecting)|4|2|1|||||

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Aberrant Drift, Truly Aberrant, Mutation|5|3|2|||||||

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Thickened Skin +2|5|3|2|1|||||

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Mutation|5|3|3|2|||||

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Aberrant Drift, Alien Mind +2|6|4|3|2|1||||

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Mutation, Aberration Familiarity +2|6|4|3|3|2||||

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Thickened Skin +4|6|4|4|3|2|1|||

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Aberrant Drift, Mutation|6|4|4|3|3|2|||

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Alien Mind +3 (Divination)|6|5|4|4|3|2|1||

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Mutation|6|5|4|4|3|3|2|||

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Aberrant Drift, Thickened Skin +6|6|5|5|4|4|3|2|1||

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Mutation, Aberration Familiarity +3|6|5|5|4|4|3|3|2||

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Alien Mind +4|6|5|5|5|4|4|3|2|1|

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Aberrant Drift, Mutation|6|5|5|5|4|4|3|3|2|

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Thickened Skin +8|6|5|5|5|5|4|4|3|2|1

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Mutation|6|5|5|5|5|4|4|3|3|2

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Aberrant Drift, Alien Mind +5|6|5|5|5|5|5|4|4|3|3

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Mutation, Thickened Skin +10, Aberration Familiarity +4|6|5|5|5|5|5|4|4|4|4[/table]

    Class Features
    All the following are class features of the Aberrant Druid.

    Weapon and Armour Proficiency
    Aberrant druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, whip. They are also proficient with all natural attacks (claw, bite, and so forth) they acquire through Mutation.

    Aberrant druids are proficient with light and medium armour.

    Spells
    An aberrant druid casts divine spells, which are drawn from the aberrant druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An aberrant druid must choose and prepare her spells in advance (see below).

    To prepare or cast a spell, the aberrant druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a plant druidís spell is 10 + the spell level + the aberrant druidís Wisdom modifier.

    Like other spellcasters, an aberrant 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 Aberrant Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

    An aberrant druid prepares and casts spells the way a cleric does. An aberrant druid may prepare and cast any spell on the aberrant druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Chaotic, Evil, Good, and Lawful Spells
    A druid canít cast spells of an alignment opposed to her own or her deityís (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

    Spell List
    Spoiler
    Show
    0th Level


    1st Level


    2nd Level


    3rd Level


    4th Level


    5th Level


    6th Level


    7th Level


    8th Level


    9th Level



    Bonus Languages
    An aberrant druidís bonus language options include Undercommon, the language of cave-dwelling creatures. This choice is in addition to the bonus languages available to the character because of her race.

    An aberration druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level aberrant druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesnít take up a language slot. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Dungeon Sense (Ex)
    An aberrant druid gains a +2 bonus on Knowledge (dungeoneering) checks and a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage when using these skills against creatures of the aberration type.

    Aberrant Empathy (Ex)
    An aberrant druid can improve the attitude of an aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The aberration druid rolls 1d20 and adds her aberration druid level and her Charisma modifier to determine the aberrant empathy check result.

    To use aberrant empathy, the aberrant druid and the creature 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 aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Aberrant Drift
    At 1st level and every 3 levels thereafter, the aberrant druid changes in some small but sinister way, granting it a +2 circumstance bonus to Intimidate checks, a -1 penalty to all other social skills when used against any creature other than an aberration or another aberrant druid, and a +1 bonus to the DC of any spells with the [fear] descriptor cast. The exact nature of this change is up to the player, but has no mechanical effect beyond those listed.

    Darkvision (Ex)
    An aberrant druid has Darkvision to 60ft. If she already has Darkvision from another source, its range increases by 30ft.

    Mutation
    At 2nd level and every second level thereafter, the aberrant druid may select one of the following mutations, or a custom one of equivalent power.
    Spoiler
    Show
    Tentacles
    Requires: --
    Effect: You sprout thin, grabbing tentacles.
    Benefit: You gain a +4 bonus to grappling checks and against being disarmed.

    Grasping Tentacles
    Requires: Tentacles
    Effect: Your tentacles grow larger and stronger.
    Benefit: The bonus to grappling and against being disarmed increases to +6. You gain Improved Grab.

    Lashing Tentacles
    Requires: Tentacles
    Effect: You can stretch out your primary tentacles to lash at opponents.
    Benefit: Once a round you can make an attack of opportunity with +5 reach.

    Reaching Tentacles
    Requires: Lashing Tentacles
    Effect: Your primary tentacles grow long.
    Benefit: You gain +5ft reach.

    Slamming Tentacles
    Requires: Grasping Tentacles OR Reaching Tentacles
    Effect: Your tentacles grow thick and strong.
    Benefit: You gain an additional slam attack at -2 attack that deals bludgeoning damage equal to 1d6/4 class levels + Str mod (medium creature, scales with size as weapons do).

    Tentacle Toss
    Requires: Slamming Tentacles, Str 14
    Effect: You can use your tentacles to hurl foes.
    Benefit: If you hit with your tentacle slam you can choose to throw your target away from you. The target must succeed on a Reflex save DC 10 + 1/2 aberrant druid level + Str mod or be thrown 5ft per Str mod (e.g. 16 Str = 15ft). The target lands prone. Any feats or abilities that allow you to deal damage by knocking enemies into things applies to Tentacle Toss as well.

    Constriction
    Requires: Improved Grab OR Squeezing Tail
    Effect: You can squeeze enemies to death.
    Benefit: With a successful grapple check you deal 1d6 damage per 3 aberrant druid levels + Str mod (medium creature, scales with size as weapons do).

    Slime
    Requires: --
    Effect: Your body produces a slick, nasty slime.
    Benefit: You gain a +4 bonus to Escape Artist checks. Small amounts of the slime can be used to grant a +2 circumstance bonus to Open Lock and Disable Device checks, but it becomes dry and useless 5 minutes after being removed from your body.

    Aboleth Slime (Ex)
    Requires: Slime
    Effect: Your slimy coating takes on the attributes of that of aboleths.
    Benefit: As for the aboleth's slime ability. The save DC is 14+ Consitution modifier.

    Adhesive (Ex)
    Requires: Slime
    Effect: You can turn your slime into a sticky glue.
    Benefit: As a move action, you can turn your slime into an adhesive (and with another move action, you can change it back). You gain a +4 bonus to avoid getting disarmed and a +5 bonus to grapple checks.

    Shifting Skin (Ex)
    Requires: --
    Effect: You can alter the colour and texture of your skin to blend in with your surroundings.
    Benefit: You gain a circumstance bonus to Hide checks equal to 1/2 your aberrant druid level.

    Reflective Skin (Ex)
    Requires: Shifting Skin
    Effect: You can make your skin resistant to magic.
    Benefit: As a standard action, you can alter your skin to gain spell resistance 10 + 1/2 your aberrant druid level. This cannot be used at the same time as Shifting Skin, Shifting Flesh or Transforming Flesh.

    Shifting Flesh (Ex)
    Requires: Shifting Skin, level 10 aberrant druid
    Effect: You can shift your features to appear like someone else.
    Benefit: You can alter your body as disguise self, except that it is not a magical effect but a physical one, it effects your body but not your possessions, and you can appear to be any humanoid within one size category of your natural form.

    Transforming Flesh (Ex)
    Requires: Shifting Flesh, Amorphous Form
    Effect: You can reshape your whole body in any way.
    Benefit: You can alter your body to look like anything within one size category of your natural form. You gain no characteristics of whatever shape you take beyond appearance, but it is not an illusory effect and you gain a bonus to Disguise checks equal to 10 + 1/2 your aberrant druid level.

    Extra Limb
    Requires: --
    Effect: You grow an additional limb.
    Benefit: You have an extra arm.

    Claws
    Requires: --
    Effect: Your hands become sharp claws or cutting pincers.
    Benefit: You gain a natural claw attack for each of your hands that deals 1d6 damage per 4 aberrant druid levels + Str mod (medium creature, scales with size).

    Tearing Claws
    Requires: Claws
    Effect: Your claws or pincers rip into your enemies.
    Benefit: You gain Improved Grab. In addition, if you hit with both claw attacks you automatically deal critical damage.

    Maw
    Reqires: --
    Effect: Your mouth becomes wider and full of sharp fangs.
    Benefit: You gain a natural bite attack at -2 attack that deals 1d6/4 class levels piercing damage + Str mod (medium creature, scales with size as weapons do).

    Gaping Maw
    Requires: Maw
    Effect: Your mouth stretches to grotesque proportions.
    Benefit: You gain Improved Grab with your bite attack. You are considered a size larger for the purpose of determining bite attack damage.

    Consuming Maw (Ex)
    Requires: Gaping Maw, Incohate Form
    Effect: Your mouth and throat gape and consume.
    Benefit: You can swallow whole any grappled creature two or more size categories smaller than you. A swallowed creature takes your bite damage + 2x your Con Mod (min. 1) acid damage per round. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you (natural armour applies). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A medium aberrant druid can swallow 1 tiny, 4 diminutive or 8 fine creatures. These numbers are halved (rounded down) for every size category below medium, and doubled for every size category above medium.

    Engulfing Maw (Ex)
    Requires: Consuming Maw, Amorphous Form
    Effect: Your mouth and body distend horribly to consume your enemies.
    Benefit: You can attempt to swallow a grappled opponent your size or smaller size by making a successful grapple check. A swallowed creature can cut itself out of you by dealing your aberrant druid level + your Con mod slashing or piercing damage to you (natural armour applies). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    A medium aberrant druid's body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures. These numbers are halved (rounded down) for every size category below medium, and doubled for every size category above medium.

    Incohate Form (Ex)
    Requires: --
    Effect: Your body starts to shift and deform.
    Benefit: You gain light fortification (25% chance to negate sneak attacks and critical hits).

    Alien Form (Ex)
    Requires: Incohate Form
    Effect: Although outwardly relatively normal, inside your body is completely alien and weird.
    Benefit: You gain moderate fortification and damage reduction 2+Con mod/bludgeoning.

    Amorphous Form (Ex)
    Requires: Alien Form, level 10 aberrant druid
    Effect: Your body, although retaining your original shape, has little in common with the anatomy with which you were born.
    Benefit: You gain heavy fortification, your damage reduction increases to 4+Con mod/bludgeoning, and you are considered a size category smaller for the purpose of squeezing through tight spaces.

    Antennae (Ex)
    Requires: Level 6 aberrant druid
    Effect: You sprout sensitive antennae.
    Benefit: You gain blindsight 5ft per 5 aberrant druid levels.

    Rusting Touch (Ex)
    Requires: Antennae
    Effect: Your antennae can oxidise metals just by touching them.
    Benefit: A number of times per day equal to 1 + your Constitution modifier (min. 1) as a standard action you may attempt a touch attack on a metal object with your antennae. If successful, the target metal corrodes, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 12 + Con mod Reflex save or be dissolved.

    Poison (Ex)
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a potent poison.
    Benefit: Your bite, sting or tentacle slam attack deals poison as well as damage. Injury, Fort DC class level + Constitution modifier, initial and secondary damage 1d6 to one ability. Choose which ability is affected and which means of application (i.e. bite, sting or tentacle) upon selection.
    Special: This mutation may be selected multiple times, a different ability each time. Only one poison type may be used at one time through each means of application, and it takes a full round to change poisons, during which time no poison can be used.

    Paralysing Poison (Ex)
    Requires: Maw OR Sting OR Slamming Tentacles
    Effect: You produce a paralysing venom.
    Benefit: Your bite, sting or tentacle slam attack paralyses your enemies. Fort DC 12 + 1/3 aberrant druid level + Con modifier, paralysis for 1d4 rounds per 4 aberrant druid levels. This poison cannot be used at the same time on the same means of application as other poisons, and it takes a full round to change poisons, during which time no poison can be used.

    Clinging Pads (Ex)
    Requires: --
    Effect: Your skin grows sticky, hairy pads.
    Benefit: You gain a +2 bonus to avoid being disarmed and a +4 bonus to Climb checks.

    Super-sticky Pads (Ex)
    Requires: Clinging Pads
    Effect: Your skin pads become more adhesive.
    Benefit: You gain a Climb speed of 10ft and Improved Grab.

    Multiple Eyes (Ex)
    Requires: --
    Effect: You sprout eyes all over your body.
    Benefit: You gain a +4 bonus to Spot checks and Dodge.

    Captivating Gaze (Su)
    Requires: Multiple Eyes
    Effect: Your gaze gains an intensity from which it is difficult to look away.
    Benefit: A number of times per day equal to 2 + Wis mod (min. 1), you can use hypnotism as the spell except the HD limit is aberrant druid level +2d4, and they don't need to be within 30ft of one another.
    Mesmerising Gaze (Su)
    Requires: Captivating Gaze
    Effect: Your stare becomes almost impossible to resist.
    Benefit: A number of times per day equal to 1 + Wis mod (min. 1), you can use charm monster on up to your Wisdom modifier (min. 1) creatures within range that you can see.

    Eye Nubs (Ex)
    Requires: --
    Effect: You sprout multiple eyes from your head.
    Benefit: You gain a +4 bonus to Spot checks and Uncanny Dodge.

    Eye Rays - Guath (Sp)
    Requires: Eye Nubs
    Effect: Your eye nubs lengthen into full eye stalks which can shoot rays as a guath.
    Benefit: A number of times per day equal to 1/4 your class level each you can use the following spells as a spell-like ability: sleep, inflict moderate wounds, dispel magic, scorching ray, paralysis, exhaustion. DCs as for spells.

    Eye Rays - Beholder
    Requires: Eye Rays - Guath, Aberrant Druid level 14
    Effect: You can shoot rays from your eye stalks as a beholder.
    Benefit: A number of times per day equal to 1/5 your class level each you can use the following spells as a spell-like ability: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis. DCs as for spells.

    Bouyant Body (Ex)
    Requires: --
    Effect: Your body becomes naturally light and bouncy.
    Benefit: You gain a +4 bonus to Swim checks to stay afloat and a +4 bonus to Jump checks. Your body weight is reduced by 1/3.

    Floating Body (Ex)
    Requires: Bouyant Body
    Effect: Your body becomes lighter than air.
    Benefit: You can use levitation at will as an extraordinary ability. Your body weight is halved.

    Airborne Body (Ex)
    Requires: Floating Body
    Effect: You gain the ability to control and direct your super-light body.
    Benefit: You gain the ability to fly, perfect maneuverability, natural, speed equal to your walking speed. If you fall unconscious while airborne you drift gently to the ground.

    Keen Nose (Ex)
    Requires: Level 8 Aberrant Druid, Wis 14
    Effect: Your sense of smell sharpens.
    Benefit: You gain scent.

    Cloaker Moan (Ex)
    Requires: Level 6 Aberrant Druid
    Effect: You can imitate the cloaker's dreadful moan.
    Benefit: You can use the cloaker's moan ability a number of times per day equal to 1/5 aberrant druid level. Save DCs 15 or 13+listed ability modifier, whichever is higher.

    Skin Flaps
    Requires: --
    Effect: You grow large, loose flaps of skin. They may be wing-like, fin-like, or resemble a cloak when at rest.
    Benefit: You gain a +2 bonus to jump checks and as long as you are concious are permanently under the effect of feather fall. By spending a move action to flap the skin around in a confusing manner you gain a +2 bonus to AC until the end of the round.

    Flapping Skin
    Requires: Skin Flaps
    Effect: Your loose flaps of skin become stronger and more wing-like.
    Benefit: You gain natural flight, average maneuverability, twice walking speed. The AC bonus from flapping the skin increases to +4.

    Whipping Tail
    Requires: A tail - can be acquired through Aberrant Drift.
    Effect: You grow a long, whip-like tail.
    Benefit: You gain an additional slap attack with your tail at -2 attack that deals 1d6/4 aberrant druid levels + Str mod bludgeoning damage.

    Sting
    Requires: Whipping Tail
    Effect: Your tail sprouts a sharp sting at the end.
    Benefit: Your tail slap attack deals 1d6/4 aberrant druid levels +Str mod bludgeoning and 1d4/4 aberrant druid levels+Str mod piercing damage.

    Sweeping Tail
    Requires: Whipping Tail
    Effect: Your tail grows long and oar-like.
    Benefit: You gain a 20ft swim speed and you can make trip attacks with your tail.

    Squeezing Tail
    Requires: Whipping Tail
    Effect: Your tail becomes even longer and more muscular.
    Benefit: Your tail slap bludgeoning damage increases to 2d6, and you gain Improved Grab with it.

    Shadow Manipulation (Su)
    Requires: Level 4 Aberrant Druid
    Effect: You can manipulate shadows like a cloaker.
    Benefit: A number of times per day equal to 1/4 your aberrant druid level you gain the cloaker's Shadow Shift ability.

    Digging (Ex)
    Requires: Claws
    Effect: You can burrow your way into the earth.
    Benefit: You gain a 15ft burrow speed.

    Acid Resistance (Ex)
    Requires: --
    Effect: Your skin changes its composition to resist acidic damage.
    Benefit: You gain acid resistance 4

    Acid Immunity (Ex)
    Requires: +4 Natural Armour, Acid Resistance
    Effect: Your skin becomes thick, stony and resistant to acidic damage.
    Benefit: You gain immunity to acid.

    Corrosive Slime (Ex)
    Requires: Immunity to acid, Slime
    Effect: Your slimy coating becomes horribly corrosive.
    Benefit: Any contact with your skin - including grappling and natural attacks - deals 2d4 acid damage.

    Delver Slime (Ex)
    Requires: Corrosive Slime
    Effect: You can consciously concentrate your slimy coating.
    Benefit: A number of times per day equal to your Constitution modifier (minimum 1), you can concentrate your slime to the intensity of the delver's corrosive slime for 1d4 + Con mod rounds.

    Ground Manipulation (Su)
    Requires: --
    Effect: You can effect the composition of the ground around you.
    Benefit: A number of times per day equal to your aberrant druid level, as a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Treat as soften earth and stone, centred on you, except you are immune to your own softened earth.

    Stone Shaping (Ex)
    Requires: Ground Manipulation
    Effect: You can alter the structure of stone itself.
    Benefit: You gain the Stone Shape ability of the delver.

    Vibration Detection
    Requires: Level 12 Aberrant Druid, Wis 16
    Effect: You can sense creatures around you through touch.
    Benefit: You gain tremorsense 60ft.

    Destrachan Ears (Ex)
    Requires: --
    Effect: Your ears become complex and multi-chambered, your hearing adjustable.
    Benefit: You gain a +4 bonus to Listen checks, and a circumstance bonus to saves against sonic abilities equal to 1/4 aberrant druid level.

    Disruptive Harmonics (Su)
    Requires: Destrachan Ears, level 8 aberrant druid
    Effect: You gain powerful control over your vocal chords, granting you the sonic abilities of a destrachan.
    Benefit: A number of times per day equal to 1/5 your aberrant druid levels + Con mod (minimum 1), you can use the destrachan's disruptive harmonics ability.

    Filching Fingers
    Requires: --
    Effect: Your fingers become grotesquely long, thin and nimble.
    Benefit: You gain a +4 circumstance bonus to sleight of hand, disable device, and open lock checks.

    Ethereal Affinity
    Requires: level 4 aberrant druid
    Effect: You start to tap into the ethereal plane.
    Benefit: A number of times per day equal to your aberrant druid level you can cast blink as a spell-like ability.

    Ethereal Connection
    Requires: Ethereal Affinity, level 12 aberrant druid
    Effect: You can shift between the material plane and the ethereal plane.
    Benefit: A number of times per day equal to 1/4 your aberrant druid level you can cast ethereal jaunt as a spell-like ability.

    Spinnerette (Ex)
    Requires: --
    Effect: You grow a spider-like spinnerette with which you can spin your own thread.
    Benefit: You can produce a sheet of sticky webbing from 5 to 60 feet square with which you can construct traps. Approaching creatures must beat your Survival check to notice your web trap, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. You can climb and handle your own web without getting stuck to it.
    You can also use your web to spin a rope. It has the qualities of a silk rope, and you can produce 5 feet of rope in 5 minutes. You can decide how much, if any, of it is sticky. Once separated from your body, a rope lasts 1 hour per aberrant druid level.
    In addition, you can throw a web as the spell web a number of times per day equal to 1/4 aberrant druid levels + Con mod. Save DC as spell.

    Blinding Spit (Ex)
    Requires: --
    Effect: Your spittle becomes thick and caustic.
    Benefit: As a swift action every round, you can fire a stream of spittle at one opponent within 20 feet. You make a ranged touch attack; if it hits, it deals 1d4+Con mod points of acid damage, and the target must succeed on a Fortitude save DC aberrant druid level + Con mod or be blinded for 1d4 + Con mod rounds (min. 1). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.


    Aberration Familiarity
    From 2nd level, the aberrant druid's research into and experience with aberrations gives them a familiarity with their tricks and abilities. They gain a bonus equal to 1 + Wis mod to all saves against against Aberrations and their abilities (note this bonus does not apply to spells or abilities granted by classes that an Aberration may posses). This bonus increases to +2 at 8th level, +3 at 14th and +4 at 20th.

    Alien Mind (Ex)
    At 3rd level, the aberrant druid's mind starts to warp in ways unexpected by others. She gains a +1 bonus to saves vs. mind-affecting spells and abilities. This bonus increases to +2 at level 7, +3 at level 11, +4 at level 15 and +5 at level 19. From level 11, this bonus applies to divination abilities used against her. This does not apply to mind-affecting or spells and abilities of aberrations.

    Truly Aberrant
    At 4th level, the aberrant druid becomes an aberration. She gains the Aberration type, and is considered an aberration for the purpose of feats, equipment and any other prerequisites. Aberrant Drift also grants the druid a +2 bonus to Aberrant Empathy per Drift.

    Thickened Skin
    The aberrant druid's skin becomes thick and leathery. She gains +2 natural armour at 5th level. This increases to +4 at 9th level, +6 at 13th level, +8 at 17th level, and +10 at 20th level.


    Updated the druid based on all the advice I've gotten. Have to do the spell list later tonight - hopefully in time to make a character out of it for tomorrow
    If anyone wants to come up with more Mutations based on other aberrations that'd be amazing.
    Last edited by Serpentine; 2011-08-20 at 10:48 AM.

  15. - Top - End - #45
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Fixin' yon glitch.

  16. - Top - End - #46
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Updated the Plant Druid. A last critique of it would be really handy, as I'm going to try playing it soon.
    What level was Splinterbolt?
    Last edited by Serpentine; 2011-08-28 at 06:30 AM.

  17. - Top - End - #47
    Ettin in the Playground
     
    Cieyrin's Avatar

    Join Date
    Nov 2007
    Location
    Wisconsin
    Gender
    Male

    Default Re: Variant Druids

    Quote Originally Posted by Serpentine View Post
    Updated the Plant Druid. A last critique of it would be really handy, as I'm going to try playing it soon.
    What level was Splinterbolt?
    Looks like my concerns were addressed, so I think it looks alright.

    Splinterbolt is 2nd level, which is why its alternate nickname is the Druid's Scorching Ray.
    Goblin Cannon Crew avatar by Vrythas.
    Spoiler
    Show

    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
    My Homebrew
    The Gunslinger's Handbook
    Archetype Combo List!

  18. - Top - End - #48
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    Oh yeah, if anyone wants to convert the spell progressions to spontaneous that'd be handy...

  19. - Top - End - #49
    Titan in the Playground
     
    Tyndmyr's Avatar

    Join Date
    Aug 2009
    Location
    Maryland
    Gender
    Male

    Default Re: Variant Druids

    Quote Originally Posted by Serpentine View Post
    Plant druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Plant druids are proficient with shields (except tower shields) but must use only wooden ones.
    I'd flip the armor around to banning only certain armors, as there's some obscure armors out there like Kaorti Resin that are extremely fitting for this concept, but technically illegal under this writing.

    Spell List: Seems fluffy, but quite long for limited list caster. I'd recommend trying to shave off some of the less fluffy choices, like Distilled Joy, or spells that are kind of marginal in use for brevity.
    Druidic has its own alphabet.

    Plant Companion (Ex)
    A plant druid may begin play with one of two types of companion: a plant familiar, or plant companion.

    A plant familiar is an ordinary plant - although usually one that has been given special care or is unusual, such as a bonsai - to which the plant druid has bonded and become tuned to. Once per day, the plant druid may infuse their plant familiar with some of their magical energy. A number of spell levels up to the plant druid's levels may be infused each day. These spell levels are considered spent for that day. A plant can store up to thrice the plant druid's level in spell levels indefinitely. Cantrips are considered 0.5 spell levels for this purpose.
    A number of times per day equal to the plant druid's Wisdom modifier, the familiar's stored energy can be used to cast any spell on the plant druid's spell list that the plant druid is able to cast, without using the druid's prepared spell slots. One of these spells a day may have any one metamagic feat applied to it.
    Basically, this is a choice between more magic or more melee. This will generally be a rather easy choice. I'd ditch the metamagic feat clause, as it's non specific, and, in any case, Empowered X is as much a spell as X is, and can normally be used interchangeably with it so long as it meets other requirements such as spell level.

    Assume that essentially everyone will pick the familiar, though. Hell, in addition to allowing you to carry over unused spell power between days, it gives you spont casting AND the ability to pool lower level spells into bigger ones. All ways to do this currently in game are much more limited. This is a class defining ability here.

    Honestly, I'd dump the metamagic clause, and entirely ditch the animal companion.

    Also, you need familiar progression stuff. I'd start by ripping off wizard for hp/ac and all that.

    Nature Sense (Ex)
    A plant druid gains a +2 bonus on Knowledge (nature) and Survival checks.

    Plant Empathy (Ex)
    A plant druid can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The plant druid rolls 1d20 and adds her plant druid level and her Charisma modifier to determine the plant empathy check result.

    To use plant empathy, the plant druid and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
    Both are fluffy, and Nature Sense is certainly no worry from a power perspective. Note that Plant Empathy effectively breaks anything like an investigation campaign...but D&D is pretty terrible at that anyhow, and it's breakable in half a dozen other ways with magic, so it's not a big worry. I'd almost certainly keep it, this is mostly just an FYI.

    Rebuke Plants
    The Plant Druid can influence plant creatures in the same way that evil clerics can influence undead. See Turn Or Rebuke Undead.
    Good on not including turning. Not only does it avoid the wild problem of dealing with lack of land speed, but it avoids any worries of it fueling DMM by RAW.

    [quote]Woodland Stride (Ex)
    Starting at 2nd level, a plant druid 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Improved Woodland Stride (Ex)
    From 6th level, the druid may move freely even through overgrown areas that have been magically manipulated to impede motion.

    Vegetal Drift
    At 2nd level and at various levels thereafter, the plant druid may select one of the following drifts, or a custom one of equivalent power. Vegetal Drifts may be taken up to 3 times, stacking (where applicable). Improved versions may only be taken after the original.

    Barky skin: Your skin toughens like bark. You gain a +2 natural armour bonus.
    Barky skin, Improved: Your skin hardens. You gain DR 2/slashing.
    Tendrils: You grow vines from your body. You gain a +2 bonus to Grapple.
    Tendrils, Improved: Your vines grow stronger and more plentiful. You gain Improved Grapple.
    Vines: Your arms stretch and bend in a vine-like way. You gain an extra 5ft reach.
    Vines, Improved: Your vine-like arms become tougher and quicker. You gain Improved Grab as an Extraordinary Ability.
    Photosynthesis: Your skin and/or hair turn green, or you start to grow leaves. As long as you get at least 1 hour of sunlight a day you only need to eat half as much food and gain Fast Healing 2.
    Photosynthesis, Improved: Your body produces more chloryphyll and becomes more plantlike. You gain Regeneration 1.
    Fast Healing 2 is a bit much for an introductory ability. It's normally an ability that's a bit hard to get as a static, always on thing.

    Regeneration is even more problematic. Without a negation method, you sort of don't die unless wished to death, similarly to the terrasque. And, if immunity to non lethal is tacked on, you become an unstoppable death machine. I'd suggest fire and acid as bypass options, same as trolls.

    Also, consider that people investing in this might stack them repeatedly.

    Roots: You start growing roots from your feet. Any time you spend at least one round without moving, you gain a +4 bonus against Bull Rush attempts.
    Roots, Improved: Your roots start sending you sensory information. You gain Tremorsense.
    Creepers: You grow tiny clinging tendrils. You gain a 10ft Climb Speed.
    Spines: Your body grows thousands of needle-like spikes. Anyone hitting you with a natural or unarmed attack takes 1d4 piercing damage. Anyone grappling you takes 1d6 piercing damage.
    Spines, Improved: Your spikes start producing an irritating poison. Anyone taking damage from the spines take 1d4 Dexterity damage (DC 10+1/2 HD+Con mod or 14, whichever is higher).
    Thorns: You grow hard, sharp thorns. You gain a claw attack that deals 1d6 slashing damage.
    Thorns, Improved: Your thorns become vicious and lacerating. They are considered to have the Keen and Nervewrack (On a critical hit, the opponent receives the following penalties due to pain for 1d4 rounds (no save): a) Ė2 penalty to AC, attack rolls, weapon damage, and Reflex saves; b) movement is Ĺ; and c) casting spells requires a Concentration check vs. DC 15.) features.
    Sap: Your blood starts to turn into sap. You gain a +4 bonus to checks to stabilise.
    Sap, Improved: Your blood thickens further. You are immune to wounding and similar affects.
    Heartwood: Your core toughens. You gain a +2 Constitution bonus. This cannot be taken twice in a row.
    Heartwood, Improved: Your core toughens further, protecting your vital organs. You gain Light Fortification as an Extraordinary Ability.
    Seeking Tendrils: Your fingers become prying tendrils and your body flexible as a sapling. You gain a +2 Dexterity bonus. This cannot be taken twice in a row.
    Seeking Tendrils, Improved: Your limbs become whiplike, your digits fine enough to pry into any cranny. You may add your Dexterity modifier to the following checks: Disarm, Grapple, Trip, Climb, Disable Device, Open Lock, Perform (any non-vocal), Search.
    Sturdy Trunk: Your body becomes heavier and wooden. You gain a +2 Strength bonus. This cannot be taken twice in a row.
    Sturdy Trunk, Improved: You become heavier and much more solid than appearance would suggest. You are considered one size category larger whenever it it beneficial.
    Alluring Scent: You sprout pleasant-smelling flowers, or your body produces a lovely scent. You gain a +2 Charisma bonus. This cannot be taken twice in a row.
    Alluring Scent, Improved: Your scent gains in potency. You can use Charm Monster as a Spell-like Ability once per day, DC 10+1/2 HD +Charisma modifier or 14, whichever is higher.
    Foliage: Over a full round, you can grow leaves and twigs all over your body. You can moult them as a move action. You gain a +4 bonus to Hide checks anywhere plants can grow.
    Foliage, Improved: Your coat of leaves and twigs becomes thick and luxurious. You gain 30% Concealment whenever they are activated.
    That stat boosts are pretty good. Particularly con. An extra cha bonus isn't a big deal for a most non cha class, but a possible +6 to con is no joke on a d8 class.

    Infuse Life Bundles (Su)
    At 5th level, the plant druid gains the ability to create life bundles. These are small bundles of seeds and cuttings infused with raw plant magic. When thrown by yourself, any Druid, Cleric of a deity of plants or nature, or a similar divine spellcaster (so long as you gave them the bundle of own free will), they burst into exuberant growth, growing over anything in its area. Only two bundles are effective in any one square; additional bundles sprout, but are overrun by the growth already present. Same effects do not stack.
    The nature of the bundle depends on the types of plants used to make it. Almost any plants can be used. Some possible bundles include:

    Entangling Bundle: Contains vines, blackberry, ivy and similar plants. It bursts into ropes and nets of clinging stems, wrapping around anything it comes into contact with. It emulates the effects of the spell entangle, except as noted below.

    Spike Bundle: Contains brambles, blackberries, nettles, thistles, briars, roses, cacti and other spiky plants. It sprouts into a tangled mess of barbs and thorns. It emulates the effects of the spell entangle, except as noted below, and in that it deals 1d6 + 1 per 4 plant druid levels in piercing damage, and has a 20ft spread area.

    Barrier Bundle: Contains brambles, blackberries, briars, bamboo, bushes and other densely growing plants. It grows into an impenetrable wall of stems and thorns, up to one 5ft cube per caster level (continuous). Any creatures caught in the area take 1d6 + 1 per 4 plant druid levels in piercing damage and are forced to the side. The wall must be hacked away to get through; doing so with anything other than a reach weapon deals 1d4 damage to the attacker.

    Climbing Bundle: Contains vines, creepers, thornless briars and other long, strong plants. When thrown onto a wall or sloping surface, they spread out and grow into a tangled net. They can grow up to 10ft horizontally and 50ft vertically. The DC to climb the vines on a vertical surface is 5.

    Decomposing Bundle: Contains various fungi and detritovores. This bundle requires a touch attack to hit a single target, and does not count towards the two-bundles-per-square limit. When it hits the target, the detritovores sprout out to cover it in seeking tendrils, sinking into any wounds the target already has or acquires. The target takes an extra point of damage from any skin-breaking attack, and one point per round of damage per open wound. Open wounds include those from piercing and slashing damage, and any bleeding wound or break in skin. The effect continues until the spores are removed (although if the wounds are closed, such as by a Cure spell, the target no longer takes the damage until another wound opens). The fungi is removed by spending a full round action to wipe it off, by being the target of a fire spell or a mundane fire effect, or cure disease.

    Choking Bundle: Contains spores, strong-scented flowers, pollen and other strong and irritating substances. All breathing creatures within a 10ft radius must make a fortitude save or be sickened as long as they stay in the area. The choking cloud settles in 2d4 rounds.

    The effects are Instantaneous. The DC for all is 10+CL. Bundles take 5 minutes each to infuse, and are used as a splash weapon. Components can be gathered ahead of time, and bundles generally last indefinitely.
    Consider establishing a weight for each one, and be aware that this allows stockpiling ridiculous amounts of bundles, which could be a problem with sufficient downtime.

    Also, note that requiring counting open wounds on a target might be messy, as that's not something that is typically tracked by D&D.


    All in all, solidly tier 1.

  20. - Top - End - #50
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Variant Druids

    I've updated the Plant Druid in accordance with the above. I guess they're all ready to play, now?

  21. - Top - End - #51
    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Sep 2009

    Default Re: Variant Druids

    Love the Animorph thing! You're right they are kinda druids. Cassie at least would have levels of druids. Rachel would be more of a barbarian though...
    It would be awesome to see more of that stuff
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •