This is a Charisma-based Druid.
I felt that gnomes would favor this variant over a core Druid, as it seems more appropriate for them. I can't quite figure out if this class is still Tier 1 (as a core Druid is), or is rather a slightly weaker Tier 2 class. The Luckbringer Druid seems more geared toward party support than the core Druid. Furthermore, the Luckbringer Druid has no Animal Companion, and cannot spontaneously summon critters to fight for him. He can't Wildshape either. This is going to ensure that entire feat chains become unavailable to him, and I'm not sure how I feel about that.
I did want to have luck abilities that help to buff other party members, but wasn't sure how to go about it. Archivists, Bards, and Marshals are all partially geared toward buffing other party members...but I wasn't sure how I should go about that myself, so I merely gave them access to bonus luck feats instead. I'm also thinking of adding Use Magic Device as a class skill, but I'm undecided on it.
Take note that I'm currently running a 3rd-level Luckbringer Druid as a character in Paizo's Shackled City Adventure Path.
Anyway, I'll let you guys read through it, and come to your own conclusions. If I'm missing anything vitally important, please let me know.
wrote:LUCKBRINGER DRUID
The Luckbringer Druid is a derivative of the Druid. It shares the same alignment restrictions and spell progression as the Druid class, but differs in many other ways. If the level advancement table and class feature descriptions of the Luckbringer Druid lacks a class feature of the Druid class, such as wild shape, then it does not gain that class feature. Levels of the Luckbringer Druid counts as levels of a standard Druid in terms of spellcasting ability, qualification for feats and prestige classes, and the like. A character must choose upon first becoming a Druid whether to be a core Druid or Luckbringer Druid. Once the choice is made, it cannot be changed or unmade, and the character may not later multiclass into the core Druid class or one of its variants.
Alignment: Any neutral (as Druid).
Religion: As a Druid.
GAME RULE INFORMATION
Luckbringer Druids have the following statistics.
Alignment: Any neutral (as Druid).
Hit Die: d8.
Class Skills
The druid’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the Luckbringer Druid.
Weapon and Armor Proficiency: Luckbringer Druids are proficient with all simple weapons, plus the scimitar, and one martial or exotic weapon of his choice.
Luckbringer Druids are proficient with light armor, but not with shields.
Base Save Bonuses: Fortitude (good), Reflex (poor), and Will (good).
Base Attack Bonus: Average.
Spells: A Luckbringer Druid casts divine spells, which are drawn from the Druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the Luckbringer Druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Luckbringer Druid’s spell is 10 + the spell level + the Luckbringer Druid’s Charisma modifier.
Like other spellcasters, a Luckbringer Druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Druid. In addition, he receives bonus spells per day if she has a high Charisma score. He does not have access to any domain spells or granted powers, as a Cleric does.
The Luckbringer Druid may prepare and cast any spell on the Druid spell list, provided that he can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: The Luckbringer Druid has a wider range of spontaneous spells than a standard Cleric or Druid, although they are largely geared toward aiding others. The Luckbringer Druid may lose any prepared spell of equal or higher level in exchange for any of the following spells:
0-cure minor wounds, guidance, resistance; 1st-bless, cure light wounds, feather fall; 2nd-aid, cure moderate wounds, lesser restoration; 3rd-cure serious wounds, prayer, remove curse; 4th-break enchantment, cure critical wounds, restoration; 5th-atonement, mass cure light wounds, raise dead; 6th-find the path, mass cure moderate wounds, heal; 7th-greater restoration, mass cure serious wounds, resurrection; 8th-mass cure critical wounds, moment of prescience, regenerate; 9th-foresight, mass heal, true resurrection
Chaotic, Evil, Good, and Lawful Spells: A Luckbringer Druid cannot 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.
Bonus Languages: A Luckbringer 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 Luckbringer Druid also knows Druidic, a secret language known only to druids, which he learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, he 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.
Unbound: A Luckbringer Druid's oaths are relaxed, allowing him to wear metal armor or use metal shields with no loss of spellcasting, supernatural, or spell-like abilities.
Urban Companion (Ex): Instead of the Animal Companion, the Luckbringer Druid receives the Urban Companion class feature from Cityscape.
Luckbringing: The Luckbringer Druid has access to bonus luck feats (from the Complete Scoundrel) at 1st-level, 4th-level, 7th-level, 10th-level, 13th-level, 16th-level, and 19th-level. He has a Luck Pool, equal to the luck rerolls from his feats, plus bonus luck rerolls equal to his Charisma modifier (if any). Any luck feat with a character level prerequisite can be accessed by a Luckbringer Druid of two class levels lower than the prerequisite.
Luckbringer's Path: At 3rd-level, the Luckbringer Druid can choose one path. He can either acquire Bardic Music (as a Bard of one-third his class level), Evasion, the Track feat, Trapfinding, or Uncanny Dodge. Bardic Music acquired via Luckbringer's Path stacks with Bardic Music acquired via Bard levels. If the Luckbringer has acquired Evasion from another class, then he gains Improved Evasion instead. And if he already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Venom Immunity (Ex): At 9th level, a Luckbringer Druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a Luckbringer Druid gains the ability to change his appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Luckbringer Druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Luckbringer Druid’s appearance, within the limits described for the spell.
Timeless Body (Ex): After attaining 15th level, a Luckbringer Druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the Luckbringer Druid still dies of old age when his time is up.