Ultimate Druid

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Picture by Dan Scott
Picture by Dan Scott

Contents

[edit] Game Rule Information

Druids have the following game statistics.

  • Abilities: Same as in Player’s Handbook.
  • Alignment: A druid must be either neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
  • Hit Points per Level: 1d8 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

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 (geography) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

[edit] Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save   Special            .
1st    +0              +1    +0    +2     Lord of the wild, spellcasting
2nd    +1              +1    +0    +3     -
3rd    +1              +2    +1    +3     -
4th    +2              +2    +1    +4     Lord of the wild
5th    +2              +3    +1    +4     Druidic path (step 1)
6th    +3              +3    +2    +5     -
7th    +3              +3    +2    +5     Lord of the wild
8th    +4              +4    +2    +6     Druidic path (step 2)
9th    +4              +4    +3    +6     -
10th   +5              +5    +3    +7     Lord of the wild
11th   +5              +5    +3    +7     Druidic path (step 3)
12th   +6/+1           +6    +4    +8     -
13th   +6/+1           +6    +4    +8     Lord of the wild
14th   +7/+2           +6    +4    +9     Druidic path (step 4)
15th   +7/+2           +7    +5    +9     Timeless body
16th   +8/+3           +7    +5    +10    Lord of the wild
17th   +8/+3           +8    +5    +10    Druidic path (step 5)
18th   +9/+4           +8    +6    +11    -
19th   +9/+4           +9    +6    +11    Lord of the wild
20th   +10/+5          +9    +6    +12    Druidic path (step 6)

[edit] Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with all simple weapons and light armor. They are prohibited from wearing armors or shields made mostly of metal, or carry such weapons or items. (A druid may 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 not proficient with shields and if a druid gains shields proficiency, she can 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.

Lord of the Wild (Ex): Druids are champions of natural order and get along in wilderness with almost supernatural ease. At 1st level, and every 3 levels thereafter (4th, 7th, and so on), a druid gains one ability from the list below.

  • Blood of Rivers (Ex): A druid becomes immune to non-magical diseases.
  • Breath of Caverns (Ex): A druid does no longer need to breathe while underground (including being submerged underground). She can also sense incoming earthquake if the earthquake is going to affect location she is in. She can sense it up to 1 minute/level before first tremor happens.
  • Desert Soul (Su): A druid no longer needs water to survive. She also gains fire resistance 5.
  • Fishhead (Ex): A druid's sight is not distorted by water. She can see through water as easily as through air. In addition, a druid can hold breath as if her Constitution was 10 points higher.
  • Nature Sense (Ex): A druid gains +2 bonus on Climb, Handle Animal, Heal, Ride, Survival, and Swim checks when in wilderness. She also gains a +2 bonus on Knowledge (nature) checks.
  • Resist Nature’s Lure (Ex): A druid gains a +4 bonus on saving throws against the supernatural and spell-like abilities of fey and plants.
  • Sun’s Anger (Ex): A druid gains +2 bonus on saving throws against all fire and heat-related spells and effects (including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and so on) and adds +1 to DC of spells with fire descriptor she casts.
  • Swoop (Ex): A druid’s fly speed (if she has any) increases by 10 feet.
  • Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Vaporous Step (Ex): A druid can move across bogs, snow, mud, etc. (all surfaces an ordinary person would sink to but would not have to make Swim check to stay on the surface) and not step into it or be impeded in her progress over such an area, similar to the effects of a water walk spell. Areas enchanted or magically manipulated to impede movement still affects the druid. A druid can’t walk on water, but gains +4 bonus on Swim checks to stay on the surface.
  • Venom Immunity (Ex): A druid gains immunity to animal poisons.
  • 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 his Handle Animal bonus or the druid level + 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 4 or less, but she takes a penalty equal to the creature's Int score on the check.
  • Windswept (Su): A druid can treat strength of wind as if it was two categories lighter (see Dungeon Master Guide, page 95). For example, a druid treats all severe (including magical) winds as moderate winds, if it suits her. In addition, a druid gains +5 bonus on Concentration checks when casting spells with air descriptor defensively.
  • Winter’s Grasp (Ex): A druid gains +2 bonus on saving throws against all cold-related spells and effects (including all spells causing cold damage, spells with cold descriptor, saves to resist cold weather, cold water, and so on) and adds +1 to DC of spells with cold descriptor she casts.
  • Woodland Stride (Ex): 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 movement still affect the druid.

Spellcasting: A druid casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + half the druid's 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 (excluding invocations, see below). The druid doesn't receive bonus spells per day for having high Wisdom score. Like bard or paladin, a druid may know a number of spells from each spell level equal to 3 + her Wisdom modifier. It is possible for her to learn spells above that limit, but the costs are high. Druid's spell slots regenerate at the sunrise. If she is not in an open natural area at this point, she cannot fill emptied slots until the next day. A druid need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. Druid's caster level is equal to her class level.

[edit] Spells per day

        Spells per day    Invocations
Level   0 1 2 3 4 5 6 7   C.L.  known
1st     3 1 - - - - - -   1     1
2nd     3 2 - - - - - -   1     2
3rd     4 3 - - - - - -   2     2
4th     4 3 1 - - - - -   2     2
5th     4 3 2 - - - - -   3     3
6th     4 4 3 - - - - -   3     3
7th     4 4 3 1 - - - -   4     3
8th     4 4 3 2 - - - -   4     4
9th     4 4 4 3 - - - -   5     4
10th    4 4 4 3 1 - - -   5     4
11th    4 4 4 3 2 - - -   6     5
12th    4 4 4 4 3 - - -   6     5
13th    4 4 4 4 3 1 - -   7     5
14th    4 4 4 4 3 2 - -   7     6
15th    4 4 4 4 4 3 - -   8     6
16th    4 4 4 4 4 3 1 -   8     6
17th    4 4 4 4 4 3 2 -   9     7
18th    4 4 4 4 4 4 3 -   9     7
19th    4 4 4 4 4 4 3 1   10    7
20th    4 4 4 4 4 4 3 2   10    8

Learning New Spells: A druid can learn any spell from her list, but doing so is tasking and requires a sacrifice. To learn a spell, druid must destroy an item (or items) worth spell's level squared x 50 gold (or 25 gp in case of 0-level spells). Those items must be clearly a product of civilization. In addition, the druid must meditate for spells in a place untouched by civilization. Prayer must take 1 hour per spell's level (30 minutes for a 0-level spell) and can not be interrupted. If it is, it must be performed again, and the offerings are lost. If a druid attempts to learn a spell and she already reached her limit of spells known for that level, multiply gold cost by 10. A newly created 1st level druid knows a number of 1st level spells equal to her Wis bonus and the same number of 0-level spells.

Natural Link: As druid walks more into the civilization, her connection with nature weakens and it becomes hard for her to draw magical power of the world. As long as druid is in a small town or any larger settlement, or on a plane with 2 alignment descriptors, all her druid spells suffer 10% divine spell failure chance. On the other hand, druids are more confident in their magical abilities when surrounded by the natural world. When no closer than one mile from any settlement, a druid gains +2 morale bonus on Concentration checks related to spells.

Invocations: A druid can cast some spells as invocations. That means that she doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A druid can cast invocations even if she has no slots left. At 1st level, a druid learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 2nd level and every 3 levels thereafter, a druid learns how to cast another spell from the list. A druid can choose a spell she doesn't know yet, but she is unable to cast it until she learns it. She cannot, however, choose a spell she can't yet cast because her class level is too low to access that level of spells. List of spells a druid can cast as invocations:

  • 0 level - Flare, Know Direction, Resistance, Virtue
  • 1st level - Calm Animals, Endure Elements, Goodberry, Longstrider, Magic Fang, Magic Stone, Produce Flame, Shillelagh, Speak with Animals
  • 2nd level - Barkskin, Chill Metal, Flame Blade, Gust of Wind, Heat Metal
  • 3rd level - Call Lightning, Poison, Quench, Sleet Storm, Spike Growth
  • 4th level - Antiplant Shell, Blight, Control Water, Flame Strike, Giant Vermin, Rusting Grasp, Spike Stones
  • 5th level - Call Lightning Storm, Stoneskin, Wall of Fire.

[edit] Druidic Path

Druidic Path: When attaining 5th level, a druid must choose her specialization. Once chosen, the path cannot be changed. The available paths are: dendruid, elementalist, hermit, hivemind, and shifter.

  • Dendruid: A dendruid loves plants above all else. Her control over plants is unquestioned and her body slowly turns into one.
  • Florification (Ex): At 5th level, a druid gains the ability to turn her body into a strange mix of flesh and plant as a standard action that doesn’t provoke attacks of opportunity.A druid can remain florified for up to 1 round per level. Once a druid reverts to her original body, she cannot use florification for another 10 minutes. While florified, druid gains Damage Reduction, bonus to Strength, and bonus to Hide checks in forested areas equal to half her druid level.
  • Plant Immunities (Ex): At 8th level, a florified druid becomes immune to sleep and paralysis effects.
  • Song of the Trees (Su): At 11th level, a florified druid can speak with plants (as per spell) at will.
  • Green Mind (Ex): At 14th level, a florified druid gains a bonus on Will saves equal to half her level.
  • Plant Immunities (Ex): At 17th level, a florified druid becomes immune to poison, polymorph, and stun effects.
  • Plant Immunities (Ex): At 20th level, a florified druid becomes immune to critical hits.
  • Elementalist: Elementalists are druids who focus on primal aspect of nature, before animal and plant life was even born. They gain mastery over building blocks of the world and can turn into powerful elementals.
  • Summon Elemental Servant (Su): A 5th level druid can request an aid from her elemental masters as a full-round action that provokes attacks of opportunity. In an eerie of fiery motes, a tremor, rain of freezing water, and gust of powerful wind, an elemental appears. The exact type of elemental is determined by the DM, who can choose the creature from the list below. The elemental’s CR should be as close to half the druid’s level as possible (never higher), but elemental lords may send weaker elemental if they believe that druid’s matters are trivial. An elemental remains with the druid for 1 hour and carries her orders to the best of its ability. Once the elemental is killed or the duration ends, a druid cannot summon another servant for 1 hour.
  • CR 1: Small Air/Earth/Fire/Water Elemental
  • CR 2: Thoqqua, elite Small Elemental*
  • CR 3: Magmin, Medium Air/Earth/Fire/Water Elemental
  • CR 4: elite Medium Elemental*
  • CR 5: Large Air/Earth/Fire/Water Elemental
  • CR 6: Belker, elite Large Elemental*
  • CR 7: Invisible Stalker, Huge Air/Earth/Fire/Water Elemental
  • CR 8: elite Huge Elemental*
  • CR 9: Greater Air/Earth/Fire/Water Elemental
  • CR 10: elite Greater Elemental*
  • * - elite creature has a +4 bonus on all ability scores.
  • Turn Elementals (Su): At 8th level, a elementalist can command or rebuke elementals same was as an evil cleric can command or rebuke undead. Using this ability costs druid a spell slot of 1st or higher level.
  • Elemental Diplomacy (Ex): At 11th level, a druid gains +2 bonus on all Charisma-based skill checks with elementals and learns all four elemental languages.
  • Elemental Resistance (Su): A 14th level druid gains Cold and Fire Resistance equal to half her druid level.
  • Sever Elemental Ties (Su): At 17th level, the druid can cut her self off from elements, with a price. A druid can activate this ability as a standard action that doesn't provoke attacks of opportunity and dismiss it as a free action. A druid with severed ties gains Spell Resistance 10 + her class level against spells with Air, Cold, Earth, Fire, or Water descriptors. When this ability is active and for 1 hour afterwards, a druid cannot summon elemental servant and any servant already summoned disappears.
  • Elemental Shape (Su): At 20th level, a druid gains the ability to turn herself into any elder elemental (see Monster Manual, pages 95-101). Otherwise this ability works the same way as wildshape.
  • Hivemind: Hiveminds deal with insects, most likely with hive insects, such as bees. Over the course of life they become move vermin-like and gain abilities related to insects.
  • Vermin Lord (Su): At 5th level, a druid can, by grinding with her teeth (or any similar manner for toothless creatures), communicate with all vermin within 50 feet (as with speak with animals spell, but affects only vermin). In addition, all insects has automatically have an initial friendly attitude toward druid. A hivemind druid is also accompanied by an elite "soldier" of sorts, which may be selected from the following list: Giant Ant (worker), Giant Bee, Giant Fire Beetle, Monstrous Centipede (Large), Monstrous Scorpion (Medium), Monstrous Spider (Medium). This vermin is a loyal companion that accompanies the Druid on her adventures. A Druid's companion is typical for its kind except the fact that it has 1 extra Hit Die for every 2 Druid levels. This bonus cannot make companion have more hit dice that it normally could (according to Monster Manual). In addition, the companion has a +1 bonus on Stregth, Dexterity, Constitution, and Wisdom for every 2 Druid levels as if it was born with exceptionally high ability scores. If a Druid releases her companion from service, she may gain a new one by spending 1d10 minutes with a potential vermin and making a successful Handle Animal check (DC 15 + vermin's HD). You can 20 with this check. It takes just under 2 hours. By subtracting 5 Druid levels for the purpose of determining bonus hit dice and ability scores, the Druid may instead use a companion selected from this list: Giant Ant (Soldier), Giant Bombardier Beetle, Monstrous Centipede (Huge), Monstrous Spider (Large). At level 11 and above, by subtracting 10 levels for the purpose of determining bonus hit dice and ability scores, the Druid may instead use a companion selected from this list: Giant Stag Beetle, Giant Praying Mantis, Giant Wasp, Monstrous Scorpion (Large). At level 16 and above, by subtracting 15 levels for the purpose of determining bonus hit dice and ability scores, the Druid may instead use a companion selected from this list: Monstrous Centipede (Gargantuan), Monstrous Spider (Huge).
  • Swarm Companion (Ex): A 8th level druid can call a swarm of spiders, centipedes or locusts to herself as full-round action. A swarm is completely obedient to the druid as long as it is within 50-foot radius. It understands only simple one-word commands but carry even suicidal orders. A druid adds his half of her druid level to DC of swarm's poisons and distraction abilities. The Druid can have only one swarm active at any given time. If the swarm is dismissed or destroyed, the Druid must wait for 1d4 hours before she may summon another swarm. If the Druid wishes, this swarm may be any form of Vermin with the Swarm subtype, but the CR of this swarm must not exceed the half the Druid's Druid level (rounded down).
  • Insectile Senses (Ex): At 11th level, a druid gains darkvision with range up to 90 ft. and a bonus on Spot and Listen checks equal to half the druid’s level.
  • Great Swarm (Ex): At 11th level, a druid gains the ability to use two swarms at once. If she chooses to do this and is using an advanced swarm, subtract 2 from the druid's level for the purpose of determining what kind of swarm may be summoned.
  • Massive Swarm (Ex): A 14th level druid gains the ability to use three swarms at once. If she chooses to do this and is using an advanced swarm, subtract 4 from the druid's level for the purpose of determining what kind of swarm may be summoned.
  • Instinctive Reflexes (Ex): At 17th level, a druid gains bonus on Reflex saves and initiative checks equal to her Wisdom bonus.
  • Swarm Shape (Su): At 20th level, a druid can become a swarm itself. As full-round action, which doesn't provoke attacks of opportunity, she can become a swarm of spiders, centipedes or locusts. Her Strength becomes 1, abilities of her items are suppressed, she gains a +18 bonus to Dexterity, loses all Natural Armor and Armor bonuses to AC, gains +4 size bonus to AC and fly speed 60 ft. (perfect maneuverability) or climb speed 80 ft. In addition, she cannot cast spells or invocations with somatic or verbal components. She can take up 6 contiguous 5’ squares and is able to pass through openings as a Diminutive-sized creature could. Any creature in druid's spaces at the end of druid's turn takes 6d6 damage and must make Fortitude save (DC equal to 10+half of druid level+druid's wisdom modifier) or become nauseated and sickened for one round. Any creature in the druid’s spaces at the beginning of the creature’s turn is automatically nauseated for 1 round. Spellcasting within the druid’s spaces requires a Concentration check (DC = 20 + spell level). A druid gains all swarm immunities as well as invulnerability to wind effects.
  • Hermit: Hermits are druid who are sworn protectors of nature and all things related to it. Hermits rely on their divine powers, and since those abilities are weakened in certain places, druids of this kind are difficult to find in the civilized areas.
  • Invoke Nature’s Ally (Su): At 5th level, a druid can cast summon nature’s ally I-VII spells she knows as invocations, but she cannot cast summon nature’s ally (of any level) as invocation if a previous invocation is still in effect and 1 minute afterwards. Summon nature ally cast normally and as invocation can be combined freely.
  • Blessing of Animals (Su): At 8th level, a druid is constantly under effects of detect animals and plants, hide from animals, and speak with animals spells.
  • Blessing of Clouds (Ex): At 11h level, a druid deals 4d6 (or 4d10) damage with call lightning and 7d6 (or 7d10) damage with call lightning storm.
  • Blessing of Rivers (Su): At 14th level, whenever a druid casts any cure spell, the spell removes all disease, poisons, and negative levels from its targets with DC equal or lower to the druid’s level +5.
  • Blessing of Trees (Sp): At 17th level, a druid can grow a treant (as per liveoak spell) from even a tiniest plant, such as blade of grass, as a standard action, at will. Liveoak’s duration becomes instantaneous so it can’t be dispelled. If this Treant is destroyed, the Druid takes 2d10 points of damage.
  • Blessing of the Sun (Ex): A 20th level druid can cast fire storm and sunbeam as invocations.
  • Shifter: This path represents druids who master their ability to transform into animals.
  • Wildshape (Su): At 5th level, a druid gains the ability to turn herself into an animal with Challenge Rating of half the druid’s level or lower. She knows how to shift into one animal per rank in Knowledge (nature) and whenever she gains another rank in this skill, she knows one additional animal she can turn into. A druid can stay in her new shape up to 1 hour, but when she changes back, she must make a Fortitude save (DC = number of minutes spent in wildshape) or be fatigued. If she fails the save by 20 she is exhausted instead. If she fails the save by 40 she is exhausted and falls into magical sleep for 1d6 minutes. This sleep is similar to hibernation sleep and a druid cannot be awakened by any means short of divine intervention. Once a druid reverts to her original shape, she cannot use wildshape for another 10 minutes. Changing form (to animal or back) is a full-round action that doesn’t provoke attacks of opportunity. All of druid’s characteristics turn into those of the animal (with the exception of Intelligence score and the sense of identity). Druid’s type changes to animal. She loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make. She can, however, communicate normally with other animals of the same general grouping as her new form. Druid has new Hit Points, but she keeps the number of damage suffered between her various shapes. Whenever a druid takes enough damage to fall to fall to negative hit points or die, she reverts to her original shape just before it happens.
  • Quick Transformation (Ex): At 8th level, a druid can wildshape as a standard action.
  • Flowshape (Ex): At 11th level, once a druid reverts to her original shape, she cannot use wildshape for another 1d6 minutes only.
  • Superior Specimen (Ex): At 14th level, a druid in wildshape gains +4 bonus to Strength and Dexterity.
  • Vigor (Su): At 17th level, a druid gains fast healing 2 when in her wild shape.
  • Swift Transformation (Ex): At 20th level, a druid can wildshape as a swift action.
  • Stormlord:: The stormlord is a master of controlling and creating weather.
  • Summon Storm (Su): A Stormlord is so in touch with nature that he can call upon nature to create storms at his will. As a Stormlord grows in power, so does the power of the weather he calls. A Stormlord can make 1 summon attempt at level 5, 2 at level 8, 3 at level 11, 4 at level 14, 5 at level 17 and 6 at level 20. To summon in a weather effect, a Stormlord must concentrate for a full round (grants attacks of opportunity). If he is hit while summoning the storm, he must succeed on a concentration check (modified +1 per level in Stormlord) of 10 + damage taken to stay focused. After he takes the summoning action, the storm appears 1d10 - Stormlord level rounds later (if result is 0, it occurs right away). All summonings last 1 hour (unless otherwise noted) and have a 1 mile radius centered on the Stormlord. A stormlord can take a full round action, identical to the one used to create the weather, to end the effect unless otherwise noted. Should the Stormlord move a great distance, the storm will follow him moving at 10 miles per minute. The effects created by this ability are considered natural and not subject to anti-magic fields or anything else that effects magic.
  • Basic: At 5th level the stormlord can summon:
  • Wind and Clouds: A Stormlord can create light, moderate, or strong winds (0-10, 11-20, 21-30 mph) and dark storm clouds overhead, blocking out sunlight, and appearing to be the start of a storm (although no precipitation occurs). The conditions created here are enough to increase the damage dealt by magic that relies on weather (Call Lightning, etc).
  • Precipitation: A Stormlord can create precipitation as listed below. A Stormlord can not create snow in hot conditions and cannot create rain in cold conditions.
  • Rain: Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. Rain automatically extinguishes any unprotected flames and has a 50% chance of extinguishing protected lights (lanterns, etc.). Rain has the same effect on ranged weapons as strong winds.
  • Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. Snowfall leaves 1d3 inches of snow on the ground.
  • Severe Winds and Storms: A Stormlord can create severe winds. These winds, in addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and there is a 50% chance that these lights will be extinguished. Ranged weapon attacks and Listen checks are at a -4 penalty. Also, a Stormlord can create a minor storm that combines severe wind with precipitation. To create a rain or snow storm requires the use of 2 storm summonings.
  • Moderate: At 8th level, the Stormlord can summon:
  • Severe Precipitation: A Stormlord can create thick clouds that bring heavy precipitation with them. To call down such weather requires the use of 2 storm summonings.
  • Downpour: Treat as rain, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). A downpour for a full hour results in a flood. During a flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4x50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river. A river in flood makes Swim checks one category harder (calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter. A downpour cannot be called down in extremely cold conditions.
  • Heavy Snow: Heavy snow has the same effects as normal snowfall, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Heavy snowfall for a full hour leaves 1 foot of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4x5 feet deep, especially in and around objects big enough to deflect the wind, such as a cabin or a large tent. Snow has the same effect on flames as moderate wind. Heavy snow cannot be called down in extremely hot conditions
  • Thunderstorm: In addition to wind (severe) and standard precipitation (of the Stormlords choice), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10xd8 dice (no save, no SR). Also, 1 round after a lightning bolt strikes the ground, all creature within a 25 ft. radius must make a DC 14 Fort save or be deaf for 2d4 hours. The creature struck by the lightning must the same save or be deaf permanently. A Stormlord has no control over where the lightning strikes in a thunderstorm. Calling a thunderstorm requires the use of 3 storm summonings.
  • Electrically Charged Air: A Stormlord can charge the air in the area with veil of electrical energy. Although this does no damage by itself, it increases the damage (die size) dealt by any electricity based (magical or natural) attacks. For example, a lightning bolt (the divine spell) would deal d8 damage, a shocking weapon will deal an additional d8 instead of d6, a shocking burst would do a d12 on a crit instead of d10, etc. The air is charged in a 400ft radius centered on the Stormlord.
  • Good: At 14th level, the Stormlord can summon:
  • Windstorm: A Stormlord can create powerful enough wind to create full blown windstorms. These windstorms are powerful enough to bring down branches and potentially whole trees, automatically extinguish unprotected flames, and have a 77% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind. Calling a windstorm requires the use of 2 storm summonings.
  • Hailstorm: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Hail created by a Stormlord is large enough to deal 1 point of lethal damage per round (Fort save DC 20 for no damage) to anything in the open. Once on the ground, hail has the same effect on movement as snow. A hailstorm lasts only 20 min and have a radius of 400ft centered on the Stormlord and requires the use of 2 storm summonings.
  • Hurricane-force Wind: A Stormlord can summon amazingly powerful winds. With hurricane force winds, all flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible; all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Calling forth hurricane force winds uses 3 storm summonings.
  • Crazy: At 20th level, the Stormlord can summon:
  • Furious Storm: A furious storm, is a combination of various effects. A furious storm has hurricane force winds, thunder and lightning (as per a thunderstorm), electrically charged air, and either heavy snow, a downpour of rain, or hail (as per a hailstorm). A furious storm lasts 30 min and in that time can create a flood (as opposed to the hour for a regular downpour) or a foot of snow on the ground, depending on the precipitation that falls. Once a Stormlord has created a furious storm, he can do nothing to end it early. Because of the strain involved by calling such a storm, a Stormlord must expend all his full allotment of storm summonings for the day.
  • Tornado: The Stormlord can call an extremely scary storm made up of Hurricane-force wind, precipitation, and a thunderstorm. This also only lasts 30 minutes. During this storm, a number of tornados equal to the Stormlords wisdom modifier touch down. The tornados move about randomly, and can move up to 200’ in one round. Anyone hit by a tornado will take 20d6 damage and be lifted off the ground. They may make a strength check (DC 16) and only fall 100 ft. otherwise they fall 200 ft. Because of the strain involved by calling such a storm, a Stormlord must expend all his full allotment of storm summonings for the day.
  • Being of the Storm: At 11th level, a stormlord can move through storms (natural or magical) at his regular rate of movement completely unaffected by winds and precipitation (this does not allow him to move unhindered through snow on the ground). Any ranged attacks he makes are also unaffected by wind. The stormlord also is protected from any adverse effects the weather may bring, as natural lightning never strikes him and objects being moved by the wind never come close enough to harm him. Furthermore, the stormlord can see through fog, heavy snow, and downpours of rain. Also, the sounds of wind and thunder (natural or magical) in no way impair his ability to hear and he can no longer become deaf as a result of loud sounds.
  • Greater Storm Summoning: At 17th level, the duration and size of all the Summoned storms is doubled.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects, page 109) 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.

[edit] Epic Druid

The epic druid is a mighty symbol of the power of the natural world, able to focus the primal forces of the elements to do her bidding.

Hit Points per Level: 1d8 + Con modifier.

Skill Points per Level: 4 + Int modifier.

Druid
Level      Special          
21st       Lord of the wild
22nd       -
23rd       Bonus feat
24th       -
25th       - 
26th       Bonus feat
27th       -
28th       Lord of the wild
29th       Bonus feat
30th       -

Lord of the Wild: An epic druid gains lord of the wild ability at 22nd level and every 6 levels thereafter (28th, 34th, 40th, and so on).

Bonus Feat: An epic druid gains bonus feat at 23rd level and every 3 levels thereafter (26th, 29th, 32nd, and so on). Whenever she gains a bonus feat from this ability, she may either take an epic feat, or two non-epic feats. The list of available epic feats is same as in Epic Level Handbook.

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