steeldragons
Steeliest of the dragons
Moving on to the sub-classes. Hopefully, this will be relatively easy and most of these will incorporate/combine elements from the base classes...We'll see.
The Sub-Classes.
All other classes are based off of one of the four base classes (Fighter, Cleric, Mage, Thief) and their general mode of interaction with their world.
These are, primarily, the Physical world (fighters and thieves), the Arcane world (mages), the Divine "world" (clerics), the Natural (personified foremost by the Druid) and the Primal (personified, foremost, by the Barbarian).
Most sub-classes are fusions of two (possibly more) of these. Because of this many sub-classes have exceptional and varied abilities. But in exchange for this increased power, the sub-classes lend themselves to being balanced out with various restrictions that the base classes, generally, do not have to worry about. One such restriction is that the utilizing of elements from multiple base classes demands the sub-class has more than one Prime Ability. As a general rule, Ability scores must be 13 or higher in both Prime Abilities for a character to be that sub-class.
Oftentimes, though not always, the sub-classes are part of larger organizational groupings. Druids and Witches might gather in their hidden sacred groves and stone circles. Paladins may come from structured religious orders. Assassins often bond into highly secret guilds. Bards hone their craft in selective "colleges." Public or private, these may serve to limit their numbers or increase them. But all in all, the number of sub-classes found in a given area (even with an organization) will be far fewer than the base four classes.
DRUID
Druids are a sub-class of the Cleric, though they glean their powers and skills from the Natural World as opposed to the Divine. They are the priests, warriors, teachers and advocates of Nature, the Balance of nature and the whole of the cosmos. They are the guardians, keepers and eventual masters of the elements, the storm, the animals and all that grows. The Cycle of Birth, Life, Rebirth, Nature vs. Civilization, Order vs. Chaos, Good vs. Evil, are all concerns that the Druids keep close to their heart and mind.
-Light or non-metal armor and non-metal shields. (padded, leather, studded leather, but natural scales/hides, naturally or magically enhanced wooden or vegetative splint, banded or even plates are possible).
-Weapons: Club/Cudgel, Dagger/Knife, Scimitar, Sickle, Sling, Spear, Staff
-Prime Abilities: Wisdom and Constitution. Apply any Wisdom Bonus to all Saves/Defenses against Mind-effecting Magic and Illusions and all Skill/Ability Checks using Wis. as their determiner. Add any Wisdom bonus (or subtract any penalty) from your total number of spells able to be cast per day. Apply any Constitution Bonus to all Saves/Defenses against fatigue, poisons and other ingested or breathed toxic effects and all Skills/Checks that utilize Constituion as their determiner.
-Alignment Restriction: Druids must be and remain True Neutral (whether using the 9- or 3-point alignment, "Unaligned" is considered True Neutral for the purposes of Druids.)
Druid.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points...........1....2....3............ ...Proficiencies.......Ability
1............8................1..................................1..........Nature's Shroud
2......+4 or d8...........2..................................1. .........Choose Calling
3......+4 or d8...........2....1............................2........Speak with Animals
4......+4 or d8...........2....2............................2.. .......Choose Calling
5......+4 or d8...........3....2....1......................3............Shapeshift
CLASS ABILITIES
Nature's Shroud: The Druid is able to move through and hide in natural environments (woods, fields, marshes, underground) as if they had the Thief's Stealth skill. The Druid's Wisdom Bonus is applied to the skill check instead of Dexterity. Once per day per level, the druid is able to "blend" with his or her natural surroundings so as to be all but invisible (they are concealed and/or surprise others on 1-5 of a d6). Any movement, attack or speaking will break the enchantment and reveal the druid to all in the area. Note that the druid must have a "backdrop" against which to blend (a tree, cavern wall, stalagmite, bushes or tall grasses to crouch among, etc.). Nature's Shroud will not take hold against any constructed material, wood, stone or otherwise (town buildings, constructed or carved stone walls, thatched rooves, etc.)
Druidic Callings: The Druid begins play with ONE of the following Clerical Callings and may choose to increase the bonuses of their existing Callings or adopt/train in a new one as they increase in level. The Callings are:
"Nature's Champion": the druid is permitted to use either their Wisdom or Constitution bonus (whichever is higher) to their Damage roll to one attack against a single opponent per combat.
"Tender Mercies": the druid receives an additional d6 to any curative spells they cast.
"Staunch Supporter": the druid is able to apply their Wisdom bonus to Wisdom Skill/Ability or Save/Defense rolls for 1 ally, in their immediate vicinity, every 3 levels of the druid. i.e a 4th level cleric could apply their Wis. bonus to up to 1 ally.
"Wizened": the druid adds +1 to all Wisdom Skill/Ability rolls.
"Nature's Chosen": the cleric adds +1 to their allotment of spells every three levels (3, 6, 9, etc.)
Speak with Animals: The Druid is able to converse with one type of natural or giant Animal, +1 type of animal per druid level above 3rd. For example, the druid chooses to speak with all normal or giant wolves, but can not with magical or otherwise "tainted"/charmed/controlled variety -"Dire Wolves", "Winter Wolves", "Werewolves", normal wolves under a "Charm Animal" spell, etc. They simply won't understand or, in the case of charmed normal animals, won't respond or listen. Each animal (or small grouping) should be recorded on the PC's sheet for easy reference. i.e. A 3rd level the druid has an encounter and decides to Speak with a pack of Wolves. At 4th level, the Druid wants to be able to converse with "Songbirds", thus cannot converse with a heron or other waterfowl. At 5th "Furry Woodland Creatures" -squirrels, rabbits, chipmunks, raccoons, foxes, etc. though not Deer or Bears or anything large like that. Whole types of animals ("All Reptiles" or "All Birds", for example) should not be permitted (though that is up to the individual DM). Additionally, it should be noted that this ability merely allows for communication. The animal is under no compulsion to "be nice" or "change their attitude" toward the druid...unless the druid can "talk them into it." i.e. A hungry pack of wolves who wants to eat the druid is still going to be hungry and want to eat. If the druid can offer them some other source of food, maybe they will leave him alone...but maybe not.
Shapeshift: The Druid is able to alter their shape into that of a normal animal (and back to their usual form) once per day + once per day per level above 5th. At higher levels, the druid will be able assume giant animal forms as well. This shapeshift alters all reasonable items worn and carried by the druid to change with them (though certain powerful magical items may not). The druid assumes all of the characteristics and natural abilities of the animal -flight, breathing underwater, brachiation, climbing, speed, etc., as well as all of the animals natural attacks -claws, fangs, horns, "bear hugs", etc. This shifting of form and realigning of cells has the added effect of healing the Druid up to 1HP per Druid level transitioning into the animal form, and the same transitioning back. i.e. A 5th level Druid is wounded for 10 HP in battle. They change into a bear to continue to fight. This heals 5HP of damage (the druid is now 5 HP down). They sustain 2 HP of damage in bear form before the fight is over (now 7 HP down). They change back to their normal self, receiving another 5HP of healing, and end the battle only 2HP down from their max.
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Local Shepherd: You've spent some time administering to the needs of your community (be they human, animal and/or plant). You are a trusted tender of your "flock" and your presence offers solace to the community. Receive +1 to Charisma for Skill/Ability rolls for interactions with any/all peasantry, farmers, rangers, druids and bards, anyone who lives in/with the land and any interactions (Handle or Calm Animal, etc.) with local flora, fauna and fey creatures. +1 to Intelligence Skill/Ability Rolls for the purposes of gleaning Insight, Perception and Sensing Motives. +1 to Constitution Skill/Ability rolls for fighting disease, fatigue, and poisons.
"of the Grove": You've spent your early years in the hidden/cloistered training grounds of your order in thoughtful meditation, study and honing your knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge of Flora, Fauna, Herbalism, Healing and general knowledge related to Nature. +1 to Charisma Skill/Ability rolls for interactions with other druids, rangers and bards of your level or lower and scholars/academic types (including mages) interested in Nature-related subjects. +1 to Wisdom Skills/Ability rolls against mind-effecting magics and illusions.
"Guardian of the Circle": You've studied the stars and the trees, the animals and wind. While you love them all and have a thorough understanding of the powers of your class, you wish to defend them above all else and have honed your fighting skills to do just that. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other druids (of any level).
Druid Spell ist
1st Level......................2nd Level..................3rd Level
Charm Animal..........Animal Messenger........Call Lightning
Detect Poison..........Barkskin.....................Cure Disease
Entanglement..........Cure Light Wounds......Dominate Animal
Faerie Fire................Flameblade.................Neutralize Poison
Goodberry...............Gust of Wind..............Plant Growth/Reduction
Obscuring Mist.........Heat/Chill Metal............Sleet Storm
Produce Flame..........Soften Earth/Stone......Speak with Plants
Resist Elements........Slow Poison................Stoneshape
Shillelagh.................Summon Swarm........Water Breathing
Speak with Animals...Woodshape.................Wind Wall
---------------------
Whew! That wasn't as easy as I thought. Hopefully the rest are a bit more of "base class x + base class Y" with only a little indiviudality....Somehow, I doubt it.
More later.
--SD
The Sub-Classes.
All other classes are based off of one of the four base classes (Fighter, Cleric, Mage, Thief) and their general mode of interaction with their world.
These are, primarily, the Physical world (fighters and thieves), the Arcane world (mages), the Divine "world" (clerics), the Natural (personified foremost by the Druid) and the Primal (personified, foremost, by the Barbarian).
Most sub-classes are fusions of two (possibly more) of these. Because of this many sub-classes have exceptional and varied abilities. But in exchange for this increased power, the sub-classes lend themselves to being balanced out with various restrictions that the base classes, generally, do not have to worry about. One such restriction is that the utilizing of elements from multiple base classes demands the sub-class has more than one Prime Ability. As a general rule, Ability scores must be 13 or higher in both Prime Abilities for a character to be that sub-class.
Oftentimes, though not always, the sub-classes are part of larger organizational groupings. Druids and Witches might gather in their hidden sacred groves and stone circles. Paladins may come from structured religious orders. Assassins often bond into highly secret guilds. Bards hone their craft in selective "colleges." Public or private, these may serve to limit their numbers or increase them. But all in all, the number of sub-classes found in a given area (even with an organization) will be far fewer than the base four classes.
DRUID
Druids are a sub-class of the Cleric, though they glean their powers and skills from the Natural World as opposed to the Divine. They are the priests, warriors, teachers and advocates of Nature, the Balance of nature and the whole of the cosmos. They are the guardians, keepers and eventual masters of the elements, the storm, the animals and all that grows. The Cycle of Birth, Life, Rebirth, Nature vs. Civilization, Order vs. Chaos, Good vs. Evil, are all concerns that the Druids keep close to their heart and mind.
-Light or non-metal armor and non-metal shields. (padded, leather, studded leather, but natural scales/hides, naturally or magically enhanced wooden or vegetative splint, banded or even plates are possible).
-Weapons: Club/Cudgel, Dagger/Knife, Scimitar, Sickle, Sling, Spear, Staff
-Prime Abilities: Wisdom and Constitution. Apply any Wisdom Bonus to all Saves/Defenses against Mind-effecting Magic and Illusions and all Skill/Ability Checks using Wis. as their determiner. Add any Wisdom bonus (or subtract any penalty) from your total number of spells able to be cast per day. Apply any Constitution Bonus to all Saves/Defenses against fatigue, poisons and other ingested or breathed toxic effects and all Skills/Checks that utilize Constituion as their determiner.
-Alignment Restriction: Druids must be and remain True Neutral (whether using the 9- or 3-point alignment, "Unaligned" is considered True Neutral for the purposes of Druids.)
Druid.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points...........1....2....3............ ...Proficiencies.......Ability
1............8................1..................................1..........Nature's Shroud
2......+4 or d8...........2..................................1. .........Choose Calling
3......+4 or d8...........2....1............................2........Speak with Animals
4......+4 or d8...........2....2............................2.. .......Choose Calling
5......+4 or d8...........3....2....1......................3............Shapeshift
CLASS ABILITIES
Nature's Shroud: The Druid is able to move through and hide in natural environments (woods, fields, marshes, underground) as if they had the Thief's Stealth skill. The Druid's Wisdom Bonus is applied to the skill check instead of Dexterity. Once per day per level, the druid is able to "blend" with his or her natural surroundings so as to be all but invisible (they are concealed and/or surprise others on 1-5 of a d6). Any movement, attack or speaking will break the enchantment and reveal the druid to all in the area. Note that the druid must have a "backdrop" against which to blend (a tree, cavern wall, stalagmite, bushes or tall grasses to crouch among, etc.). Nature's Shroud will not take hold against any constructed material, wood, stone or otherwise (town buildings, constructed or carved stone walls, thatched rooves, etc.)
Druidic Callings: The Druid begins play with ONE of the following Clerical Callings and may choose to increase the bonuses of their existing Callings or adopt/train in a new one as they increase in level. The Callings are:
"Nature's Champion": the druid is permitted to use either their Wisdom or Constitution bonus (whichever is higher) to their Damage roll to one attack against a single opponent per combat.
"Tender Mercies": the druid receives an additional d6 to any curative spells they cast.
"Staunch Supporter": the druid is able to apply their Wisdom bonus to Wisdom Skill/Ability or Save/Defense rolls for 1 ally, in their immediate vicinity, every 3 levels of the druid. i.e a 4th level cleric could apply their Wis. bonus to up to 1 ally.
"Wizened": the druid adds +1 to all Wisdom Skill/Ability rolls.
"Nature's Chosen": the cleric adds +1 to their allotment of spells every three levels (3, 6, 9, etc.)
Speak with Animals: The Druid is able to converse with one type of natural or giant Animal, +1 type of animal per druid level above 3rd. For example, the druid chooses to speak with all normal or giant wolves, but can not with magical or otherwise "tainted"/charmed/controlled variety -"Dire Wolves", "Winter Wolves", "Werewolves", normal wolves under a "Charm Animal" spell, etc. They simply won't understand or, in the case of charmed normal animals, won't respond or listen. Each animal (or small grouping) should be recorded on the PC's sheet for easy reference. i.e. A 3rd level the druid has an encounter and decides to Speak with a pack of Wolves. At 4th level, the Druid wants to be able to converse with "Songbirds", thus cannot converse with a heron or other waterfowl. At 5th "Furry Woodland Creatures" -squirrels, rabbits, chipmunks, raccoons, foxes, etc. though not Deer or Bears or anything large like that. Whole types of animals ("All Reptiles" or "All Birds", for example) should not be permitted (though that is up to the individual DM). Additionally, it should be noted that this ability merely allows for communication. The animal is under no compulsion to "be nice" or "change their attitude" toward the druid...unless the druid can "talk them into it." i.e. A hungry pack of wolves who wants to eat the druid is still going to be hungry and want to eat. If the druid can offer them some other source of food, maybe they will leave him alone...but maybe not.
Shapeshift: The Druid is able to alter their shape into that of a normal animal (and back to their usual form) once per day + once per day per level above 5th. At higher levels, the druid will be able assume giant animal forms as well. This shapeshift alters all reasonable items worn and carried by the druid to change with them (though certain powerful magical items may not). The druid assumes all of the characteristics and natural abilities of the animal -flight, breathing underwater, brachiation, climbing, speed, etc., as well as all of the animals natural attacks -claws, fangs, horns, "bear hugs", etc. This shifting of form and realigning of cells has the added effect of healing the Druid up to 1HP per Druid level transitioning into the animal form, and the same transitioning back. i.e. A 5th level Druid is wounded for 10 HP in battle. They change into a bear to continue to fight. This heals 5HP of damage (the druid is now 5 HP down). They sustain 2 HP of damage in bear form before the fight is over (now 7 HP down). They change back to their normal self, receiving another 5HP of healing, and end the battle only 2HP down from their max.
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Local Shepherd: You've spent some time administering to the needs of your community (be they human, animal and/or plant). You are a trusted tender of your "flock" and your presence offers solace to the community. Receive +1 to Charisma for Skill/Ability rolls for interactions with any/all peasantry, farmers, rangers, druids and bards, anyone who lives in/with the land and any interactions (Handle or Calm Animal, etc.) with local flora, fauna and fey creatures. +1 to Intelligence Skill/Ability Rolls for the purposes of gleaning Insight, Perception and Sensing Motives. +1 to Constitution Skill/Ability rolls for fighting disease, fatigue, and poisons.
"of the Grove": You've spent your early years in the hidden/cloistered training grounds of your order in thoughtful meditation, study and honing your knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge of Flora, Fauna, Herbalism, Healing and general knowledge related to Nature. +1 to Charisma Skill/Ability rolls for interactions with other druids, rangers and bards of your level or lower and scholars/academic types (including mages) interested in Nature-related subjects. +1 to Wisdom Skills/Ability rolls against mind-effecting magics and illusions.
"Guardian of the Circle": You've studied the stars and the trees, the animals and wind. While you love them all and have a thorough understanding of the powers of your class, you wish to defend them above all else and have honed your fighting skills to do just that. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other druids (of any level).
Druid Spell ist
1st Level......................2nd Level..................3rd Level
Charm Animal..........Animal Messenger........Call Lightning
Detect Poison..........Barkskin.....................Cure Disease
Entanglement..........Cure Light Wounds......Dominate Animal
Faerie Fire................Flameblade.................Neutralize Poison
Goodberry...............Gust of Wind..............Plant Growth/Reduction
Obscuring Mist.........Heat/Chill Metal............Sleet Storm
Produce Flame..........Soften Earth/Stone......Speak with Plants
Resist Elements........Slow Poison................Stoneshape
Shillelagh.................Summon Swarm........Water Breathing
Speak with Animals...Woodshape.................Wind Wall
---------------------
Whew! That wasn't as easy as I thought. Hopefully the rest are a bit more of "base class x + base class Y" with only a little indiviudality....Somehow, I doubt it.
More later.
--SD
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