The Great Bear King
First Post
Dark Druids
Where as Druids were the priests of the ancient Celts the Dark Druids were the servants of nature demons and other evil spirits. While the Druids were respected and held in awe, Dark Druids are seen as worsippers of darkness and corruption. They used thier powers and those of their dark gods for petty vengance and in an attempt to bend nature to the wills of thier dark lords.
Hit Dice: d6
Saving Throws: Fort; Good, Will; Good, Reflex; Poor
Base Attack Bonus: Poor
Weapons: Sickle, Dagger, Club, Net, Blow Gun, Hand Axe, and Scimitar
Armor: Must be natural (wood, rock, leather, or hide)
Divine Spells: as druid
Arcane Spells: as wizard
One Domain: as deity plus Plant or Animal
Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil
Infernal Power*, Harm, Summon Fiend**,
Familiar, Scribe Scroll, and Brew Magical Potion
Alignment: must be Evil
Class skills: as wizard plus diplomacy and intimidate
Skill Points: (4+Int)x4 at first level, 4+Int every level afterwards.
Special: must worship an Evil god or Outsider
*Multiplies the saving throw DC by 2 for all divine spells with either the Evil alingment descriptor or arcane spells cast for a speicifically Evil purpuse.
**As Lesser to Greater Planal Ally for Evil Outsiders only.
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12. Lesser Summoning 1/day
13. Lesser Summoning 2/day
14. Lesser Summoning 3/day, Normal Summoning 1/day
15. Lesser Summoning 4/day
16. Lesser Summoning 5/day, Normal Summoning 2/day
17. Lesser Summoning 6/day
18. Lesser Summoning 7/day, Normal Summoning 3/day, Greater Summoning 1/day
19. Lesser Summoning 8/day
20. Lesser Summoning 9/day, Normal Summoning 4/day, Greater Summoning 2/day
Where as Druids were the priests of the ancient Celts the Dark Druids were the servants of nature demons and other evil spirits. While the Druids were respected and held in awe, Dark Druids are seen as worsippers of darkness and corruption. They used thier powers and those of their dark gods for petty vengance and in an attempt to bend nature to the wills of thier dark lords.
Hit Dice: d6
Saving Throws: Fort; Good, Will; Good, Reflex; Poor
Base Attack Bonus: Poor
Weapons: Sickle, Dagger, Club, Net, Blow Gun, Hand Axe, and Scimitar
Armor: Must be natural (wood, rock, leather, or hide)
Divine Spells: as druid
Arcane Spells: as wizard
One Domain: as deity plus Plant or Animal
Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil
Infernal Power*, Harm, Summon Fiend**,
Familiar, Scribe Scroll, and Brew Magical Potion
Alignment: must be Evil
Class skills: as wizard plus diplomacy and intimidate
Skill Points: (4+Int)x4 at first level, 4+Int every level afterwards.
Special: must worship an Evil god or Outsider
*Multiplies the saving throw DC by 2 for all divine spells with either the Evil alingment descriptor or arcane spells cast for a speicifically Evil purpuse.
**As Lesser to Greater Planal Ally for Evil Outsiders only.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12. Lesser Summoning 1/day
13. Lesser Summoning 2/day
14. Lesser Summoning 3/day, Normal Summoning 1/day
15. Lesser Summoning 4/day
16. Lesser Summoning 5/day, Normal Summoning 2/day
17. Lesser Summoning 6/day
18. Lesser Summoning 7/day, Normal Summoning 3/day, Greater Summoning 1/day
19. Lesser Summoning 8/day
20. Lesser Summoning 9/day, Normal Summoning 4/day, Greater Summoning 2/day