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Changer of Erythnul [alternate Druid base class]
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<blockquote data-quote="Nyaricus" data-source="post: 3120697" data-attributes="member: 35678"><p>So, in the "<a href="http://www.enworld.org/showthread.php?t=177355" target="_blank">What if Only Wee Jas and Erythnul?</a>" thread, there can the idea that druids are, infact, servants of The Many. I ran with this, since druids are natural shape-shifters, and an now going to propose a rough draft of an alternate druid class which hopefully some from that other thread can help me refine (well, of course, as well as anyone else who'd like to contribute <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p><strong><u><span style="font-size: 15px">The Changer of Erythnul</span></u></strong></p><p></p><p><strong>Alignment:</strong> Chaotic Neutral, Chaotic Evil or Neutral Evil.</p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Class Skills:</strong> Concentration, Craft, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (dungeoneering), Profession, Ride, Spellcraft, Swim.</p><p><strong>Skill Points at 1st Level:</strong> (4 + Int modifier) ×4.</p><p><strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier.</p><p></p><p><strong><u>Class Abilities</u></strong></p><p><strong>Weapons and Armour:</strong> A Changer gain proficiency in the following arms and armour: dagger, light mace, club, heavy mace, morningstar, quarterstaff, shortspear, javelin, dart and <u>one</u> of the following: kukri, light flail, light pick, greatclub, Dire Morningstar [as greatclub, but Bludgeoning and Piercing], or the net. A Changer also is proficient in all light and medium armours, but no shields. Armour doesn't interfere with spellcasting, as it would for a wizard.</p><p></p><p><em>[reasoning: no use having armour restrictions, since this isn't nature themed; but having no shield is a trade off which is worthwhile, IMO. The weapons also work, IMO.]</em></p><p></p><p><strong>Spells:</strong> A Changer casts divine spells, which are drawn from the Changer spell list. A Changer must choose and prepare her spells in advance (see below).</p><p></p><p>To prepare or cast a spell, the Changer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Changer’s spell is 10 + the spell level + the Changer’s Wisdom modifier.</p><p></p><p>Like other spellcasters, a Changer can cast only a certain number of spells of each spell level per day but she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.</p><p></p><p>A Changer prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Changer may prepare and cast any spell on the Changer spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.</p><p></p><p><strong>Spontaneous Casting:</strong></p><p>A Changer can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any <em>summon monster</em> spell of the same level or lower.</p><p></p><p><strong>Bonus Languages:</strong> A Changer’s bonus language options include Abyssal, the language of demons. This choice is in addition to the bonus languages available to the character because of her race.</p><p></p><p>A Changer also knows Erythin, a secret language known only to Changers, which she learns upon becoming a 1st-level Changer. Erythin is a free language for a Changer; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Changers are forbidden to teach this language to non-Changers.</p><p></p><p>Erythin has its own alphabet.</p><p></p><p><strong>Animal Companion:</strong> we should try to replace this with an Abberation Companion of some sort, like an ooze which grows into having special abilities, or somesuch <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>Aberration Sense (Ex):</strong> A Changer gains a +2 bonus on Knowledge (Dungeoneering) and Survival checks.</p><p></p><p><strong>Erythnul's Slippery Step:</strong> Starting at 2nd level, a Changer 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 motion still affect her.</p><p></p><p><strong>Erythnul's Weightless Walk (Ex):</strong> Starting at 3rd level, a Changer leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p></p><p><strong>The Thousand Faces of The Many (Su):</strong> At 13th level, a Changer gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Changer’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Changer’s appearance, within the limits described for the spell.</p><p></p><p><strong>Extended Life (Ex):</strong> After attaining 15th level, a Changer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Changer still dies of old age when her time is up.</p><p></p><p>---</p><p></p><p>Anyways, that's about all I got for this, but I'd love feedback on it, and hopefully we can flesh this out a bit more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3120697, member: 35678"] So, in the "[url=http://www.enworld.org/showthread.php?t=177355]What if Only Wee Jas and Erythnul?[/url]" thread, there can the idea that druids are, infact, servants of The Many. I ran with this, since druids are natural shape-shifters, and an now going to propose a rough draft of an alternate druid class which hopefully some from that other thread can help me refine (well, of course, as well as anyone else who'd like to contribute :)) [b][u][size=4]The Changer of Erythnul[/size][/u][/b][u][size=4][/size][/u][size=4][/size] [b]Alignment:[/b] Chaotic Neutral, Chaotic Evil or Neutral Evil. [b]Hit Die:[/b] d8 [b]Class Skills:[/b] Concentration, Craft, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (dungeoneering), Profession, Ride, Spellcraft, Swim. [b]Skill Points at 1st Level:[/b] (4 + Int modifier) ×4. [b]Skill Points at Each Additional Level:[/b] 4 + Int modifier. [b][u]Class Abilities[/u][/b][u][/u] [b]Weapons and Armour:[/b] A Changer gain proficiency in the following arms and armour: dagger, light mace, club, heavy mace, morningstar, quarterstaff, shortspear, javelin, dart and [u]one[/u] of the following: kukri, light flail, light pick, greatclub, Dire Morningstar [as greatclub, but Bludgeoning and Piercing], or the net. A Changer also is proficient in all light and medium armours, but no shields. Armour doesn't interfere with spellcasting, as it would for a wizard. [i][reasoning: no use having armour restrictions, since this isn't nature themed; but having no shield is a trade off which is worthwhile, IMO. The weapons also work, IMO.][/i] [b]Spells:[/b] A Changer casts divine spells, which are drawn from the Changer spell list. A Changer must choose and prepare her spells in advance (see below). To prepare or cast a spell, the Changer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Changer’s spell is 10 + the spell level + the Changer’s Wisdom modifier. Like other spellcasters, a Changer can cast only a certain number of spells of each spell level per day but she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A Changer prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Changer may prepare and cast any spell on the Changer spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. [b]Spontaneous Casting:[/b] A Changer can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any [i]summon monster[/i] spell of the same level or lower. [b]Bonus Languages:[/b] A Changer’s bonus language options include Abyssal, the language of demons. This choice is in addition to the bonus languages available to the character because of her race. A Changer also knows Erythin, a secret language known only to Changers, which she learns upon becoming a 1st-level Changer. Erythin is a free language for a Changer; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Changers are forbidden to teach this language to non-Changers. Erythin has its own alphabet. [b]Animal Companion:[/b] we should try to replace this with an Abberation Companion of some sort, like an ooze which grows into having special abilities, or somesuch :D [b]Aberration Sense (Ex):[/b] A Changer gains a +2 bonus on Knowledge (Dungeoneering) and Survival checks. [b]Erythnul's Slippery Step:[/b] Starting at 2nd level, a Changer 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 motion still affect her. [b]Erythnul's Weightless Walk (Ex):[/b] Starting at 3rd level, a Changer leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. [b]The Thousand Faces of The Many (Su):[/b] At 13th level, a Changer gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Changer’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Changer’s appearance, within the limits described for the spell. [b]Extended Life (Ex):[/b] After attaining 15th level, a Changer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Changer still dies of old age when her time is up. --- Anyways, that's about all I got for this, but I'd love feedback on it, and hopefully we can flesh this out a bit more :) [/QUOTE]
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Changer of Erythnul [alternate Druid base class]
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