KDLadage
Explorer
Part 6
Class Changes (optional)
Spell Casters (must have)
Druids from the phb may not gain a Wolf as a familiar. Or a Familiar that does more than 1d2dmg and/or has more than HD 1. This is due to the fact that druids are already spell casters and possess other special abilities. The same applies for Wizards, Sorceresses and other Spell Caster classes.
Intelligence, Wisdom & Spells
Wizards & Bards apply their Int bonus to the number of spells they can cast of a given Spell Level per day. Sorceresses apply charisma where Wizards apply Int. Priest, Clerics & Templars (formerly known as Paladins) apply their Wis bonus to the number of spells they can cast of a given Spell Level per day.
* Note: Paladins from the players handbook have been renamed Templars. And a class by the name Paladin in this chapter.
Hitting with Magic: spells or magic abilities do not automatically hit. Instead an attack roll against the armor class must be made, as if attempting to hit with a weapon. Except that Spell Caster type classes gain +1 attack skill bonus per level when using spells. Note: that is level of the caster. I.e. 5th Level Wizard gains a +5 to attack skill using spells.
Druids - consider all PHB Druids to be Rangers. The Druids in the phb were not treated as druids, but more of as Rangers. Ranger is the class that deals with animals, not the Druid. A druid is a priest, nothing more. A celtic pagan priest to be more specific.
Comic Zone
Welcome to a moment of brief comic relief. Bear in mind that the word Druid comes from an ancient word meaning Tree. Since when do trees freaking tame animals. Again, proof that the original rules were made by childish overachiever wannabes. LOL. =P
Huzzah! - Inquisitum proberbium no resquisitem niente
Cough, cough. Professional my ass. Professonal LOSERS more like it.
Druid
Druids possess no animal taming skills, they possess no nature skills other than those relating to plants. If you want a class that deals with animals see Ranger.
Druids do not gain any animal followers, ever. They may however get followers of the plant nature. All druids from the players handbook or any references to made about druids from other manuals are considered to be rangers for the sake of these rules.
Shapechange: A druid may, once per level gain the ability to shape change into any create it has defeated that level in personal combat without the help or assistance of anyone else. It gains the abilities of the creature it shape changes into. Including stats, level, hit dice, attack skill, armor class and special abilities.
Talk to plants: a druid possesses the ability to talk to plants. The druid may cast spells of the plant & weather spheres of magic of the Wizard or Priest class.
Spell Level
Druid
Level . 0 lvl . 1st lvl . 2nd lvl . 3rd lvl . 4th lvl . 5th lvl . 6th lvl . 7th lvl . 8th lvl
... 1 ... 2 ... 1
... 2 ... 4 ... 2 ... 1
... 3 ... 6 ... 3 ... 1
... 4 ... 8 ... 4 ... 2 ... 1
... 5 .. 10 ... 5 ... 2 ... 1
... 6 .. 12 ... 6 ... 3 ... 2 ... 1
... 7 .. 14 ... 7 ... 3 ... 2 ... 1
... 8 .. 16 ... 8 ... 4 ... 2 ... 1
... 9 .. 18 ... 9 ... 4 ... 3 ... 1
.. 10 .. 20 .. 10 ... 5 ... 3 ... 2 ... 1
.. 11 .. 22 .. 11 ... 5 ... 4 ... 2 ... 1
.. 12 .. 24 .. 12 ... 6 ... 4 ... 2 ... 1
.. 13 .. 26 .. 13 ... 6 ... 4 ... 2 ... 1
Alignment
ruids may be Evil or Good, but are most often Neutral. Common Race: Human.
What is a Druid? In ancient times, Druids were celtic priests that worshipped nature and the elements. Mostly relating to trees though though. In the fantasy world a Druid is a shapechanger and a priest of nature who wanders the wilds.
Ranger
Rangers and only rangers may speak to animals and befriend. All other wizard, sorcerer or priest abilities relating to speaking to animals or charming animals are banned. No other class aside from the Ranger may ever possess these abilities. Much like the Beastmaster.
Talk to Animals: rangers possess the ability to speak with animals. They possesses this ability innately, but the animals are prone to the same types of behavior as people. Just because he can talk to them does not mean they will talk to him or cooperate with him in anyway. Just merely that he is able to converse with them.
Befriend Animals: The Ranger possesses ability to befriend animals. With which it may use on any animal creature it has stood truthfully and bravely against (creature is required to make a Will save of difficulty 10 + ranger level + Wis bonus). And if the creature succumbs to the Ranger (fails its Will save) then it does not attack the Ranger but instead curiously observes the Ranger sensing something special about him. Then the Ranger must, if he truthfully and sincerely desires the creatures company, pat the creature on the head (creature must make a Fort save difficulty 10 + ranger level + Cha bonus). And if the creature so allows him (fails it Fort save) it follows the Ranger around becoming its loyal friend and companion. So long as the Ranger desires it company and sincerely loves the creature.
Sneak Attack & Damage bonus: Rangers possess two combat abilities that increase every 3 levels or as stated below. At level 1 the Ranger deals 1d8 sneak attack damage in addition to any weapon damage. Whenever he sneak attacks, roll a natural 20, rolls his weapons critical range, the opponent rolls a 1 or his opponent is surprised.
Ranger Sneak Attack
Level ... Sneak Attack
Level 3 ..... +1d8
Level 5 ..... +2d8
Level 8 ..... +3d8
Level 11 ..... +4d8
Level 15 ..... +5d8
Level 18 ..... +6d8
Level 21 ..... +7d8
Level 24 ..... +8d8
+1d8 every 3 levels after Level 24
Ranger Bonus Damage
Level ... Damage
Level 3 ..... +1
Level 6 ..... +2
Level 9 ..... +3
Level 12 ..... +4
Level 15 ..... +5
Level 18 ..... +6
Level 21 ..... +7
Level 24 ..... +8
+3 Levels +1 bonus per level
The ranger is the master of the wilds, untamed and free, he flies where his heart leads him astray. Yet charged with the protection of all the Animals. He is a guardian to every living thing that be can called an animal. Often keeping his animal friends as allies close to his side, he is more than capable of dealing with any threat that is beset unto him. The ranger considers all animals to his friends, and not his pets or companions. As such he treat them as such and they in return treat him the same.
Saves: +2 Reflex, +2 Opportunity, +2 Will, +0 Fort
Ranger Behavior
Note: the Ranger's level often works against him when it comes to animals. If a ranger ever turns evil, he instantly loses all his ranger abilities & powers and all his animal friends desert him. If a ranger ever kills an animal for sport, he is turned into an animal, losing all his ranger abilities. And being forced to wander in the animal form unto death. If a ranger ever kills an animal for food, he is turned into stone.
Exemptions: Protecting Animals from Animals There is a chain of command to which animals he must protect first. Vegetarian animals and innocent ones always come first. Then after those, does he protect other animals. A ranger is allowed to kill a carnivore type animal to protect an innocent one or a vegetarian one. In this instance he does not suffer the penalties stated above. He cannot however protect humanoids over animals. In the case where his group is attacked by animals, he must and foremost side with the animals, even over his own comrades.
Favored Goddess: Artemis maiden of Virtue & Challenge Goddess Artemis is the protector of all animals as such she precedes over all the rangers. And as such, it is she who bestows the punishments upon the rangers.
Why this Ranger? This ranger is supposed to be shaped after the Beastmaster. A protector and defender of animals.
Class Changes (optional)
Spell Casters (must have)
Druids from the phb may not gain a Wolf as a familiar. Or a Familiar that does more than 1d2dmg and/or has more than HD 1. This is due to the fact that druids are already spell casters and possess other special abilities. The same applies for Wizards, Sorceresses and other Spell Caster classes.
Intelligence, Wisdom & Spells
Wizards & Bards apply their Int bonus to the number of spells they can cast of a given Spell Level per day. Sorceresses apply charisma where Wizards apply Int. Priest, Clerics & Templars (formerly known as Paladins) apply their Wis bonus to the number of spells they can cast of a given Spell Level per day.
* Note: Paladins from the players handbook have been renamed Templars. And a class by the name Paladin in this chapter.
Hitting with Magic: spells or magic abilities do not automatically hit. Instead an attack roll against the armor class must be made, as if attempting to hit with a weapon. Except that Spell Caster type classes gain +1 attack skill bonus per level when using spells. Note: that is level of the caster. I.e. 5th Level Wizard gains a +5 to attack skill using spells.
Druids - consider all PHB Druids to be Rangers. The Druids in the phb were not treated as druids, but more of as Rangers. Ranger is the class that deals with animals, not the Druid. A druid is a priest, nothing more. A celtic pagan priest to be more specific.
Comic Zone
Welcome to a moment of brief comic relief. Bear in mind that the word Druid comes from an ancient word meaning Tree. Since when do trees freaking tame animals. Again, proof that the original rules were made by childish overachiever wannabes. LOL. =P
Huzzah! - Inquisitum proberbium no resquisitem niente
Cough, cough. Professional my ass. Professonal LOSERS more like it.
Druid
Druids possess no animal taming skills, they possess no nature skills other than those relating to plants. If you want a class that deals with animals see Ranger.
Druids do not gain any animal followers, ever. They may however get followers of the plant nature. All druids from the players handbook or any references to made about druids from other manuals are considered to be rangers for the sake of these rules.
Shapechange: A druid may, once per level gain the ability to shape change into any create it has defeated that level in personal combat without the help or assistance of anyone else. It gains the abilities of the creature it shape changes into. Including stats, level, hit dice, attack skill, armor class and special abilities.
Talk to plants: a druid possesses the ability to talk to plants. The druid may cast spells of the plant & weather spheres of magic of the Wizard or Priest class.
Spell Level
Druid
Level . 0 lvl . 1st lvl . 2nd lvl . 3rd lvl . 4th lvl . 5th lvl . 6th lvl . 7th lvl . 8th lvl
... 1 ... 2 ... 1
... 2 ... 4 ... 2 ... 1
... 3 ... 6 ... 3 ... 1
... 4 ... 8 ... 4 ... 2 ... 1
... 5 .. 10 ... 5 ... 2 ... 1
... 6 .. 12 ... 6 ... 3 ... 2 ... 1
... 7 .. 14 ... 7 ... 3 ... 2 ... 1
... 8 .. 16 ... 8 ... 4 ... 2 ... 1
... 9 .. 18 ... 9 ... 4 ... 3 ... 1
.. 10 .. 20 .. 10 ... 5 ... 3 ... 2 ... 1
.. 11 .. 22 .. 11 ... 5 ... 4 ... 2 ... 1
.. 12 .. 24 .. 12 ... 6 ... 4 ... 2 ... 1
.. 13 .. 26 .. 13 ... 6 ... 4 ... 2 ... 1
Alignment

What is a Druid? In ancient times, Druids were celtic priests that worshipped nature and the elements. Mostly relating to trees though though. In the fantasy world a Druid is a shapechanger and a priest of nature who wanders the wilds.
Ranger
Rangers and only rangers may speak to animals and befriend. All other wizard, sorcerer or priest abilities relating to speaking to animals or charming animals are banned. No other class aside from the Ranger may ever possess these abilities. Much like the Beastmaster.
Talk to Animals: rangers possess the ability to speak with animals. They possesses this ability innately, but the animals are prone to the same types of behavior as people. Just because he can talk to them does not mean they will talk to him or cooperate with him in anyway. Just merely that he is able to converse with them.
Befriend Animals: The Ranger possesses ability to befriend animals. With which it may use on any animal creature it has stood truthfully and bravely against (creature is required to make a Will save of difficulty 10 + ranger level + Wis bonus). And if the creature succumbs to the Ranger (fails its Will save) then it does not attack the Ranger but instead curiously observes the Ranger sensing something special about him. Then the Ranger must, if he truthfully and sincerely desires the creatures company, pat the creature on the head (creature must make a Fort save difficulty 10 + ranger level + Cha bonus). And if the creature so allows him (fails it Fort save) it follows the Ranger around becoming its loyal friend and companion. So long as the Ranger desires it company and sincerely loves the creature.
Sneak Attack & Damage bonus: Rangers possess two combat abilities that increase every 3 levels or as stated below. At level 1 the Ranger deals 1d8 sneak attack damage in addition to any weapon damage. Whenever he sneak attacks, roll a natural 20, rolls his weapons critical range, the opponent rolls a 1 or his opponent is surprised.
Ranger Sneak Attack
Level ... Sneak Attack
Level 3 ..... +1d8
Level 5 ..... +2d8
Level 8 ..... +3d8
Level 11 ..... +4d8
Level 15 ..... +5d8
Level 18 ..... +6d8
Level 21 ..... +7d8
Level 24 ..... +8d8
+1d8 every 3 levels after Level 24
Ranger Bonus Damage
Level ... Damage
Level 3 ..... +1
Level 6 ..... +2
Level 9 ..... +3
Level 12 ..... +4
Level 15 ..... +5
Level 18 ..... +6
Level 21 ..... +7
Level 24 ..... +8
+3 Levels +1 bonus per level
The ranger is the master of the wilds, untamed and free, he flies where his heart leads him astray. Yet charged with the protection of all the Animals. He is a guardian to every living thing that be can called an animal. Often keeping his animal friends as allies close to his side, he is more than capable of dealing with any threat that is beset unto him. The ranger considers all animals to his friends, and not his pets or companions. As such he treat them as such and they in return treat him the same.
Saves: +2 Reflex, +2 Opportunity, +2 Will, +0 Fort
Ranger Behavior
- Rangers are strict vegetarians.
- Rangers may never eat animals.
- Rangers must protect animals.
- Rangers do not cast priest spells or gain the use of priest spells at any level.
- Rangers must be of Good alignment.
- If a ranger eats meat, he must make a Fort save of DC 25 + level of ranger or die. However, the ranger does not simply die. His body turns into an old weeping willow (tree) ensuring that he can never be revived or resurrected. If he passes his save, he becomes poisoned suffering 1d10 damage every hour for 2 days. And loses all his ranger abilities for 2 weeks. Whenever an animal is injured, the ranger must tend to its wounds. If he encounters a slain animal he must avenge its death. If he abandons the animal he loses 500 experience points and suffers 5 damage. Whenever one of the animals under his care is wounded, he suffers 1 damage. Whenever the ranger wounds an animal he suffers 1 dmg and loses 10 experience points.
- Secondly, before he can even attack an animal he must make a Will save of difficulty 15 + level of ranger. The higher the level of the ranger, the harder it is for him to hurt creatures. Whenever one of his animals is killed he loses 1,000 experience points per level of his animal. Furthermore, he suffers 1d10 damage per level of the animal killed. Whenever the ranger kills an animal he loses a level and 1,000 experience points per level or hit dice of the animal and suffers 1d10 damage, but is allowed a saving roll to lessen these effects. Difficulty of Saving Roll: 20 + Ranger Level.
Note: the Ranger's level often works against him when it comes to animals. If a ranger ever turns evil, he instantly loses all his ranger abilities & powers and all his animal friends desert him. If a ranger ever kills an animal for sport, he is turned into an animal, losing all his ranger abilities. And being forced to wander in the animal form unto death. If a ranger ever kills an animal for food, he is turned into stone.
Exemptions: Protecting Animals from Animals There is a chain of command to which animals he must protect first. Vegetarian animals and innocent ones always come first. Then after those, does he protect other animals. A ranger is allowed to kill a carnivore type animal to protect an innocent one or a vegetarian one. In this instance he does not suffer the penalties stated above. He cannot however protect humanoids over animals. In the case where his group is attacked by animals, he must and foremost side with the animals, even over his own comrades.
Favored Goddess: Artemis maiden of Virtue & Challenge Goddess Artemis is the protector of all animals as such she precedes over all the rangers. And as such, it is she who bestows the punishments upon the rangers.
Why this Ranger? This ranger is supposed to be shaped after the Beastmaster. A protector and defender of animals.