[FCCC] Druid

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erik
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[FCCC] Druid

Post by erik »

Well, this one got a fair bit of tweaking.

I nerfed the animal companion. I took away wildshape. I gave some mild animalistic bonuses for mid to late levels.

Spells see a huge boost as many old druid spells are now found at lower levels, and more options for elemental damage are available as well. Druids do not automatically know all the spells on their list anymore, so that’s a hefty setback.

I think overall this druid is a noticeably weaker than before, but still quite acceptably strong with good summoning, blasting and a bit of battlefield control options.

My eyes are blurry from not nearly enough sleep thanks to new baby this week. I think I may wind up editing a few more thingies into this class since I don't know how coherent I am right now. I want another natural weapon attack and sensory option. I thought of a couple, then my mind jellified and I forgot them.

Druid
“I only kill to eat... but you are beginning to look delicious.”

Druids are guardians of the wilderness, and work to maintain a balance and harmony to maintain the status-quo of nature. They draw their power from a devotion to nature.

Alignment
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

HD d8
BAB +3/4level
Good Saves Fortitude and Will

Suggested Skills
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 at 1st Level
(4 + Int modifier) x4.

Skill Points at Each Additional Level
4 + Int modifier.
The Druid [/td][/tr]
LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1st+0+2+0+2Animal companion, nature sense, wild empathy
2nd+1+3+0+3Woodland stride
3rd+2+3+1+3Trackless step
4th+3+4+1+4Resist nature’s lure
5th+3+4+1+4Beast Form
6th+4+5+2+5
7th+5+5+2+5
8th+6/1+6+2+6
9th+6/1+6+3+6Venom Immunity
10th+7/2+7+3+7
11th+8/3+7+3+7
12th+9/4+8+4+8
13th+9/4+8+4+8A thousand faces
14th+10/5+9+4+9
15th+11/6/1+9+5+9Timeless body
16th+12/7/2+10+5+10
17th+12/7/2+10+5+10
18th+13/8/3+11+6+11
19th+14/9/4+11+6+11
20th+15/10/5+12+6+12

Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, longbow, quarterstaff, scimitar, sickle, shortbow, shortspear, sling, and spear.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

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

Spells
A druid casts arcane spells, which are drawn from the druid spell list. A druid must choose and prepare his spells ahead of time.

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

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Preparation Caster Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score.

A druid begins play knowing all 0-level spells and six 1st-level spells of your choice. At each new druid level, he gains one or more new spells, as indicated on Table: Preparation Caster Spells Known. (Unlike spells per day, the number of spells a druid knows is not affected by his Wisdom score.) A druid may know any number of spells.

A druid must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour in meditation. While meditating, the druid decides which spells to prepare.

A druid’s spell focus item is always something handmade or found in nature such as a staff, a spirit fetish, a trophy from a beast, or a stone with a druidic rune inscribed upon it.

Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Bonus Languages
A 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 druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level 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.

Animal Companion (Ex)
A druid may begin play with an animal companion selected from the following list: bat, cat, hawk, lizard, owl, rat, raven, snake (tiny viper), or weasel.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

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

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

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex)
Starting at 2nd level, a 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.

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.

Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Beast Form (Su)
Starting at 5th level a druid gains the ability to shift into a humanoid beast form and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to beast form or back) is a standard action and doesn’t provoke an attack of opportunity.

Any gear worn or carried by the druid resizes to the new form and remains functional. When the druid reverts to her true form, any objects previously altered by the new form return to their normal size. Any new items worn in the assumed form do not change and may fall off.

The form chosen must be that one on the table below. Initially a druid only knows one beast form but can learn more at higher levels.

A druid retains her ability to speak while in beast form, but her voice may be changed to more closely reflect the new form's animal aspect.

A druid can use this ability more times per day at X level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large beast form at X level.
Beast Forms [/td][/tr]
BeastStr,Dex,ConNatural AttacksSpecial Abilities
Great Ape+4,+2,+2Claw, Claw, BiteBraciation, Rend
Bird of Prey+0,+8,+0Claw or BiteGlide
Boar+2,+0,+6GoreFerocity
Great Cat+2,+6,+0Claw, Claw, BitePounce, Rake
Lizard+2,+2,+4Claw or BiteSwim 30’
Serpent+4,+4,+0BiteVenom
Wolf+4,+2,+2Claw, Claw, BiteTrip
Wolverine+4,+0,+4Claw, Claw, BiteRage


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

A Thousand Faces (Su)
At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex)
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.


Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

The Druid’s Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.
Class LevelBonus HDNatural Armor Adj.Str/Dex Adj.Bonus TricksSpecial
1st-2nd+0+0+01Link, share spells
3rd-5th+2+2+12Evasion
6th-8th+4+4+23Devotion
9th-11th+6+6+34Multiattack
12th-14th+8+8+45
15th-17th+10+10+56Improved Evasion
18th-20th+12+12+67

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level
The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.
Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.



4th Level or Higher (Level -3)

* Badger (animal)
* Camel (animal)
* Dire rat
* Dog (animal)
* Riding Dog (animal)
* Eagle (animal)
* Horse (animal)
* Pony (animal)
* Snake, Small or Medium viper (animal)
* Wolf (animal)


7th Level or Higher (Level -6)

* Ape (animal)
* Bear, black (animal)
* Bison (animal)
* Boar (animal)
* Cheetah (animal)
* Crocodile (animal)1
* Dire badger
* Dire bat
* Dire weasel
* Leopard (animal)
* Lizard, monitor (animal)
* Shark, Large1 (animal)
* Snake, constrictor (animal)
* Snake, Large viper (animal)
* Wolverine (animal)

10th Level or Higher (Level -9)

* Bear, brown (animal)
* Dire wolverine
* Crocodile, giant (animal)
* Deinonychus (dinosaur)
* Dire ape
* Dire boar
* Dire wolf
* Elasmosaurus1 (dinosaur)
* Lion (animal)
* Rhinoceros (animal)
* Snake, Huge viper (animal)
* Tiger (animal)

13th Level or Higher (Level -12)

* Bear, polar (animal)
* Dire lion
* Megaraptor (dinosaur)
* Shark, Huge1 (animal)
* Snake, giant constrictor (animal)
* Whale, orca1 (animal)

16th Level or Higher (Level -15)

* Dire bear
* Elephant (animal)
* Octopus, giant1 (animal)

19th Level or Higher (Level -18)

* Dire shark1
* Dire tiger
* Squid, giant1 (animal)
* Triceratops (dinosaur)
* Tyrannosaurus (dinosaur)



Druid Spell list

Level 0 Spells:
  • * Arcane Mark
    * Create Water
    * Cure Minor Wounds
    * Detect Magic
    * Detect Poison
    * Flare
    * Guidance
    * Know Direction
    * Light
    * Mending
    * Purify Food and Drink
    * Ray of Frost
    * Read Magic
    * Resistance
Level 1 Spells:
  • * Animal Messenger
    * Bless Water
    * Burning Hands
    * Calm Animals
    * Charm Animal
    * Cure Light Wounds
    * Delay Poison
    * Detect Animals or Plants
    * Detect Snares and Pits
    * Detect Undead
    * Endure Elements
    * Entangle
    * Faerie Fire
    * Feather Fall
    * Goodberry
    * Hide from Animals
    * Jump
    * Longstrider
    * Magic Fang
    * Magic Stone
    * Magic Weapon
    * Mount
    * Obscuring Mist
    * Pass without Trace
    * Produce Flame
    * Shillelagh
    * Shocking Grasp
    * Speak with Animals
    * Summon Nature's Ally I
Level 2 Spells:
  • * Animal Trance
    * Barkskin
    * Chill Metal
    * Cure Moderate Wounds
    * Darkvision
    * Fire Trap
    * Flame Blade
    * Flaming Sphere
    * Fog Cloud
    * Gentle Repose
    * Gust of Wind
    * Heat Metal
    * Hold Animal
    * Reduce Animal
    * Remove Paralysis
    * Resist Energy
    * Restoration, Lesser
    * Scorching Ray
    * Snare
    * Soften Earth and Stone
    * Speak with Plants
    * Spider Climb
    * Spike Growth
    * Summon Nature's Ally II
    * Summon Swarm
    * Tree Shape
    * Warp Wood
    * Whispering Wind
    * Wind Wall
    * Wood Shape
Level 3 Spells:
  • * Call Lightning
    * Command Plants
    * Contagion
    * Create Food and Water
    * Cure Serious Wounds
    * Daylight
    * Diminish Plants
    * Dispel Magic
    * Dominate Animal
    * Heal Mount
    * Lightning Bolt
    * Magic Fang, Greater
    * Magic Weapon, Greater
    * Meld into Stone
    * Neutralize Poison
    * Plant Growth
    * Poison
    * Prayer
    * Protection from Energy
    * Quench
    * Reduce Animal
    * Remove Curse
    * Remove Disease
    * Repel Vermin
    * Scrying
    * Searing Light
    * Sleet Storm
    * Slow
    * Stone Shape
    * Summon Nature's Ally III
    * Water Breathing
    * Water Walk
Level 4 Spells:
  • * Air Walk
    * Animal Growth
    * Antiplant Shell
    * Blight
    * Commune with Nature
    * Control Water
    * Cure Critical Wounds
    * Fire Shield
    * Flame Strike
    * Freedom of Movement
    * Giant Vermin
    * Ice Storm
    * Reincarnate
    * Restoration
    * Rusting Grasp
    * Secure Shelter
    * Spike Stones
    * Stoneskin
    * Summon Nature's Ally IV
    * Tree Stride
    * Wall of Fire
    * Wall of Ice
Level 5 Spells:
  • * Awaken
    * Baleful Polymorph
    * Call Lightning Storm
    * Cone of Cold
    * Control Winds
    * Cure Light Wounds, Mass
    * Dispel Magic, Greater
    * Insect Plague
    * Summon Nature's Ally V
    * Transmute Rock and Mud
    * Wall of Stone
    * Wall of Thorns
Level 6 Spells:
  • * Antilife Shell
    * Chain Lightning
    * Cure Moderate Wounds, Mass
    * Find the Path
    * Fire Seeds
    * Freezing Sphere
    * Ironwood
    * Liveoak
    * Move Earth
    * Repel Wood
    * Repulsion
    * Scrying, Greater
    * Spellstaff
    * Stone Tell
    * Summon Nature's Ally VI
    * Transport via Plants
    * Wind Walk
Level 7 Spells:
  • * Animate Plants
    * Changestaff
    * Control Weather
    * Creeping Doom
    * Cure Serious Wounds, Mass
    * Fire Storm
    * Regenerate
    * Restoration, Greater
    * Reverse Gravity
    * Scrying, Greater
    * Summon Nature's Ally VII
    * Sunbeam
    * Transmute Metal to Wood
Level 8 Spells:
  • * Animal Shapes
    * Antipathy
    * Control Plants
    * Cure Critical Wounds, Mass
    * Earthquake
    * Horrid Wilting
    * Incendiary Cloud
    * Polar Ray
    * Repel Metal or Stone
    * Summon Nature's Ally VIII
    * Sunburst
    * Sympathy
    * Whirlwind
Level 9 Spells:
  • * Elemental Swarm
    * Foresight
    * Shambler
    * Shapechange
    * Storm of Vengeance
    * Summon Nature's Ally IX
Last edited by erik on Fri Oct 08, 2010 6:55 pm, edited 2 times in total.
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PoliteNewb
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Re: [FCCC] Druid

Post by PoliteNewb »

This may just be me, but don't the Aspects of the Wild seem a bit...weaksauce?

I mean, claws at 5th level...is this in any way better than just having a magic scimitar? And as far as actions go, you can scratch a guy with your claws...or you can cast Call Lightning.

And Scent at 11th level? Hell, even Tome of Battle gave you that as an option at 1st level.

I'm just saying...I don't know if those are class features the Druid is going to care about particularly at the levels you get them.
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erik
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Re: [FCCC] Druid

Post by erik »

PoliteNewb wrote:This may just be me, but don't the Aspects of the Wild seem a bit...weaksauce?
Oh it ain't just you. I intended for them to be pretty weak (I think I called them "mild") but... I think I overdid it.

I'll be doing a bit of an overhaul on it, adding stuff like Pounce attack, more useful natural weapon attacks (more damage, status effects or improved-combat maneuvers).

I'm torn between making it piles of selectable options similar to as it is now, but with far better options... or selections of "form of" beasts with groups of option-bundles (Shark, Lion, Snake, Gorilla, Wolf, Bull and possibly physical stat buffs as well). Sort of like a were-form.

The were-form notion has a bit more appeal to me I think. It'll be easier to type up 7-10 simple were-forms rather than 40 selectable options.
Last edited by erik on Mon Oct 04, 2010 6:23 pm, edited 1 time in total.
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erik
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Post by erik »

I've been delayed upon working on this, but edited in a very rough start to a were-form alternative.

I'll create a list of larger were-forms for a higher level option, and give some traits which tag along with the druid even when they haven't taken their wild form (the special abilities)

Anywho, I have more work to do on this for sure, but this last few days has been busy with multiple birthday thingies to go to, doctor appointments, catching up on sleep after only getting 2-3 hours for a few nights straight, and surprise out of town visitors. Don't all these people realize I'm supposed to have an abundance of free time?
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