KKDragonLord
First Post
Just converted a character from my campaign on saturday and became really excited about it so i thought about sharing it with anyone who might be interested:
4e Druid: Summoner Path (Controller/Leader)
CLASS TRAITS
Power Source: Primal. You gain your powers from natural forces and can manipulate the energy of living beings.
Key Abilities: Wisdom, Dexterity, Strength
Armor Proficiencies: Cloth, leather, Hide, light shields *(cerimonial restrictions to wearing metal armor and shields)
Weapon Proficiencies: Simple melee, Handaxe, Scimitar, Sling.
Implements: Staffs, Orbs, Holy Symbol
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Nature or Dungeoneering
From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics[Str], Endurance[Con], Heal[Wis], Insight[Wis], Perception[Wis], Religion[Int]
Build Options: Summoner Druid, Wild Shape Druid *(cannon, not my focus here)
Class Features: Woodland Stride, Animal Empathy, Invigorating Howl, Nature's Guardian, Symbolic Ritual Casting
Class features:
Woodland Stride:
The Druid may move freely in natural environments and terrains that
normally impede movement such as tall vegetation, brush, snow,
quicksand, etc... If the terrain is affected by powers not cast by the
druid to produce obstacles for movement, the druid must save against
it normally, albeit with a +2 bonus against such effects.
In addition, he may cut some delays on overland speed of the party
caused by wheather conditions.
Animal Empathy:
The druid has an empathic link and can share his feelings with his animal companion and command it on his or its turn with a free action, the command does not need to be vocalized, even though it usually is. In addition the Druid can use his insight as a diplomacy roll when dealing with animals and beasts, the difficulty of the roll is altered depending on the type of animal (herbivores, predators) and its emotional state.
Invigorating Howl - Druid Feature (replaces Rejuvenating Word)
You bellow out an animalistic howl that reinforces the survival instinct of your target helping him to keep fighting effectively.
Encounter (Special) ✦ Primal, Healing
Special: You can use this power twice per encounter, but only once per round.
At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and gains a power based Fast Healing 1 effect for a number of rounds equal to your wisdom modifier.
Increase to Fast Healing 2 at level 11, and Fast Healing 3 at level 21
Symbolic Ritual Casting:
The druid doesn't know any formal rituals and must take the Ritual Casting feat to execute them properly, instead he may create his own ritual practices in an attempt to emulate the effects of formal rituals through the power of nature. At first level he may begin knowing a level 1 ritual that uses Nature as a key skill that has been passed down to him as a druidic tradition. In addition every level thereafter he may choose to create another ritual of an equal level or lower to his own.
- If the Druid knows the skill of the ritual he is trying to emulate he may roll that skill, otherwise, he uses his Nature Skill with the following associated penalties: Ritual Skill: Nature -2, Heal -7, Religion -9, Arcana -10.
- If the Druid has the ritual casting Feat he may lower his emulation penalties by 2 and if he knows the key skill for the ritual (other than Nature) he may further lower the penalties by 3.
- Emulated rituals use different components chosen by the druid, but they must have an equal value to those used in the original ritual, otherwise the symbolic ritual cannot emulate the effects of the original.
Nature's Guardian:
Animal companion summoning, Encounter, Standard action
The druid may summon a spiritual animal guardian to aid him in battle.
Wolf Companion
Initiative +5 Senses Perception +7; low-light vision
HP 38; Bloodied 19
AC 16; Fortitude 14, Refl ex 14, Will 13
Speed 8
Wolf mBite (standard; at-will)
+7 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target.
Combat Advantage
If the wolf has combat advantage against the target, the target is also knocked prone on a hit.
Alignment - Unaligned
Str 13 Dex 14 Wis 13
Con 14 Int 2 Cha 10
Nature's Guardian traits:
Natural Selection:
At first level the druid chooses a lvl1 animal. Every 3 levels after the first the character may replace the companion to a more powerful animal of up to his level-3 or he may keep the one he already has and boost its stats by:
+1 every level to attacks, defenses, AC and hit points (based on its role). Every 2 levels, increase damage by +1.
Hit points by role are: Lurker=6hp/lvl, Skirmirsher=8hp/lvl, Brute=10hp/lvl.
Good transcription quote from DMG pg46 regarding lower leveled mounts:(apply to companions too, obviously)
"If its level is more than two below the characters’ level, they are too weak to have a big effect on the encounter. As
usual, use your common sense. If a lower-level mount manages to prove a big help to the party, add extra creatures and hold back XP as above."
Natural Bond:
When adjacent, companion benefits from beneficial powers the druid casts on himself, the power continues to function after leaving his side.
Lifeline:
- The companion does not have healing surges. When druid is healed, it may recover an equal amount of health through Natural Bond (even on a heal check aid or second wind action)
- Alternatively the druid can choose to give away his own surges to allow companion to spend a second wind action or to allow other forms of surge based healing on companion.
- The companion can be dismissed by the druid with a minor action.
- The companion does not have negative hit points and if it reaches 0 hps or less, it is unsummoned and druid inevitabily takes dmg: 1d6 +1d6 for every even level of the companion.
- If the companion is brought to 0 hps or less, it cannot be summoned again until the druid makes a 1 hour ritual, after an extended rest, to restore his bond.
- At the end of the encounter, or if companion is unsummoned during combat, he retains the hitpoints he had before leaving until Druid can rest or heals it.
At Will Powers:
Produce flame:
At Will, Standard, Range10
Melee touch or ranged, Wis vs reflex, 1d6+wis fire dmg, target
takes 1 ongoing fire dmg/ (save ends) (ongoing damage stacks)
Faerie Strike:
At Will, Standard
Melee weapon or ranged weapon. 1W attack vs AC
Target Glows in faerie light granting a +2 power bonus to attacks vs AC or Ref to next attack against the creature.
Encounter Powers:
Gust of Wind:
Attack 1, Encounter, Line 8, Wis vs fort
Hit: 1d8+wis Damage, Medium and smaller creatures fall prone and slide 3 squares (only to edge of area)
Large creatures take damage and shift 1 square, greater sizes take damage only. Damage to flying creatures is 2d6+wis, Large or smaller may crash flight
Miss: Half damage, medium and smaller shifts 1 square (only to edge of area)
Creeping Cold:
Attack 1, Encounter, Wis vs Fort, Ranged 20,
Hit: 1d8+wis cold damage, 5 ongoing cold damage and the target is slowed (save ends)
Secondary target: all enemies adjacent to primary target
secondary attack: 1d6+wis cold damage, 5 ongoing cold damage and the target is slowed(save ends)
Summon Nature´s Ally
Encounter Lvl 3
Summons an animal minion of same level or lower to fight for the druid.
The animal vanishes after its hitpoints reach 0
Entangle: Attack 1, Area burst 2 within 10 Squares,
Wis vs Reflex, Sustain Minor
Enemies in area are entangled by vegetation that grows instantly with wicked thorns: vines, roots, branches, etc...
Hit: 1d8+Wis mod piercing damage, Entangled and Ongoing 2 pierce damage (save ends)
Miss: area is considered difficult terrain
Entangled condition: -2 to attacks and power attack rolls, -2 to AC and Reflexes, cant move if anchored to immobile object (tree, bush), cant run or charge.
Special:
- Allies also consider the area difficult terrain, but do not take damage.
- Minions do not take the ongoing damage
- If enemy remains or leaves and re-enters area, make another attack roll to entangle without the initial damage (only ongoing)
- Entangled enemies may use an action to escape entanglement with Athletics or Acrobatics at DC20 for full round, DC 25 for standard action or DC 30 for move action
Daily Powers:
Insect Swarm
Standard;Daily, Range 10
A swarm of insects crawl out from the ground and immediately atacks the nearest enemy. If killed or at the end of the druid's next turn it turns into harmless pebbles, leaves and natural debris.
Medium vermin (insect,swarm)
Swarm Attack: Aura 1; the swarm makes a basic attack as a free action against each enemy that begins its turn in the aura
HP:24 Bloodied:12
AC:18; Fortitude 13,Reflex15, Will:12
Immune fear, sleep; Resist Half damage vs melee and ranged attacks;
Diminute size: Resist 5 vs ranged weapon attacks
Vulnerable: 5 against close and area attacks
Speed 5
Creeping swarm (standard;at will)
+7vs AC; 1d8+2 damage or 2d8+2 vs prone target
Pull Down (minor, at will)
+7 vs Fortitude; the target is knocked prone if large or smaller
alignment - unaligned
Str: 14 Wis:12 Cha:8
Con:14 Dex:18 Int:2
Swarm traits: (from the Swarms Excerpt)
- A swarm is considered a single monster even though it is composed of several tiny creatures. Most single swarms are Medium, but some can be larger.
- A swarm takes half damage from melee and ranged attacks. It is vulnerable to close and area attacks, as indicated in the monster’s stat block.
- A swarm is immune to forced movement (pull, push, and slide) effects from melee and ranged attacks. Close or area attacks that impose forced movement affect the swarm normally.
- A swarm can enter or move through an enemy’s space; this movement does not provoke opportunity attacks. An enemy can enter a space occupied by a swarm, but the space occupied by the swarm is considered difficult terrain, and doing so provokes an opportunity attack.
- A swarm can squeeze through any opening large enough to accommodate even one of its constituent creatures. For example, a swarm of bats can squeeze through any opening large enough for one of the bats to squeeze through. See the Player’s Handbook for squeezing rules.
Utility Powers:
Barkskin: Utility Level 2
Daily, Personal
+3 power bonus to AC (doesn't stack with other Barkskin effects) every time an attack roll versus AC hits and deals damage to the druid the bonus decreases by 1, otherwise it lasts for an hour.
(Obs: same mechanics from Barkskin armor and duration from mirror image)
Latest changes:
Added implement: Holy Symbol
changed automatic skill to include Dungeoneering as choice
Finished the rules for Animal Companion progression aka Natural Selection
Finished adding the Encounter power Lvl 3 Animal Summoning
Fixed druid weapon and armor proficiencies
4e Druid: Summoner Path (Controller/Leader)
CLASS TRAITS
Power Source: Primal. You gain your powers from natural forces and can manipulate the energy of living beings.
Key Abilities: Wisdom, Dexterity, Strength
Armor Proficiencies: Cloth, leather, Hide, light shields *(cerimonial restrictions to wearing metal armor and shields)
Weapon Proficiencies: Simple melee, Handaxe, Scimitar, Sling.
Implements: Staffs, Orbs, Holy Symbol
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Nature or Dungeoneering
From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics[Str], Endurance[Con], Heal[Wis], Insight[Wis], Perception[Wis], Religion[Int]
Build Options: Summoner Druid, Wild Shape Druid *(cannon, not my focus here)
Class Features: Woodland Stride, Animal Empathy, Invigorating Howl, Nature's Guardian, Symbolic Ritual Casting
Class features:
Woodland Stride:
The Druid may move freely in natural environments and terrains that
normally impede movement such as tall vegetation, brush, snow,
quicksand, etc... If the terrain is affected by powers not cast by the
druid to produce obstacles for movement, the druid must save against
it normally, albeit with a +2 bonus against such effects.
In addition, he may cut some delays on overland speed of the party
caused by wheather conditions.
Animal Empathy:
The druid has an empathic link and can share his feelings with his animal companion and command it on his or its turn with a free action, the command does not need to be vocalized, even though it usually is. In addition the Druid can use his insight as a diplomacy roll when dealing with animals and beasts, the difficulty of the roll is altered depending on the type of animal (herbivores, predators) and its emotional state.
Invigorating Howl - Druid Feature (replaces Rejuvenating Word)
You bellow out an animalistic howl that reinforces the survival instinct of your target helping him to keep fighting effectively.
Encounter (Special) ✦ Primal, Healing
Special: You can use this power twice per encounter, but only once per round.
At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and gains a power based Fast Healing 1 effect for a number of rounds equal to your wisdom modifier.
Increase to Fast Healing 2 at level 11, and Fast Healing 3 at level 21
Symbolic Ritual Casting:
The druid doesn't know any formal rituals and must take the Ritual Casting feat to execute them properly, instead he may create his own ritual practices in an attempt to emulate the effects of formal rituals through the power of nature. At first level he may begin knowing a level 1 ritual that uses Nature as a key skill that has been passed down to him as a druidic tradition. In addition every level thereafter he may choose to create another ritual of an equal level or lower to his own.
- If the Druid knows the skill of the ritual he is trying to emulate he may roll that skill, otherwise, he uses his Nature Skill with the following associated penalties: Ritual Skill: Nature -2, Heal -7, Religion -9, Arcana -10.
- If the Druid has the ritual casting Feat he may lower his emulation penalties by 2 and if he knows the key skill for the ritual (other than Nature) he may further lower the penalties by 3.
- Emulated rituals use different components chosen by the druid, but they must have an equal value to those used in the original ritual, otherwise the symbolic ritual cannot emulate the effects of the original.
Nature's Guardian:
Animal companion summoning, Encounter, Standard action
The druid may summon a spiritual animal guardian to aid him in battle.
Wolf Companion
Initiative +5 Senses Perception +7; low-light vision
HP 38; Bloodied 19
AC 16; Fortitude 14, Refl ex 14, Will 13
Speed 8
Wolf mBite (standard; at-will)
+7 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target.
Combat Advantage
If the wolf has combat advantage against the target, the target is also knocked prone on a hit.
Alignment - Unaligned
Str 13 Dex 14 Wis 13
Con 14 Int 2 Cha 10
Nature's Guardian traits:
Natural Selection:
At first level the druid chooses a lvl1 animal. Every 3 levels after the first the character may replace the companion to a more powerful animal of up to his level-3 or he may keep the one he already has and boost its stats by:
+1 every level to attacks, defenses, AC and hit points (based on its role). Every 2 levels, increase damage by +1.
Hit points by role are: Lurker=6hp/lvl, Skirmirsher=8hp/lvl, Brute=10hp/lvl.
Good transcription quote from DMG pg46 regarding lower leveled mounts:(apply to companions too, obviously)
"If its level is more than two below the characters’ level, they are too weak to have a big effect on the encounter. As
usual, use your common sense. If a lower-level mount manages to prove a big help to the party, add extra creatures and hold back XP as above."
Natural Bond:
When adjacent, companion benefits from beneficial powers the druid casts on himself, the power continues to function after leaving his side.
Lifeline:
- The companion does not have healing surges. When druid is healed, it may recover an equal amount of health through Natural Bond (even on a heal check aid or second wind action)
- Alternatively the druid can choose to give away his own surges to allow companion to spend a second wind action or to allow other forms of surge based healing on companion.
- The companion can be dismissed by the druid with a minor action.
- The companion does not have negative hit points and if it reaches 0 hps or less, it is unsummoned and druid inevitabily takes dmg: 1d6 +1d6 for every even level of the companion.
- If the companion is brought to 0 hps or less, it cannot be summoned again until the druid makes a 1 hour ritual, after an extended rest, to restore his bond.
- At the end of the encounter, or if companion is unsummoned during combat, he retains the hitpoints he had before leaving until Druid can rest or heals it.
At Will Powers:
Produce flame:
At Will, Standard, Range10
Melee touch or ranged, Wis vs reflex, 1d6+wis fire dmg, target
takes 1 ongoing fire dmg/ (save ends) (ongoing damage stacks)
Faerie Strike:
At Will, Standard
Melee weapon or ranged weapon. 1W attack vs AC
Target Glows in faerie light granting a +2 power bonus to attacks vs AC or Ref to next attack against the creature.
Encounter Powers:
Gust of Wind:
Attack 1, Encounter, Line 8, Wis vs fort
Hit: 1d8+wis Damage, Medium and smaller creatures fall prone and slide 3 squares (only to edge of area)
Large creatures take damage and shift 1 square, greater sizes take damage only. Damage to flying creatures is 2d6+wis, Large or smaller may crash flight
Miss: Half damage, medium and smaller shifts 1 square (only to edge of area)
Creeping Cold:
Attack 1, Encounter, Wis vs Fort, Ranged 20,
Hit: 1d8+wis cold damage, 5 ongoing cold damage and the target is slowed (save ends)
Secondary target: all enemies adjacent to primary target
secondary attack: 1d6+wis cold damage, 5 ongoing cold damage and the target is slowed(save ends)
Summon Nature´s Ally
Encounter Lvl 3
Summons an animal minion of same level or lower to fight for the druid.
The animal vanishes after its hitpoints reach 0
Entangle: Attack 1, Area burst 2 within 10 Squares,
Wis vs Reflex, Sustain Minor
Enemies in area are entangled by vegetation that grows instantly with wicked thorns: vines, roots, branches, etc...
Hit: 1d8+Wis mod piercing damage, Entangled and Ongoing 2 pierce damage (save ends)
Miss: area is considered difficult terrain
Entangled condition: -2 to attacks and power attack rolls, -2 to AC and Reflexes, cant move if anchored to immobile object (tree, bush), cant run or charge.
Special:
- Allies also consider the area difficult terrain, but do not take damage.
- Minions do not take the ongoing damage
- If enemy remains or leaves and re-enters area, make another attack roll to entangle without the initial damage (only ongoing)
- Entangled enemies may use an action to escape entanglement with Athletics or Acrobatics at DC20 for full round, DC 25 for standard action or DC 30 for move action
Daily Powers:
Insect Swarm
Standard;Daily, Range 10
A swarm of insects crawl out from the ground and immediately atacks the nearest enemy. If killed or at the end of the druid's next turn it turns into harmless pebbles, leaves and natural debris.
Medium vermin (insect,swarm)
Swarm Attack: Aura 1; the swarm makes a basic attack as a free action against each enemy that begins its turn in the aura
HP:24 Bloodied:12
AC:18; Fortitude 13,Reflex15, Will:12
Immune fear, sleep; Resist Half damage vs melee and ranged attacks;
Diminute size: Resist 5 vs ranged weapon attacks
Vulnerable: 5 against close and area attacks
Speed 5
Creeping swarm (standard;at will)
+7vs AC; 1d8+2 damage or 2d8+2 vs prone target
Pull Down (minor, at will)
+7 vs Fortitude; the target is knocked prone if large or smaller
alignment - unaligned
Str: 14 Wis:12 Cha:8
Con:14 Dex:18 Int:2
Swarm traits: (from the Swarms Excerpt)
- A swarm is considered a single monster even though it is composed of several tiny creatures. Most single swarms are Medium, but some can be larger.
- A swarm takes half damage from melee and ranged attacks. It is vulnerable to close and area attacks, as indicated in the monster’s stat block.
- A swarm is immune to forced movement (pull, push, and slide) effects from melee and ranged attacks. Close or area attacks that impose forced movement affect the swarm normally.
- A swarm can enter or move through an enemy’s space; this movement does not provoke opportunity attacks. An enemy can enter a space occupied by a swarm, but the space occupied by the swarm is considered difficult terrain, and doing so provokes an opportunity attack.
- A swarm can squeeze through any opening large enough to accommodate even one of its constituent creatures. For example, a swarm of bats can squeeze through any opening large enough for one of the bats to squeeze through. See the Player’s Handbook for squeezing rules.
Utility Powers:
Barkskin: Utility Level 2
Daily, Personal
+3 power bonus to AC (doesn't stack with other Barkskin effects) every time an attack roll versus AC hits and deals damage to the druid the bonus decreases by 1, otherwise it lasts for an hour.
(Obs: same mechanics from Barkskin armor and duration from mirror image)
Latest changes:
Added implement: Holy Symbol
changed automatic skill to include Dungeoneering as choice
Finished the rules for Animal Companion progression aka Natural Selection
Finished adding the Encounter power Lvl 3 Animal Summoning
Fixed druid weapon and armor proficiencies
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