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Thread: Variant Druids

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    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Variant Druids

    I mentioned in my Magma Druid thread that I was thinking of doing a variety of different druid-types. I've recently had a reason to start work on another one, so I figured I may as well start the thread.
    This thread isn't just for me, though. If anyone else has an extra druid, or anything Druid-related, to offer, by all means do so!

    edit: A note, for the purposes of critiquing what I do. I'm aiming for around Tier 2-3 - substantially less powerful than Core Druid, but still useful, fun and interesting.

    The one that started it all, the Magma Druid:
    Spoiler
    Show
    Magma Druid



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

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

    Alignment
    Any.

    Hit Die
    d8.

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Volcanic Form (Su)
    At 4th level, a magma druid can harness the power of molten lava. This progresses as follows:
    Vent Form: She gains +4 natural armour bonus, +2 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 1d6 bludgeoning damage +1d4 fire.
    Caldera Form: As Vent Form, except as follows. She becomes Large size, the natural armour bonus increases to +5, the Strength bonus increases to +4, slam attack damage increases to 2d6 bludgeoning damage + 1d8 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 14+ the druid’s Constitution modifier or be sickened. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ¼ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage, and is a ranged attack.
    Pyroclastic Form: As Caldera Form, except as follows. She becomes Huge size, the natural armour bonus increases to +6, the Strength bonus increases to +6, slam attack damage increases to 2d8 bludgeoning damage +2d6 fire. The range of the poisonous vapour increases to 10 feet. Creatures within the vapor must make a Fortitude save DC 15+ the druid’s Constitution modifier or be sickened. Any creature that fails the save by 5 or more is instead nauseated. The effect lasts as long as they stay within the vapour and 1d6 rounds after they leave. The number of rocks which can be hurled increases to 1/3 her character level each round as a move action at one or more creatures within 80ft. Each stone deals 1d6 bludgeoning damage and 1d6 fire damage, and is a ranged attack. In addition, the vapours make the magma druid difficult to see, granting concealment.
    Cataclysmic Form: As Pyroclastic Form, except as follows. The magma druid becomes bigger than as for Pyroclastic form, but remains Huge size, the natural armour bonus increases to +8, the Strength bonus increases to +8, slam attack damage increases to 3d10 bludgeoning damage +2d8 fire. While in this form she is surrounded by superheated ash, stone and poisonous vapour. Creatures within 5 feet automatically take 4d6 fire and 2d6 bludgeoning damage every rounds they remain within the cloud. Creatures within 10 feet must make a Fortitude save DC 14 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 20 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 16+ the druid’s Constitution modifier or be sickened. The effect lasts as long as they stay within the vapour and 2d4 rounds after they leave. Creatures that fail their save by 5 or more are instead nauseated. The number of rocks which can be hurled increases to ½ character level each round as a move action at one or more creatures within 120ft. Each stone deals 2d4 bludgeoning damage and 2d4 fire damage, and is a ranged attack. In addition, the cloud makes the magma druid difficult to see, granting total concealment.

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

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

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

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

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

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

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

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

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

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

    Flaming Blast (Su)
    From level 13, the magma druid can blast her intense internal heat outwards. This is as the spell burning hands, except its damage is equal to that of Burn + magma druid level.

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


    Plant Druid
    Spoiler
    Show
    Plant Druid



    A root, a stem, a leaf, some means of capturing sunlight and air and making food—in sum, a plant. The green substance of this earth, the chlorophyll, is all summed up in the plants. Without them we perish, all of us who are flesh and blood.
    --
    Knowing trees, I understand the meaning of patience. Knowing grass, I can appreciate persistence.

    ~ Hal Borland, Plant Druid of the distant land Mericka.

    Plant Druids recognise flora as the basis for almost all higher forms of life, the foundation for innumerable food chains. They are a friend to vegetation, offering plants understanding and defense in return for their assistance. Or they are manipulators, thieves of vegetable power. Or they are simply herbalists, appreciating the secret qualities of plants.

    Alignment
    Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. With their healing and supporting spells, and ability to subdue without killing, Plant Druids tend more towards Good rather than Evil.

    Hit Die
    d6.

    Class Skills
    The plant druid’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).

    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
    |Plant Companion, Nature Sense, Plant Empathy, Rebuke Plants|3|1||||||

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Woodland Stride, Vegetal Drift|4|2||||||

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Trackless Step|4|2|1|||||

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Infuse Life Bundles (1/day)|5|3|2|||||||

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Vegetal Drift|5|3|2|1|||||

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Improved Woodland Stride|5|3|3|2|||||

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Infuse Life Bundles (2/day), Vegetal Drift|6|4|3|2|1||||

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

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Venom Immunity|6|4|4|3|2|1|||

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Infuse Life Bundles (3/day), Vegetal Drift|6|4|4|3|3|2|||

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    ||6|5|4|4|3|2|1||

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

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Infuse Life Bundles (4/day)|6|5|5|4|4|3|2|1||

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

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Vegetal Drift|6|5|5|5|4|4|3|2|1|

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Infuse Life Bundles (5/day)|6|5|5|5|4|4|3|3|2|

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Vegetal Drift|6|5|5|5|5|4|4|3|2|1

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

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Infuse Life Bundles (6/day)|6|5|5|5|5|5|4|4|3|3

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Vegetal Drift, Vegetative State|6|5|5|5|5|5|4|4|4|4[/table]

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

    Weapon and Armour Proficiency
    Plant 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 Vegetal Drift.

    Plant druids are proficient with light and medium armor but are prohibited from wearing metal 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.

    A plant druid who wears prohibited armor or carries a prohibited shield is unable to cast plant druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

    Spells
    A plant druid casts divine spells, which are drawn from the plant 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. A plant druid must choose and prepare her spells in advance (see below).

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

    Like other spellcasters, a plant 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 Plant 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.

    A plant druid prepares and casts spells the way a cleric does. A plant druid may prepare and cast any spell on the plant 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 can’t cast spells of an alignment opposed to her own or her deity’s (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
    Panacea
    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
    A plant druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    A plant 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 doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

    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. Each spell level takes a full round action to infuse. These spell levels are considered spent for that day. A plant can store up to the plant druid's level + her Wisdom modifier 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.
    The plant familiar must be carefully tended and protected from damage. It is considered a magical object, but is otherwise an ordinary plant.
    For example, Briar Rose is an 8th level plant druid. He has a bonsai familiar. It can store up to 24 spell levels of magical energy. For the last 3 days, Briar has infused 4 cantrips each day into the bonsai, spending those slots for that day. As a result, it contains 6 spell levels. One day, he draws on the bonsai's power to cast cure light wounds and a Widened entangle. This uses up 5 spell levels, leaving 1 level still stored in the bonsai.

    A plant companion is exactly like the druid's animal companion, except it is a plant creature, and it always has at least 10ft movement speed. The plant companion can be chosen from the following list:

    1st level
    Small or smaller animated plant
    Fetid fungus
    Seedroach
    Shrieker
    Any equivalent plant creature

    4th level or higher (level -3)
    Medium animated plant
    Any equivalent plant creature

    7th level or higher (level -6)
    Large animated plant
    Assassin vine
    Bloodthorn
    Phantom fungus
    Phycomid
    Topiary guardian, boar
    Violet fungus
    Wortling
    Any equivalent plant creature

    10th level or higher (level -9)
    Huge animated plant
    Basidirond
    Ironthorn
    Shambling mound
    Tendriculos
    Any equivalent plant creature

    13th level or higher (level -12)
    Gargantuan animated plant
    Lesser battlebriar
    Topiary guardian, lion
    Vinespawn
    Any equivalent plant creature

    16th level or higher (level -15)
    Colossal animated plant
    Burrow root
    Kelp angler
    Black willow
    Greenvice
    Any equivalent plant creature

    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.

    Rebuke Plants
    The Plant Druid can influence plant creatures in the same way that evil clerics can influence undead. See Turn Or Rebuke Undead.

    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 1 as long as you are in sunlight.
    Photosynthesis, Improved: Your body produces more chloryphyll and becomes more plantlike. You gain Regeneration 1 while in sunlight, overcome by fire and cold.
    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) –2 penalty to AC, attack rolls, weapon damage, and Reflex saves; b) movement is ½; 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 may only be taken once every 10 levels.
    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.

    Trackless Step (Ex)
    Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    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. Each bundle weights 0.5lb.

    Venom Immunity (Ex)
    At 9th level, a plant druid gains immunity to all poisons.

    Vegetative State
    At 20th level, the plant druid becomes a plant. She gains the Plant type, and consequently the following traits: Low-light vision; Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; breathe and eat, but do not sleep. In addition, she can take on the form of any plant creature with fewer HD than herself a number of times per day equal to her Constitution modifier (minimum 1/day), for a number of minutes equal to her character level.
    Last edited by Serpentine; 2011-09-03 at 11:27 AM.

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

    Default Re: Variant Druids

    Adding my Animorph class here as a sort of shapechanging druid.
    Spoiler
    Show

    Animorph


    "Oh, I'm sure we could talk them into letting us in for nothing," Marco said. "Just tell them we're Animorphs."
    "Tell them we're what?" Rachel asked.
    "Idiot teenagers with a death wish," Marco said.
    "Animorphs." I tried the word out. It sounded okay.


    Animorphs make excellent spies and thieves. With the right catalogue of morphs - often a dangerous collection to make - they can also become potent combatants.

    HD: d6

    Alignment: Any

    Abilities: Wisdom is probably the most important stat for an animorph, as it allows her to fight the instincts of the creatures she morphs. Charisma is also important as the animorph's unique perspective on life puts her in a good diplomatic position, as well as giving her plenty of opportunities to talk her way out of trouble. Most animorphs don't put much emphasis on physical abilities, but a good Strength score can be useful for acquiring new morphs.

    Races: Any race can become an Animorph, although it is especially common among Andalites; it may even have been they who invented it.

    Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)

    Skill Points: (4 + Int) x 4 at 1st level, 4 + Int each additional

    Animorph
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Acquire, Morph (mundane creatures), Thoughtspeak

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Trust the Instincts

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Bonus Feat

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Morph Empathy

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Battle Morph, Thoughtspeak (1/2 mile)

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Frolis Maneuver (Same Species)

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Favored Morph

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Thoughtspeak (1 mile)

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Wild Empathy

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Battle Morph, Non-Mundane Morph

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Thoughtspeak (2 miles), Bonus Feat

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Favored Morph

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Power Morphing

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Improved Morph Empathy, Thoughtspeak (4 miles)

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Battle Morph

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Favored Morph

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Chain Morphing

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Bonus Feat

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Frolis Maneuver (Different Species) [/table]

    Class Features:

    Weapon and Armor Proficiency:
    Animorphs are proficient with all simple weapons, but no armor and no shields.

    Acquire (Ex) - By touching a living creature, an animorph can acquire its essence and henceforth morph into it. The acquired creature must be alive and in its natural form, but otherwise condition does not matter. Acquiring a hostile or resistant creature requires a successful touch attack, and maintaining contact (by grappling, if necessary) for 2 rounds. The animorph cannot take any other action while acquiring. Once acquiring starts, the creature must make a Will save vs. DC 20 + animorph level or become dazed until one round after contact is broken. Any damage or hostile action towards the creature will break the dazed effect. An animorph can not acquire any creature with the undead, construct, elemental, or outsider subtypes, nor any creature that lacks a corporeal form, and she must be in her original form to acquire a creature. With the DM's permission, a 1st level animorph may start play with up to 2 creatures already acquired.

    Morph (Ex) - At 1st level, an animorph can take the form of any mundane creature she has acquired, at will. This includes creatures of the Animal, Humanoid, Monstrous Humanoid, Giant and Vermin types. From 10th level, this also includes Magical Beast, Aberration and Dragon type creatures, at a HD limit of 1 1/2 times the character's HD. You may Acquire a creature before you are able to morph into it.
    She gains the creature's size as well as all of the creature's extraordinary and supernatural abilities, movement modes, physical ability scores, vulnerabilities and natural weapons/armor but loses any extraordinary and supernatural abilities, movement modes, physical ability scores and natural weapons/armor of her own and her type changes to that of the creature. She uses her own base attack bonus or the morph creature's, whichever is better. The Animorph gains everything the creature gets through its hit dice, except what is determined by or requires memory. She gains the animal's body, instincts and brain, but not memory or thoughts.
    She may stay in morph for up to 2 hours. An animorph that exceeds the 2-hour limit becomes trapped in that form permanently. A trapped animorph loses its Acquire and Morph abilities and can not take animorph levels until returned to its original form. Restoration, Wish, or Miracle can return a trapped animorph to their original form, or, at the DM's discretion, an atonement to the character's deity or source of morphing power.
    Morphing is a full-round action that provokes an attack of opportunity. An animorph is considered flat-footed while morphing but if attacked she does not need to succeed on a concentration check to continue morphing. However, an attack that would incapacitate the animorph, such as stunning or nausia, does require a concentration check at the DC of the effect or interrupt the morph for its duration. De-morphing behaves in the same fashion, and the animorph must de-morph (return to her original form) before she can morph again. After de-morphing, the animorph must wait 3 rounds before morphing again or become fatigued. Morphing or de-morphing while fatigued will cause exhaustion. Changing form more than 5 + her Constitution Modifier (min. 4) times in a day causes the animorph to become fatigued.
    When morphing or demorphing, the animorph heals up to half her hit points, regenerates any lost body parts, and any non-magical diseases currently affecting her are cured. A morph-healing character must succeed on a Fortitude save DC 10 + 1 per 5 points of damage healed + 5 for each body part regenerated or be fatigued for 2d10 rounds. Poisons remain in the body, but are diluted if the animorph grows larger (effects halved for each size category grown) and do not become more concentrated if she grows smaller (e.g. cocroach to human, human to elephant and vice-versa).
    When morphing a creature for the first time, the animorph must make a Will save DC 20 - creature's Intelligence modifer + any DM-defined circumstantial modifiers to avoid being controlled by the creature's instincts. Treat creatures with no Intelligence score as having a modifier of -6. Circumstantial modifiers can include a creature being part of a hive-mind (e.g. an ant), particularly uncontrollable instincts (e.g. mouse's fear in the presence of a cat) or unusually tempting instincts (e.g. a dog's sheer joy). If this check is failed, the animorph can try again in 5 rounds, but she behaves as a creature of that type under the DM's control until then. For a creature that she has already morphed, the animorph must make a Will save DC 10 - creature's Int modifier to avoid being controlled, and she may retry every round. Control checks may be required in extenuating or extreme circumstances (e.g. the presence of an on-heat female, attack by a predator, a fear effect) and any other time the DM thinks it necessary. The animorph can choose to "withdraw" into the morph - fail a control check - at any time, but must succeed on another control check at a -5 penalty to regain control. Withdrawing doubles the bonus to Disguise Self check to appear to be a normal member of that species, and may protect the Animorph from certain psychological attacks such as those that would not affect the morph creature. Allies can attempt a Charisma check to apply Aid Another to the control check.
    Using the Morph ability to impersonate a specific person or creature grants +10 to the Disguise check.
    Any skintight clothing or accessories can be absorbed into a morph. When morphing into a creature larger than her size category, any armor or non-skintight clothing currently worn by the animorph is destroyed. Items that would not be destroyed can potentially damage or kill the morpher, and should be removed first. Otherwise, the armor and clothing simply fall to the ground. Magical items that can change their size either do so according to the morph, or are absorbed and are considered useless. Anything that would be absorbed when morphing can be incorporated into a morph (for example, if the animorph puts on a tight wristband while in gorilla form, she can absorb it as she demorphs into human. The next time she morphs a gorilla, she can produce the wristband again). An animorph may use any weapon she is proficient with while morphed as long as the morph is able to hold the weapon. However, the weapon is used as if she is non-proficient.

    Thoughtspeak (Ex) - While in morph, an animorph can communicate telepathically with anyone close enough to hear her speak normally. The range increases to 1/2 a mile at level 5, and doubles at levels 8, 11 and 14. Thoughtspeech can be directed at a specific individual, group, or made public, so that anyone in range can hear it. This is a one-way communication, and does not allow the animorph to hear the thoughts of others unless they are also in morph and using thoughtspeak. Thoughtspeak can be understood regardless of language except where a concept or term is completely absent from another culture, and can also transmit images, emotions and physical sensations.

    Trust the Instincts (Ex) - Starting at 2nd level, by sacrificing some of her control, the animorph can take advantage of her morph's natural abilities. By making a Will save for control (DC 20 - creature's Int modifier for first-time morph, DC 10 - Int mod otherwise), she gains a +4 competence bonus to Bluff, Disguise, and any skill her current morph has 5 or more ranks in, but loses -2 to all subsequent Will saves. This effect lasts for 10 minutes. An animorph can use Trust the Instincts as many times as she wishes, but the control DC increases by 5 each time it is used in the same form without demorphing. If the Will save is failed, the same penalties apply for losing control of the morph, as outlined under the Morph ability.

    Bonus Feat - At 3rd, 11th and 19th level, the animorph can select a feat from the following list: Morphing Talent, Estreen, Morph Dancer, Last-Minute, Combat Morphing, Morph Regeneration, Time-Keeping, Exotic Morph, Second Wind.

    Morph Empathy (Ex) - At 4th level, when making a Diplomacy check on a creature other than her own species, the animorph can add her animorph levels to the check if she is in that species' morph. This ability can only be used on creatures with an Intelligence of at least 3.

    Battle Morph (Ex) - At 5th level, and again at 10th and 15th, the animorph chooses one morph she already knows to be a battle morph. She has had so much experience fighting in this form that her combat skills merge with the creature's. When in Battle Morph the animorph adds her base attack bonus and base Reflex and Fortitude saves to those of the morphed creature, and may use the ability scores of the Battle Morph or her normal form, whichever is higher. If the Battle Morph is physically able to use a weapon the animorph is proficient with, she may use the weapon with the proficiency and any related feats intact. The Animorph may select feats and skills that can be used in the Battle Morph, even if they can't be used in her normal form. These feats can also be used in other morphs if they're physically able to apply, but only if they have the prerequisites. Morphing into a Battle Morph is a standard action. The Animorph may take 10 on all control checks in Battle Morph.

    Frolis Maneuver (same species) (Ex) - By 6th level, the animorph has learned to merge the essences of up to 4 different creatures of the same species. This ability works as a disguise check to appear like a whole new member of that species. Each merged essence above 2 adds +5 to the disguise check. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored Morph do not apply when used in a Frolis Maneuver.

    Favored Morph (Ex) - At 7th level, and again at 12th and 17th, the animorph chooses one morph she already knows to be a favored morph. She has had so much experience in this form that her behavior is nearly indistinguishable from that of the creature. When in Favored Morph the animorph adds her skill modifiers to those of the morphed creature and may use the ability scores of the Favoured Morph or her normal form, whichever is higher. The Animorph may select feats and skills that can be used in the Favoured Morph, even if they can't be used in her normal form. These feats can also be used in other morphs if they're physically able to apply, but only if they have the prerequisites. The Animorph may take 10 on all control checks in Favoured Morph, and may withdraw into it without any penalty to subsequent control checks. Morphing into a Favored Morph is a standard action.

    Wild Empathy (Ex) - At 9th level, the animorph's time in animal form has given her a better understanding of their behaviors. The animorph can use body language to make herself appear less threatening to any class of animal (e.g. bird, bear, cat, etc.) she has previously morphed. This works exactly like the Wild Empathy druid ability, except that it is only applicable to animal types the animorph has already morphed.

    Power Morphing (Ex) - At 13th level, the animorph is getting used to the physical strains morphing takes on her body, and now must only wait one round before re-morphing to avoid getting fatigued.

    Improved Morph Empathy (Ex) - At 14th level, the animorph's experience in morph has made her familiar with the behavior of those creatures. When making a Diplomacy check on a creature other than her own species, the animorph can add her animorph levels to the check while in her original form, as long as she has previously morphed that species. While in that species' morph, she can add her animorph levels to the check, as well as a +2 competence bonus. This ability can only be used against creatures with an Intelligence of at least 3.

    Chain Morphing (Ex) - At 18th level, the physical strain of morphing is like second nature, and the animorph can now morph directly after de-morphing as many times in a row equal to her Constitution modifier before getting fatigued.

    Frolis Maneuver (different species) (Ex) - At 20th level, the animorph has mastered the technique of blending essences, and can now merge the essences of 2 different creatures, regardless of species. The resulting creature has the highest physical ability scores between the two creatures and the highest natural armor scores. The first time she merges 2 creatures she can choose which creature's supernatural/extraordinary ability set, movement modes and natural attacks the new creature has. Anytime the animorph performs a Frolis Maneuver with these 2 creatures, the same creature will be the result. Since a Frolis Maneuver is such a delicate process it can fail when two essences simply refuse to merge. Each new merge has a 5% chance of failing, in which case the resulting creature has the lowest ability scores and natural armor between the 2 creatures and the other abilities are chosen by the DM. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored morph do not apply when used in a Frolis Maneuver.

    New Feats:
    "Morphing" can be substituted for wild shape or polymorph, at DM's discretion.

    Morphing Talent [Animorph]
    You've developed a talent for morphing quickly and smoothly.
    Benefits: Morphing Battle and Favored morphs is now a move action, and morphing anything else is a standard action.
    Normal: Morphing Battle and Favored morphs is usually a standard action, while all other morphs are a full-round action.

    Estreen [Animorph]
    You are so talented at morphing you can control the change to an extent.
    Prerequisite: Morphing Talent
    Benefits: When morphing, you can choose to control the morph so that anyone seeing you morph for the first time must make a Will save DC 10+ 1/2 animorph level+Charisma modifier or be either fascinated for 1/2 Cha mod rounds (min. 1) or shaken for Cha mod +2 rounds (min. 3). You may choose which effect to create.

    Morph Dancer [Animorph]
    You can incorporate your morphing ability into your performances.
    Prerequisite: Morphing Talent, Estreen, Perform (Dance) 3 ranks
    Benefits: You can make a Perform (Dance) check to Fascinate anyone watching you, as the bardic music skill.

    Last-Minute [Animorph]
    By maintaining focus on your original form, you can demorph just beyond the two-hour limit.
    Benefits: By making a Will save, DC 10 + number of rounds over two hours, you can demorph over the two hour limit. This takes two full rounds.
    Normal: After two hours in a specific morph, you are permanently trapped in that form.

    Combat Morphing [Animorph] - posted by Callix
    Prerequisites: Dex 13+, Dodge, Morphing Talent
    You have learned to keep your mobility while morphing.
    Benefits: When morphing, you are not denied your Dexterity bonus to AC, but you still draw an attack of opportunity for morphing.
    Normal: While morphing, you are considered flat-footed.

    Morph Regeneration [Animorph]
    Prerequisites: Con 13+, Endurance, Rapid Healing, Morph class feature
    Benefits:As you shed your shape, you also shed your injuries. Morphing heals all your wounds and regenerates any lost parts. You are not fatigued by doing so.
    Normal: Morphing heals you up to half your hitpoints and regenerates lost parts. You must make a Fortitude save or be fatigued.

    Time-Keeping
    Prerequisites: --
    Benefits: You always know exactly what time it is, and how much time has passed, even if you are knocked unconcious or otherwise would normally lose track of time.

    Powerful Morph[Animorph]
    Prerequisite: Animorph level 10.
    Benefits: You may morph one Magical Beast, Aberration, Fey or Dragon you have acquired with HD up to thrice your HD. This feat may be chosen more than once, each time applying to a different creature.
    Normal: You can only morph into Magical Beasts, Aberrations, Fey and Dragons with HD up to 1 1/2 times your HD.

    Exotic Morph [Animorph]
    Prerequisite: Animorph level 12.
    Benefits: Choose a creature type not on the list available to Animorphs. You may now acquire and morph creatures of that type up to your HD.

    Enhanced Morph [Animorph]
    Prerequisite: Animorph level 12.
    Benefits: You may morph any Magical Beast, Aberration, Fey and Dragon creature you have acquired up to twice your HD.

    Improved Frolis Maneuver [Animorph]
    Prerequisite: Frolis Maneuver
    Benefits: You may apply Battle Morph and Favoured Morph to your Frolis Maneuver. The bonus per individual to the Disguise check increases to +7.
    Normal: Your Frolis Maneuver cannot be used with Battle and Favoured Morpht, the Disguise check bonus is +5 per individual.

    Second Wind [general, Fighter]
    Prerequisite: Great Fortitude OR Endurance
    Benefits: Once per day, you gain your second wind and are almost as refreshed as when you started out. All exhaustion and fatigue effects are removed, all non-lethal damage is healed, you regain one point of a drained ability score, and heal up to your Constitution modifier x 10 hp.

    New Flaw:
    Morphing Allergy [Animorph]
    You are allergic to a certain species' essence.
    Effect: Every time you Aquire a new species, the DM rolls a d%. If he rolls 5% or lower, you contract Morphing Allergy, described below, for that species. If you have already acquired the creature when this flaw is taken, you immediately contract the disease.

    New Disease:
    Morphing Allergy
    - DC 15, 1d3 Wis, 1 day incubation
    Caught by acquiring a creature whose essence the animorph is allergic to. Each day the save is failed, there is also a 25% chance for the allergy to assert itself in any high-stress situation. This includes combat rounds, attempts at morphing, spell effects that simulate strong emotions (fear, crushing despair), and any situation that requires a will save. If the allergy asserts itself, the animorph immediately starts to morph into the allergic creature, even if it is already in morph. The animorph has no control over the morph, and automatically fails her will save for control. She may retry every five rounds at DC 20 - creature's Int modifier. If the animorph fails the save by 5 or less, she immediately starts to morph into a randomly chosen morph she already knows. She still automatically fails the control save, but if she has morphed this creature before, she may make a control save at 15 - creature's Int modifier, every round. Making a control save while in this state returns to animorph to her original form. Any attempt to voluntarily morph into the allergic creature results in the same assertion effect.

    Making the Fortitude save two days in a row results in the essence being purged from the animorph in the form of a separate creature of the type the animorph is allergic to. Depending on the creature, it may be hostile upon being purged. Purging the creature cures the disease.

    At the DM's discretion, this disease can be used at random or in conjunction with the Morphing Allergy flaw.



    Now, the next one I'm going to do is a Plant Druid. I'm gonna be pretty badly scratching for ideas on this one. I think it's gonna be mostly a spellcaster and a healer, with other abilities being relatively mild. I couldn't think of anything that would make for a good "Plantshape" ability, so I'm thinking of just making it plant-specific Wildshape, with the options of plant monsters increasing with level, starting with just mundane plants. On the other hand, the ability to gain extra AC would be useful... but that could also be in the form of a gradually increasing bonus. Bah, I dunno. Any ideas?
    Last edited by Serpentine; 2011-08-12 at 12:52 AM.

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    Quote Originally Posted by Serpentine View Post
    I couldn't think of anything that would make for a good "Plantshape" ability, so I'm thinking of just making it plant-specific Wildshape, with the options of plant monsters increasing with level, starting with just mundane plants. On the other hand, the ability to gain extra AC would be useful... but that could also be in the form of a gradually increasing bonus. Bah, I dunno. Any ideas?
    How about a (not extremely original) walking-tree-shape that may in the end more or less resemble a treant?
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    You list summon elemental monolith twice in the spell list
    Question about the rocks thrown while transformed are they ranged attacks? Meaning at 20 you would have 10 ranged attacks per round each dealing 2d4+2d4 for a move action, is that correct?
    Last edited by pffh; 2010-10-13 at 04:35 AM.
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    edit: 20 per round, actually.
    ...
    That's too much, isn't it.


    Calmar: I was thinking that, but in the end it was kinda... uninspiring.

    I think I'm going to have to consult Tamora Pierce (specifically Briar Rose and Rosethorn) for ideas. So, partly with that in mind, here's my ideas so far:

    - Good spellcasting, all plant-, healing- and poison-based and/or refluffable spells. I'll compare Sorcerer, Cleric and Druid spellcasting rates.

    - Plant-specific "Druid drifts". Based on my drift tables, except to be actually mechanically useful. I was thinking I'd make a list of them, and allow one to be chosen or improved every few levels. Things like bark skin (AC, obviously), thorns (natural attack), spines (damage in a grapple), and so on.

    - Regeneration/fast healing. Possibly sun-dependent.

    - Ability to make and use bundles of seeds and cuttings. They could be made for specific purposes (e.g. tangling, damage, barrier). Plant magic could be infused into them, so that when they are thrown and break open they burst into growth. And/or, they could be used to provide plant material for spells such as Entanglement that require plants to be present. Possibly similar to the Warlock Infusion ability? Blatantly knicked from Pierce, obviously...

    - Plant Growth ability. Pretty much just fluff, but seems appropriate.

    How do supernatural and spell-like abilities go with classes? Or are they more racial?
    Last edited by Serpentine; 2010-10-13 at 04:54 AM.

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    I would be very interested in seeing a plant-based divine caster similar to a beguiler (even though your magma druid is prepared-casting).

    Your spell themes are good, though for healing I think sticking to the vigor line, goodberry (maybe writing higher level versions of it?), and regenerate (at the level cleric gets it) would be more interesting than sticking to the cure line. Also, how do you feel about horrid wilting, perhaps at level 9?

    Plant tokens/talismans are an interesting idea. Are you thinking they would be outright itemcrafting, or quasi-items that don't require XP expenditure and have a use-by date?

    Plant drift sounds good, though not every druid wants to secede from society completely and become a tree. Some might be into sustainable farming and such. Maybe have an option at each level that's more easily concealable or has no change to external appearance?

    I've been writing some [Divine] feats that rely on rebuke plants. Maybe we can crosspollinate/steal each other's ideas?

    So far my ideas have been
    * an effect similar to entangle, but being supernatural it uses a save DC of 10+1/2 effective cleric level + Cha modifier. Other minor differences - centred on the caster
    * spend a rebuke plants attempt to grant Woodland Stride to a willing creature. In addition, that creature is immune to your magical plant-based movement effects. Party-friendly battlefield control.
    * casting spells through plants, scrying through them, etc. One major plant theme is the interconnectedness of all life.
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    Quote Originally Posted by Violet Octopus View Post
    I would be very interested in seeing a plant-based divine caster similar to a beguiler (even though your magma druid is prepared-casting).
    What in particular about the Beguiler? I'm not familiar with it.
    Quote Originally Posted by Violet Octopus View Post
    Your spell themes are good, though for healing I think sticking to the vigor line, goodberry (maybe writing higher level versions of it?), and regenerate (at the level cleric gets it) would be more interesting than sticking to the cure line.
    I was thinking all of the above. The healing properties of plants go way back...
    Quote Originally Posted by Violet Octopus View Post
    Also, how do you feel about horrid wilting, perhaps at level 9?
    As a spell, or as a special ability?
    Quote Originally Posted by Violet Octopus View Post
    Plant tokens/talismans are an interesting idea. Are you thinking they would be outright itemcrafting, or quasi-items that don't require XP expenditure and have a use-by date?
    I was thinking "as long as you have the materials available (which could be picked up and stored over a long period of time), you can make X bundles per day". I was thinking about a use-by date, but I'm not keen on it.
    Quote Originally Posted by Violet Octopus View Post
    Plant drift sounds good, though not every druid wants to secede from society completely and become a tree. Some might be into sustainable farming and such. Maybe have an option at each level that's more easily concealable or has no change to external appearance?
    The aesthetics would be up to the character. For example, I've already intended spines to be suppressable - either by withdrawing, flattening or softening them.
    Quote Originally Posted by Violet Octopus View Post
    I've been writing some [Divine] feats that rely on rebuke plants. Maybe we can crosspollinate/steal each other's ideas?
    Is Rebuke Plants a RAW option, or homebrew? That could certainly work well. If those would be particularly useful to Druids, it'd be great if you could post them here...
    Quote Originally Posted by Violet Octopus View Post
    So far my ideas have been
    * an effect similar to entangle, but being supernatural it uses a save DC of 10+1/2 effective cleric level + Cha modifier. Other minor differences - centred on the caster
    Would a "plant controlling" ability that allows abilities such as entangle and others some particular number of times a day work fine?
    Quote Originally Posted by Violet Octopus View Post
    * spend a rebuke plants attempt to grant Woodland Stride to a willing creature. In addition, that creature is immune to your magical plant-based movement effects. Party-friendly battlefield control.
    Oh yeah, I was gonna give it Woodland Stride and Tree Stride and stuff. Makes sense for it to be able to direct its controlled plants, too, though I might make it specific to the above "plant controlling" ability...
    Quote Originally Posted by Violet Octopus View Post
    * casting spells through plants, scrying through them, etc. One major plant theme is the interconnectedness of all life.
    Mmm. Maybe.

    Plant familiars. Another Tamora Pierce idea (Briar Rose has a "pet" bonsai that stores magical power). Thoughts?

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    edit: link to divine feats for Rebuke Plants.
    Also while looking for spells for one of the feats, I noticed another potential spell theme for the plant druid: divining the path through natural terrain/facilitating mundane travel, and conversely, making people get lost in the woods with illusory terrain. There's a few druid-specific illusion spells of that nature in Spell Compendium, and it could also pinch hallucinatory terrain from the wizard.

    Quote Originally Posted by Serpentine View Post
    What in particular about the Beguiler? I'm not familiar with it.
    Beguiler, Warmage and Dread Necromancer are all base classes with spontaneous arcane casting. Each has a predefined spell list which they know every spell from. For example, beguiler mostly gets enchantment and illusion spells, with a few stealthy spells thrown in.

    They're fairly popular as a model for balancing arcane casting by limiting the versatility of wizards and sorcerers - they're all tier 3 apart from the warmage.

    Quote Originally Posted by Serpentine View Post
    I was thinking all of the above. The healing properties of plants go way back...
    Fair enough. And I meant horrid wilting on the spell list.

    Quote Originally Posted by Serpentine View Post
    As a spell, or as a special ability?I was thinking "as long as you have the materials available (which could be picked up and stored over a long period of time), you can make X bundles per day".
    I meant as a special ability.

    Quote Originally Posted by Serpentine View Post
    The aesthetics would be up to the character. For example, I've already intended spines to be suppressable - either by withdrawing, flattening or softening them.
    OK then.

    Quote Originally Posted by Serpentine View Post
    Is Rebuke Plants a RAW option, or homebrew? That could certainly work well. If those would be particularly useful to Druids, it'd be great if you could post them here...
    Clerics can get Rebuke Plants through the Plant domain, in the PHB. Which is why it's annoying that there are no divine feats, as-written, that can use rebuke plants attempts. Unfortunately it only works on plant creatures, and can't generally control them.

    Quote Originally Posted by Serpentine View Post
    Would a "plant controlling" ability that allows abilities such as entangle and others some particular number of times a day work fine?
    That'd work well. Because I have rebuke plants on the brain, I'm thinking it gets that at 1st level, and can also use those attempts to create various supernatural effects as it gains levels. Alternately if all of the plant controlling abilities are pretty much spells, it could just have the ability to cast a particular set of spells spontaneously, like clerics can do with cure/inflict spells, or druids with summon nature's ally.

    edit: to be clear, I don't necessarily think having it run off Rebuke Plants is the best idea, just the one that's on my brain right now.

    Quote Originally Posted by Serpentine View Post
    Plant familiars. Another Tamora Pierce idea (Briar Rose has a "pet" bonsai that stores magical power). Thoughts?
    I don't know Tamora Pierce's work, but an animated plant might be good. Or plant symbionts, though that's a bit creepier.
    Last edited by Violet Octopus; 2010-10-13 at 11:49 AM.
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    Default Re: Variant Druids

    Awlroight, here's a quick & dirty first draft of my Plant Druid.

    edit: Moved to first post.
    Last edited by Serpentine; 2011-08-02 at 06:42 AM.

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    Hey guys, looking for initial feedback, and also ideas for Vegetal Drift. And also any other contributions!

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    Ice druid?
    Quote Originally Posted by Fredaintdead View Post
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    Vines, Improved: Your arms stretch and bend in a vine-like way. You gain an additional +2 bonus to Grapple, and an extra 5ft reach.
    Reach looks too strong. Though really, it's a druid
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    I am aiming for Tier 2-3, less powerful than a regular Druid.

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    If you were aiming for something between a Healer and a Druid from a group that forgot a Cleric, you look like you're relatively on track; however, the thematics and mechanics are a little too separated for my taste. Healing, yes, but the quasi-planthood feels a little abrupt and could use either some longer scaling or interspersion with other abilities. For example, you could include Speak With Plants at-will (Unless I missed that somewhere, which I probably did), and what I really had in mind - some sort of Plantsense which allows the druid to sense plants with a radius scaling to his level.

    Another thought is to reveal the flipside of plants; how they thrive off of death to survive - namely, off the delicious corpses of dead things in the wild. Probably a variant SLA of a nature-themed Vampiric Touch?

    Actually, that'd probably be good for a Fungi Druid. Hmm..
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    By quasi-planthood do you mean the vegetal drift?

    I'm having second thoughts about plant shape, by the ways.

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    I think it should make sense to allow your...'Seromancer' to transform into a plant, consider that he's slowly turning into one - but instead of making it a brawler like the magma druid's forms, instead shift it to either a massive healbot/crowd controller. DragoonKnight's Deadwood, while totally unbalanced, had some good ideas you could use; I would really suggest some sort of defensive/crowd control/AoE aimed Plantshape, considering the context. And yes, I do.

    As for those vines, just give it extra reach and improved grab. Another idea is +10 ft reach, but only usable a certain number of times per day.
    Last edited by DrWeird; 2010-10-22 at 09:27 AM.
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    I've done a little bit more.

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    Something along the lines of a Druid Ranger that imbues his arrows with druidic spells with extra summoning abilities to keep his enemies occupied while he pelts them with ironwood arrows, empowered with Reverse Gravity. XD
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    Alright guys, I think I'm getting kinda close to the point where I can declare this Plant Druid done. So, critique away! In particular, it feels kinda front-heavy...

    Gonna do a spell list now.

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    Oh, erm, I just had another idea today. Sort of a druid necromancr fusionshaw who raises dea dplants to do her bidding and all other sort of undead-yet-nature based stuff. Not necessarily a Blighter because they want to completely destroy nature in their craziness wile these "necrotic botanists" just raise dead plants n' stuff.
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    I've updated the spell list. Now, is it done? Is it usable, do you think? Are there any other Vegetal Drifts anyone can think of? What about Bundles?

    And, of course, does anyone have anything of their own to put in this thread?

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    Default Re: Variant Druids

    Okay! The Magma Druid and Plant Druid are officially completed! (I tweaked the Magma Druid's rock-hurling ability a little, and I personally would prefer not to give them an elemental companion but I couldn't bring myself to delete all that work and others might like it)

    Now, my DM has given me permission to play an Aberration Druid, as made by me. Now taking ideas and suggestions.


    Notes'n'stuff:
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    Aboleth
    Physical
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    Swim speed
    Natural armour
    Tentacle
    Darkvision
    Aquatic subtype

    Extraordinary/Supernatural
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    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
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    hypnotic pattern
    illusory wall
    mirage arcana
    persistent image
    programmed image
    project image
    veil


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

    Extraordinary/Supernatural
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    d

    Spells/Spell-like
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    Beholder
    Physical
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    Eye stalks
    Large single eye
    Natural armour
    Bite
    darkvision

    Extraordinary/Supernatural
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    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
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    d


    Carrion Crawler
    Physical
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    Natural armour
    Tentacles
    Darkvision
    Scent

    Extraordinary/Supernatural
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    Paralysis

    Spells/Spell-like
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    d


    Choker
    Physical
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    Climb speed
    Natural armour
    Tentacle
    Reach

    Extraordinary/Supernatural
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    Constrict
    Improved Grab

    Spells/Spell-like
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    d


    Chuul
    Physical
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    Amphibious
    Darkvision
    Natural armour
    Swim speed
    Claws
    Poison immunity

    Extraordinary/Supernatural
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    Paralysis
    Constrict
    Improved grab

    Spells/Spell-like
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    d


    Cloaker
    Physical
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    Natural armour
    Flight
    Tail
    Bite
    Darkvision

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

    Spells/Spell-like
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    d


    Delver
    Physical
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    Burrow
    Natural armour
    Darkvision
    Acid immunity
    Tremorsense

    Extraordinary/Supernatural
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    Corrosive slime
    Stone shape

    Spells/Spell-like
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    d


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

    Extraordinary/Supernatural
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    Sonic attack
    Blindsight
    Protected from sonic attacks

    Spells/Spell-like
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    d


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

    Extraordinary/Supernatural
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    Poisonous bite - strength damage

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


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

    Extraordinary/Supernatural
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    Detect magic at will
    Ethereal Jaunt

    Spells/Spell-like
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    d


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

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

    Spells/Spell-like
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    d


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

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

    Spells/Spell-like
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    d


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

    Extraordinary/Supernatural
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    Damage reduction/magic

    Spells/Spell-like
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    d


    Mimic
    Physical
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    Natural armour
    Pseudopod slam
    Darkvision
    Immunity to acid

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

    Spells/Spell-like
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    d


    Dark Naga
    Physical
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    Natural armour
    Bite attack
    Sting attack
    Darkvision

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

    Spells/Spell-like
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    d


    Guardian Naga
    Physical
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    Natural armour
    Bite attack
    Darkvision

    Extraordinary/Supernatural
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    Poison - bite and spit, Constitution damage

    Spells/Spell-like
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    d


    Spirit Naga
    Physical
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    Natural armour
    Bite attack

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

    Spells/Spell-like
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    d


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

    Extraordinary/Supernatural
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    Poison - Constitution damage

    Spells/Spell-like
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    d


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

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

    Spells/Spell-like
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    d


    Phasm
    Physical
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    Natural Armour
    Slam attack with pseudopod
    Tremorsense

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

    Spells/Spell-like
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    d


    Rust Monster
    Physical
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    Natural armour
    Bite attack
    Darkvision
    Scent

    Extraordinary/Supernatural
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    Rusting touch

    Spells/Spell-like
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    d


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

    Extraordinary/Supernatural
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    Rake attack

    Spells/Spell-like
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    d


    Will O' Wisp
    Physical
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    Deflection bonus
    Flight
    Darkvision

    Extraordinary/Supernatural
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    Magic immunity
    Natural invisibility

    Spells/Spell-like
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    d


    b
    Physical
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    d

    Extraordinary/Supernatural
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    Spells/Spell-like
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    d
    Last edited by Serpentine; 2011-08-11 at 07:11 AM.

  23. - Top - End - #23
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    Default Re: Variant Druids

    Aright, the promised detailed analysis. It's a lot of nitpicking, but the basic idea is extremely solid. If you don't mind, I fully intend to steal the themed druid concept for other things, I feel like it makes the whole druid concept much stronger.

    Quote Originally Posted by Serpentine View Post
    edit: A note, for the purposes of critiquing what I do. I'm aiming for around Tier 2-3 - substantially less powerful than Core Druid, but still useful, fun and interesting.
    I rate both of these as very solid tier 2s. Probably still a bit more kick than a sorc in general.

    Magma Druid first. I like that you've ditched the wooden weapons/armor thing. Doesn't really fit with a being that's quite literally on fire half the time.

    Spells...
    The spell list is solid, and a bit blasty. Im a fan of blasty, but the other class features don't really enhance the blasty nature. If a tighter focus is desired, that might be a reasonable approach.

    Planar Sense (Ex)
    A druid gains a +2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth.
    Extremely reasonable and fluffy. It's not a major thing at all in any power sense, but it fits well.

    Planar Empathy (Ex)
    A magma druid can improve the attitude of an elemental and creatures with the fire and earth types. This ability functions just like a Diplomacy check made to improve the attitude of a person. The magma druid rolls 1d20 and adds her magma druid level and her Charisma modifier to determine the planar empathy check result.
    To use planar empathy, the magma druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
    The magma druid gains a +2 bonus to her check when influencing earth, fire or magma elementals.
    Useful, but quite situational. Note that planes of fire do typically include Genies and the like, so this can be occasionally very handy, but it's certainly not front loaded enough to make this a dip-only class, so that's good.

    Burn (Su)
    From 4th level, the magma druid’s flesh becomes incredibly hot to the touch. She deals an extra 1d4 fire damage when she hits with her natural weapons or unarmed attacks and in a grapple. This bonus damage increases to 1d8 at 9th level, 2d6 at 14th, and 2d10 at level 19. In addition, any creature that takes fire damage must make a Reflex save DC 15 or catch on fire. Creatures attacking the magma druid with natural or unarmed attacks also take this damage.
    Played a pyrokinecist to epic levels once, and this reminds me of that ability. Again, fluffy, and a nice little bonus, but not a major problem. It does synergize well with shifting though...so it doesn't really support the blasty thing. Not necessarily bad, just something to keep in mind.

    Volcanic Form (Su)
    At 4th level, a magma druid can harness the power of molten lava. This progresses as follows:
    Vent Form: She gains +4 natural armour bonus, +2 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 1d6 bludgeoning damage +1d4 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 12+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.
    Nausea is...potent. Con's already a pretty critical druid stat, I could easily see it becoming the primary stat for a shifting focused magma druid. Given the level it's received at, this is easily the most powerful effect of the form. So long as they're not outright immune, creative movement enables the druid to take on a rather large number of opponents with relative ease, with a melee damage of 1d6+2d4 fire(if the form ability does not stack with the previously mentioned ability, remove it from the form) + enhanced strength. That's pretty solid at level four, but the status effect is the worrying bit.

    Sickened isn't quite so bad, but it's still a decent consolation prize.

    Caldera Form: She becomes Large size and gains +5 natural armour bonus, +4 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d6 bludgeoning damage + 1d8 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 10 feet of the magma druid must make a Fortitude save DC 14+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d6 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to ¼ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage, and is a ranged attack.
    Same, same really. Im not sure that status effects from fire is fitting. Oh, it's realistic sure...you're more likely to die from the fumes of lava or what not than the actual burning, but in D&D, lava and what not isn't generally represented at this level of detail.

    Pyroclastic Form: She becomes Huge size and gains +6 natural armour bonus, +6 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d8 bludgeoning damage +2d6 fire. While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet must make a Fortitude save DC 13 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 10 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 15+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d8 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to 1/3 her character level each round as a move action at one or more creatures within 80ft. Each stone deals 1d6 bludgeoning damage and 1d6 fire damage, and is a ranged attack. In addition, the vapours make the magma druid difficult to see, granting concealment.
    Honestly, the nausea effect is probably better than the cloudkill effect.

    I would consider shortening this abilities up by making each one say "as Caldera Form, except for x, y, and z". They're all continuations of the same form, and druids are already a complex class...the shorter it can be made, the better.

    Cataclysmic Form: The magma druid becomes Huge size (though larger than the Pyroclastic Form) and gains +8 natural armour bonus, +8 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 3d10 bludgeoning damage +2d8 fire. While in this form she is surrounded by superheated ash, stone and poisonous vapour. Creatures within 5 feet automatically take 4d6 fire and 2d6 bludgeoning damage every rounds they remain within the cloud. Creatures within 10 feet must make a Fortitude save DC 14 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 20 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 16+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d10 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. While in her volcanic form, she can hurl from her body a number of red-hot stones equal to her ½ character level each round as a move action at one or more creatures within 120ft. Each stone deals 2d4 bludgeoning damage and 2d4 fire damage, and is a ranged attack. In addition, the cloud makes the magma druid difficult to see, granting total concealment.
    Honestly, I see myself playing this class as basically giving myself the best magical fly speed I can, and focusing on subjecting as many creatures as possible to the stacking auras of bad. The ranged attack probably isn't fantastic, being fairly subject to DR/resistances, but the melee is pretty solid.

    Possible combinations with Apostle of Peace are amusing and likely incredibly broken.

    Mountain Stance (Ex)
    At 5th level the magma druid becomes heavier and more solid. She gains a +4 bonus to checks made to resist being bull rushed or tripped when standing on the ground. She also increases her weight by 20%. This is considered the same as the dwarven Stability racial feature or the Stocky feat for the purpose of qualifying for feats or items.
    Fluffy, and a bit useful. No real problems here. That said, you probably want to avoid too many circumstance bonuses in the same class. In practice, I find players mostly forget they exist(ie, dwarven bonuses to appraise in stoneworking and the like. They come up rarely enough that they just don't get remembered).

    Elemental Companion (Ex) - optional, DM's choice
    A magma druid may begin play with an animal companion selected from the following list: Earth or Fire Gen (Dr #315 p. 82), Earthdelver (Du #111 p. 90), Small Earth or Fire Elemental, Small Magma Para-Elemental (MotP p. 181), Sandknight (Du #110 p. 95), Firesnake (Du #111 p. 91), Flamebrother Salamander Larva (Dr #314 p. 50), Ash Rat (MM2), Cinderbrute (Du # 110 p. 86), Minor Flame Snake (FF), Average Salamander Larva (Dr #314 p. 49), or any animal from the Druid animal companion list with the fire, earth or magma type. This creature is otherwise exactly like the Druid’s companion.
    I don't recall any of these being particularly troublesome, though I admit to not looking every one of them up. Having a complete list with sources, while lengthy, is fairly handy though. I prefer it over more general statements like referring the decision to the DM.

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

    I admit I have a slight temptation to stat up a Magma Druid x/Dungeoncrasher Fighter 6. Certainly, as a gestalt, it would be pretty crazy.

    Improved Landslide (Ex)
    From 7th level, the magma druid becomes an unstoppable force. She does not provoke attacks of opportunity when performing a bull rush, and is considered bull rushing against anything whose space she enters. She may push the creature up to her speed + 10ft. She only follows up to her speed, shoving the target the last distance. She automatically wins the bull rush check against any opponent a size category smaller than herself, and may attempt it against creatures of any size.
    This, in conjunction with other abilities and things like, say, Expansion, could result in interesting effects. This is solidly useful on it's own, but in conjunction with other options, it's probably a little much. I would suggest dropping the auto-win on the bullrush as a start. Honestly, bull rushing things smaller than you is already fairly easy. Most combat manuvers are biased heavily toward larger size categories already.

    With moderate optimization, I could easily destroy small armies of equally CRed adversaries using this. You're basically going to pump movement ridiculously(150 feet+ fly speeds are a quite doable thing), pump your size, and then revel as everything in sight is either within your squares or within range of you, and bull rush the entire map.

    Greater Landslide (Ex)
    From level 13, the magma druid can deal 2d8 + Str damage + Burn to enemies she bull rushes into solid walls.
    Basically the dungeon crasher ability, with fire. Yeah, this ends up almost too focused on bull rushing. I like the use of underappreciated combat options, but in this case, I feel like it becomes an automatic answer to everything. I'd suggest channeling some of that bull rush action into blasty options.

    Honestly, ripping off searing spell might not be a bad option. Lower their damage, but make it more reliable.

    Primordial transmogrification (Ex)
    At 20th level, a magma druid undergoes a physical transformation into a magma para-elemental, with fire and earth subtypes. She gains darkvision out to 60ft; immunity to poison, sleep effects, paralysis, stunning, critical hits and flanking; and does not eat, sleep or breathe.[/spoiler]
    I'd complain about this opening up all kinds of lovely abuses for Polymorph, but it IS level 20, and the game tends to get a bit crazy for full casters in epic anyhow. So, it's not really going to break anything that can't be broken otherwise...but things like celerity become ludicrous quite rapidly once you get immunity to stunning. Undead is the traditional way to do such things, but it has very specific downsides that this doesn't really have. I'd suggest adding the vulnerability to cold as a permanent thing at this point. It's a common tactic done elsewhere by WOTC for elemental themed things.

    Plant druid review, upcoming.

  24. - Top - End - #24
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    Default Re: Variant Druids

    Quote Originally Posted by Tyndmyr View Post
    Aright, the promised detailed analysis. It's a lot of nitpicking, but the basic idea is extremely solid. If you don't mind, I fully intend to steal the themed druid concept for other things, I feel like it makes the whole druid concept much stronger.
    Don't forget, this thread is open to any other contributions
    Quote Originally Posted by Tyndmyr View Post
    I rate both of these as very solid tier 2s. Probably still a bit more kick than a sorc in general.
    Hm, maybe a bit higher than I was after, then, but not too bad...
    Quote Originally Posted by Tyndmyr View Post
    Played a pyrokinecist to epic levels once, and this reminds me of that ability. Again, fluffy, and a nice little bonus, but not a major problem. It does synergize well with shifting though...so it doesn't really support the blasty thing. Not necessarily bad, just something to keep in mind.
    Maybe I should advance this bit into the searing spell thing you suggest later, instead of continuing with Landslide...
    Quote Originally Posted by Tyndmyr View Post
    Nausea is...potent. Con's already a pretty critical druid stat, I could easily see it becoming the primary stat for a shifting focused magma druid. Given the level it's received at, this is easily the most powerful effect of the form. So long as they're not outright immune, creative movement enables the druid to take on a rather large number of opponents with relative ease, with a melee damage of 1d6+2d4 fire(if the form ability does not stack with the previously mentioned ability, remove it from the form) + enhanced strength. That's pretty solid at level four, but the status effect is the worrying bit.
    Sickened isn't quite so bad, but it's still a decent consolation prize.
    Same, same really. Im not sure that status effects from fire is fitting. Oh, it's realistic sure...you're more likely to die from the fumes of lava or what not than the actual burning, but in D&D, lava and what not isn't generally represented at this level of detail.
    Honestly, the nausea effect is probably better than the cloudkill effect.
    It is meant to be volcanic in general, rather than just fire and earth, per se. What if the Vent Form was save or sickened, make save no effect; caldera form was maybe automatically sickened; pyroclastic form was save or nauseated, make save sickened; and then cataclysmic form was the same but with higher DCs? Also, what if I lowered the DCs?
    Also also, if it makes any difference, this is very much a friendly-fire possible ability.
    Quote Originally Posted by Tyndmyr View Post
    I would consider shortening this abilities up by making each one say "as Caldera Form, except for x, y, and z". They're all continuations of the same form, and druids are already a complex class...the shorter it can be made, the better.
    Yeah, I'll have a look at that.
    Quote Originally Posted by Tyndmyr View Post
    I admit I have a slight temptation to stat up a Magma Druid x/Dungeoncrasher Fighter 6. Certainly, as a gestalt, it would be pretty crazy.
    Heh, yeah. That'd probably be one of the more powerful ways to mess with this, I'd guess.
    Quote Originally Posted by Tyndmyr View Post
    This, in conjunction with other abilities and things like, say, Expansion, could result in interesting effects. This is solidly useful on it's own, but in conjunction with other options, it's probably a little much. I would suggest dropping the auto-win on the bullrush as a start. Honestly, bull rushing things smaller than you is already fairly easy. Most combat manuvers are biased heavily toward larger size categories already.
    I think I pretty much just copied that from a previously existing ability. I'll think about getting rid of the autowin.
    Quote Originally Posted by Tyndmyr View Post
    With moderate optimization, I could easily destroy small armies of equally CRed adversaries using this. You're basically going to pump movement ridiculously(150 feet+ fly speeds are a quite doable thing), pump your size, and then revel as everything in sight is either within your squares or within range of you, and bull rush the entire map.
    Is this a major problem?
    Quote Originally Posted by Tyndmyr View Post
    Basically the dungeon crasher ability, with fire. Yeah, this ends up almost too focused on bull rushing. I like the use of underappreciated combat options, but in this case, I feel like it becomes an automatic answer to everything. I'd suggest channeling some of that bull rush action into blasty options.

    Honestly, ripping off searing spell might not be a bad option. Lower their damage, but make it more reliable.
    I think you might be right, here. I'll have a look at some firey spells to replicate.
    Quote Originally Posted by Tyndmyr View Post
    I'd suggest adding the vulnerability to cold as a permanent thing at this point. It's a common tactic done elsewhere by WOTC for elemental themed things.
    I don't think I realised it didn't have it...

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    Default Re: Variant Druids

    Honestly, if you swap it to Save or Sickened, that entirely fixes all problems with that aura, and helps a great deal in general. Sickened is a nifty, useful bonus, but it isn't the fight ender nausea is. Being nauseated is basically removed from the fight entirely.

    The friendly fire aspect of it doesn't really help. I did some heavy experimenting with status spells for expanding the dread necro list about a year back. Among the things my player convinced me to allow was an extremely similar nausea spell. Despite me heavily nerfing it before allowing it in, it was *extremely* disruptive to the game. The only thing worse than an ability that lets one player entirely dominate combat is one that also frequently prevents his allies from joining in. Fortunately, if it's sickened...it's not nearly so big a deal for the allies either.

    Dropping that and the autowin bullrush helps a lot. Any entirely automatic "always works in x condition" attack tends to be heavily subject to optimization. The autowin being gone isn't a huge factor in overall usefulness for the average player, as it's still quite handy, but it does prevent a lot of optimization abuse.

    I would describe being able to solo large groups of equally CRed opponents with little risk as undesirable. Yes...it's possible for a wizard to do this with careful preparation and heavy spell expenditure. It's different when you do it without using resources other than hp...especially in a class that can just use a wand of clw to recover. The flexibility of the tier system is sometimes overrated. Huge numbers can also be disruptive to gameplay, as per the ubercharger.

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    Default Re: Variant Druids

    Alright. I may still include a possibility for Nauseated, but probably only in Cataclysmic form, and perhaps only if the check's drastically failed.

    Plant Druid review? *puppydog eyes*

  27. - Top - End - #27
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    Default Re: Variant Druids

    I.. really love them both. (To the point I can't really say anything bad about either yet, so no review :P ) (Which is weird, Normally I dislike Prepared Casters. They have like... one spell of x,x,x,x and x or just 5 x's for that day meanwhile a Spontanious caster has 6 different x's they can use as much as they want up to they're daily limit...)

    Tidal Druid next?



    I can't help but think of Origin: Spirits of the Past when I read the Plant Druid.

    Maybe Vegetal Drift could be every other level rather then the current pattern that I had to write down to notice any pattern at all. (Well, I did start writing after only the fourth...)
    I don't see how its op or anything... In fact I think it'll be quite nice every other level and would then be more equivalent to Burn.
    Last edited by Cipher Stars; 2011-08-10 at 06:47 AM.

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    Default Re: Variant Druids

    I'm actually hoping someone can give me a spontaneous spell progression, so they can be used either way. I don't know where to start to do that...

    Aberrant Druid next, as I'm hoping to play one in a week and a half. Help would be much appreciated...

  29. - Top - End - #29
    Bugbear in the Playground
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    Default Re: Variant Druids

    Quote Originally Posted by Serpentine View Post
    I'm actually hoping someone can give me a spontaneous spell progression, so they can be used either way. I don't know where to start to do that...
    um... What ever you make up?

    or just a quick throw together:
    Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|4|2|—|—|—|—|—|—|—|—

    2nd|5|3|—|—|—|—|—|—|—|—

    3rd|6|3|—|—|—|—|—|—|—|—

    4th|6|4|2|—|—|—|—|—|—|—

    5th|6|4|3|—|—|—|—|—|—|—

    6th|6|4|3|2|—|—|—|—|—|—

    7th|6|4|4|3|—|—|—|—|—|—

    8th|6|4|4|3|2|—|—|—|—|—

    9th|6|4|4|4|3|—|—|—|—|—

    10th|6|4|4|4|3|2|—|—|—|—

    11th|6|4|4|4|4|3|—|—|—|—

    12th|6|4|4|4|4|3|2|—|—|—

    13th|6|4|4|4|4|4|3|—|—|—

    14th|6|4|4|4|4|4|3|2|—|—

    15th|6|5|4|4|4|4|4|3|—|—

    16th|6|5|4|4|4|4|4|3|2|—

    17th|6|5|5|5|5|5|5|5|4|—

    18th|6|5|5|5|5|5|5|5|4|3

    19th|6|5|5|5|5|5|5|5|5|4

    20th|6|5|5|5|5|5|5|5|5|4

    [/table]

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    Default Re: Variant Druids

    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.

    I was a bit surprised that Plant Druid lacked Panacea on their spell list but that's probably a simple mistake. 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. 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.

    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.

    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.

    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? I also agree with Tyndmyr's assessments, particularly the Nausea and auto-push of Improved Landslide.

    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.

    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.

    P.P.S. Is Alluring Scent meant to mix up with Rich's Fey Druid feats? That's what immediately popped into my mind. 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.
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