Simplified Druid
Posted: Thu Jul 07, 2011 2:32 am
Moved from http://tgdmb.com/viewtopic.php?p=214479#214479
The idea is to have a class that retains the flavor of a summoner / secondary healer / secondary blaster who gets nature-based and form- changing abilities but to put it all on a fire-mage style chassis with the at-will power schedule and to have fewer exclusions to the immunities and resistances in order to end up with something that a precocious five-year old could handle playing.
Needless to say, this is almost certainly a major nerf from the core druid, but hopefully the class is still on par with other Tome Classes, such as Samurai, Jester and Snowscaper.
I don't particularly like calling it a Druid, but I am at a loss for alternative names.
Probably not completed yet.
Druid (simplified)
"I speak for the trees"
The Druid has a magical connection to nature, especially animals, plants and the elements.
Playing a Druid: Druids have spell-like abilities based off of their wisdom, so it's expected they will put such as their highest stat. They also have a few abilities that a high Charisma and Dexterity can help with.
Alignment: Nature and the elements tend to be impassive, so most Druids are some shade of neutral. However nature falls on the just and unjust alike, so this is not required.
Races: Druids may be of any race, but are most frequently drawn from races closer to nature. That can mean races who live in elaborate houses constructed so as not to harm the living trees they are carved from, but it can just as easily mean races who reverted to savagery when they had all their cities burnt down by the "civilized" races.
Starting Gold: 2d4x10 (50 gp)
HD: D8
Class Skills: The druid’s class skills (and the key ability for each skill) are 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 Swim (Str)
Skill Points per Level: 4+ Int
Skill Points at Each Additional Level 4 + Int modifier.
Saves: Good Fort, Good Will
BAB: Medium (as cleric)
Level : Special
1 Animal Summoning, Elemental Affinity, Nature Sense, Natural Remedy
2 Nature Walk, Improved Wild Empathy, Grow Fangs and Claws
3 Immune to Charms, Grow Fins, Elemental Blast
4 Venom, Venom Immunity, Turn Into a Tiny Animal
5 Feast or Famine, Jaggerbushes, Improved Natural Remedies, Grow Wings,
6 Skin of Oak, Turn into a Tree, Improved Elemental Blast
7 Circle of Life, Tree Stride
8 Nature's Wisdom, Turn into a Great Beast
9 Elemental Storm
10 Animal Kingdom
Class Features:
Weapon and armor proficiency: Druids are proficient with simple weapons as well as the scimitar, trident, greatclub and net. They are proficient with Light Armor and Shields but not with Great Shields. If a Druid wears armor or wields a shield she is not proficient in, then all of her Spell-like abilities suffer as if from spell an arcane spell failure chance.
Animal Summoning (Sp): A Druid may magically call forth any creature from the Summon Nature's Ally I list at will. The Druid can communicate with and direct such a creature. She may only have one such ally summoned at any given time, but allies she summons this way remain until dismissed or slain. Any creature the Druid summons with this ability gain a +2 morale bonus on all d20 rolls (attacks, saves, checks). At 3rd level, this ability improves so that the Druid may choose creatures off of the Summon Nature's Ally II list, At 5th level she may choose creatures off of the Summon Nature's Ally III list and so on, gaining access to higher level allies every odd class level.
Elemental Affinity (Su): Each druid has an affinity with one of the four elements of Greek Myth. The druid chooses one element as her affinity. This may be Fire, Acid (Earth), Electricity (Air) or Cold (Water). The druid gains resistance against that element equal to her character level and she is considered to have any spell with the relevant descriptor(s) on her spell list for purposes of activating magical items. Additionally any time the Druid deals damage from any source, whether with weapon, spell, ability or item, she may choose to change that damage to the type of her chosen affinity, and a druid who does so with her unarmed strikes counts as armed.
Nature Sense: A druid knows a whole lot about nature, she adds her class level to Knowledge (nature) and Survival skill checks. Since druids also learn about things that aren't necessarily natural, A druid may also make untrained knowledge checks to identify any type of creature.
Natural Remedies (Sp): Druids have a magic ability to heal. As a full-round action, a Druid may heal a target an amount of hit point damage equal to her Character level plus Wisdom Bonus. This ability requires the Druid to touch the patient and may be used at-will.
Improved Wild Empathy (Ex): At 2nd level, Druids gain an extraordinary ability to influence animals and magical beasts. The druid may, as a full-round action, attempt to influence the attitude of an animal or magical beast within her reach. The Druid rolls 1d20 + her character level + her Cha Mod against a DC of 10 + target's HD + target's Wis modifier. If the target is a magical beast, the Druid takes a -4 circumstance penalty to her check. If the Druid succeeds, the Druid may adjust the target's attitude one step along the Hostile / Unfriendly / Indifferent / Friendly / Helpful axis, effectively making the creature more friendly towards herself or more hostile towards someone else. This ability may be used multiple times on the same creature, but may only adjust the attitude of any particular creature by up to two steps per day.
Nature Walk (Su): At 2nd level, a Druid may, as a free action, ignore any effect which reduces her movement rate or entangles her. This includes difficult terrain, caltrops, the Subtle Cut feat, Spike Stones, Entangle and so forth. It does not let her pass through solid objects.
Grow Fangs and Claws(Ex): At 2nd level, a Druid may, as a free action, shift her form to gain Bite and Claw natural weapons appropriate to her size. For a medium sized druid, a Bite deal 1d6 and Claws deal 1d4 (See MM page 296 for other sizes). As usual, if the druid uses manufactured weapons and natural weapons as part of the same attack routine, all natural weapons count as secondary weapons that attack at -5 and only add half the druid's strength bonus.
Immune to Charms: At 3rd level, the Druid becomes immune to any Charm effect.
Grow Fins (Su): At 3rd level, the Druid has gained form-shifting abilities that let her take on the aspect of a fish. She may, as a free action, sprout fins and gills which grant her a Swim speed of 80' and the Aquatic Subtype. The druid may resume her normal form as a free action.
Elemental Blast (Su) At 3rd level, the Druid gains the ability to use her chosen element to damage her foes. As a standard action she may project a ray at any target within Close range. This strikes as a ranged touch attack, that deals 1d6 damage of the relevant type per character level.
Venom (Sp) At 4th level, the Druid gains the spell-like ability to use Poison at will with a caster level equal to her character level.
Venom Immunity: At 4th level, a Druid becomes immune to all poisons.
Turn Into a Tiny Animal (Su) At 4th level, a druid may, as a free action change her form to that of a rabbit, housecat, chicken or other such tiny animal. Her ability scores, saves, and movement speeds do not change, but she does gain the Tiny Size bonuses of +8 to Hide, +2 to AC, +2 to Attack and the tiny size penalty of -8 to Grapple. While in animal form, she may not use her Elemental Blast nor any of her (Sp) class abilities while in this form nor use any items which require hands or speech. She retains all other non-(Sp) class abilities as well as her knowledge and skills. She may resume her normal form as a free action.
Grow Wings (Su): At 5th level, the Druid has gained form-shifting abilities that let her take on the aspect of a bird. She may sprout a pair of wings as a free action. These wings provide her with a flight speed of 80' (Average). The druid may resume her normal form as a free action.
Feast or Famine (Sp) At 5th level, a Druid gains the ability to influence the growth or withering of plants. She may use Plant Growth and Diminish Plants at will with a caster level equal to her character level.
Jaggerbushes (Sp): At 5th level, a Druid may cause thorns and roots to sprout forth, entangling and scratching her foes. She may choose up to 1 target per class level within medium range and cause each to take 1d6 magical piercing damage per the druid's character level and become entangled. A successful Reflex save (DC = 10 + 1/2 Druid's Character level + Druid's Wisdom Modifier ) negates the entaglement and halves the damage. A target who is entangled may escape as a move action with a successful Escape Artist or Grapple check against a DC equal to the save DC, or they may simply take a full round action to pick themselves carefully out of the thorns.
Improved Natural Remedies(Sp): At 5th level, a Druid may, as a full round action, heal an amount of Ability Damage or Ability Drain equal to her Wisdom Bonus. This ability requires the Druid to touch the patient and may be used at will.
Improved Elemental Blast(Su):At 6th level, the druid's Elemental Blast gains an additional effect upon targets it strikes. The precise effect depends on the elemental affinity chosen.
A water affinity druid's cold blast fatigues enemies it strikes for one round. (no save)
A fire affinity druid's fire blast sets enemies it strikes on fire until the fire is extinguished.
An earth affinity druid's acid blast knocks enemies prone (no save).
An air affinity druid's lighting blast now causes foes to become both deafened and dazzled for one round (no save).
Turn into a Tree (Sp): A 6th level druid may use Tree Shape at will.
Skin of Oak (Su): Even when not turning into a tree, a Druid retains the durability of one. At 6th level, a Druid gains an enhancement bonus to her natural armor equal to one third of her class level.
Circle of Life (Sp): At 7th level, the Druid gains the ability to force the cooperation of plants and animal as part of the greater whole. She may now use Command Plants and Dominate Animal at will with a caster level equal to her character level.
Tree Stride (Sp): At 7th level, the Druid gains the ability to use Tree Stride at will
Turn Into a Great Beast (Su) At 8th level, a druid may, as a free action, change her form to that of Large or Huge animal. Her ability scores, saves, and movement speeds do not change, but she does gain the relevant size modifiers to Hide, Attack, AC, Grapple and carrying capacity. Also, her reach and the damage of any natural weapons she has is increased to the appropriate values for a creature of that size. While in animal form, she may not use any Elemental Blast nor any of her (Sp) class abilities nor use any items which require hands or speech. She retains all other non-(Sp) class abilities as well as her knowledge and skills. She may resume her normal form as a free action.
Nature's Wisom (Sp) At 8th level, the Druid gains the spell-like ability to Commune With Nature once per hour, with a caster level equal to her character level.
Elemental Storm (Sp) At 9th level, the Druid gains the spell-like ability to call forth a magical storm that rains her chosen element upon her foes. At a full-round action, she may summon forth dark stormclouds that hover and over and around her for one round per class level. These clouds provide the druid (but not her foes) with Concealment, and while they are present, she may use her (Improved) Elemental Blast out to Long range as a swift action.
Animal Kingdom(Su) At 10th level, the Druid gains the ability to shift the forms of others. As a standard action, she may use Grow Fangs and Claws, Grow Fins, Turn into a Tiny Animal, Grow Wings, Turn into a Great Beast or any combination of those abilities on a willing ally. The ally must be within short range when the druid activates the transformation, but can later move any distance away. A transformed ally may resume their normal form as a free action., and automatically reverts to their normal form if they are knocked unconscious or fall asleep.
Edit: Simplified Elemental blast, removed elemental affinity damage add, added Improved elemental blast rider. Lowered the level on Grow Fins and Grow Wings and added Grow Fangs and Claws, added Turn into a Tiny Animal and Turn into a Great Beast and Animal Kingdom to better cover shapeshifting options.