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 worshippers of darkness and corruption. They used their powers and those of their dark gods for petty vengeance and in an attempt to bend nature to the will of their 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: Starts out with four Domains and gains one Domain every eight levels after level one and up to level 33.
Divine Spells: Cast as a regular druid
Arcane Spells: as wizard
Domains: as deity plus Plant and Animal
Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil, Familiar, Scribe Scroll, and Brew Magical Potion.
Lawful Evil Powers: Infernal Power*, Harm Animals**, Summon Fiend***, Enslave Animals, and Corrupt Nature. Neutral Evil Powers:none yet. Chaotic Evil Powers: none yet.
Alignment: must be Evil
Race: must be fey or of fey descent (fey in my campaign would include elves, ogres, goblins, orcs, hobgoblins, grays, and fraal. [yes I include some Alternity aliens aswell.])
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 (this allows for Cardinals of Hell and priests of Orcus)
Familiar: See nethermancer class for details.
*Multiplies the saving throw DC by 2 for all divine spells with either the Evil or Lawful alignment descriptor or arcane spells cast for a specifically Lawful Evil purpose. The Dark Druid gains this ability at 16th level.
**All of these spell like abilities are usable against only animals, vermin, beasts, magical beasts, or animals.
1. Inflict Minor Wounds 1\day
2.
3.
4.
5. Inflict Minor Wounds 2\day
6.
7.
8.
9. Inflict Minor Wounds 3\day
10.
11.
12.
13. Inflict Minor Wounds 4\day
14.
15.
16.
17. Inflict Light Wounds 5\day
18.
19.
20.
21. Inflict Light Wounds 6\day
22.
23.
24.
25. Inflict Light Wounds 7\day
26.
27.
28.
29. Inflict Light Wounds 8\day
30.
31.
32.
33. Inflict Moderate Wounds 9\day
34.
35.
36.
37. Inflict Moderate Wounds 10\day
38.
39.
40.
41. Inflict Moderate Wounds 11\day
42.
43.
44.
45. Inflict Moderate Wounds 12\day
46.
47.
48.
49. Inflict Severe Wounds 13\day
50.
51.
52.
53. Inflict Severe Wounds 14\day
54. Inflict Severe Wounds 15\day
55. Inflict Severe Wounds 16\day
56. Inflict Critical Wounds 17\day
57. Inflict Critical Wounds 18\day
58. Inflict Critical Wounds 19\day
59. Harm 20\day
60. Harm 21\day
***As Lesser to Greater Planar 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
17. Lesser Summoning 6/day, Normal Summoning 2/day
18. Lesser Summoning 7/day
19. Lesser Summoning 8/day
20. Lesser Summoning 9/day, Normal Summoning 3/day, Greater Summoning 1/day
21. Lesser Summoning 10/day
22. Lesser Summoning 11/day,
23. Lesser Summoning 12/day, Normal Summoning 4/day
24. Lesser Summoning 13/day
25. Lesser Summoning 14/day
26. Lesser Summoning 15/day, Normal Summoning 5/day
27. Lesser Summoning 16/day
28. Lesser Summoning 17/day
29. Lesser Summoning 18/day, Normal Summoning 6/day, Greater Summoning 2/day
30. Lesser Summoning 19/day
31. Lesser Summoning 20/day
32. Lesser Summoning 21/day, Normal Summoning 7/day
33. Lesser Summoning 22/day
34. Lesser Summoning 23/day
35. Lesser Summoning 24/day, Normal Summoning 8/day
36. Lesser Summoning 25/day
37. Lesser Summoning 26/day
38. Lesser Summoning 27/day, Normal Summoning 9/day, Greater Summoning 3/day
39. Lesser Summoning 28/day
40. Lesser Summoning 29/day
41. Lesser Summoning 30/day, Normal Summoning 10/day
42. Lesser Summoning 31/day
43. Lesser Summoning 32/day
44. Lesser Summoning 33/day, Normal Summoning 11/day
45. Lesser Summoning 34/day
46. Lesser Summoning 35/day
47. Lesser Summoning 36/day, Normal Summoning 12/day, Greater Summoning 4/day
48. Lesser Summoning 37/day
49. Lesser Summoning 38/day
50. Lesser Summoning 39/day, Normal Summoning 13/day
51. Lesser Summoning 40/day
52. Lesser Summoning 41/day
53. Lesser Summoning 42/day, Normal Summoning 14/day
54. Lesser Summoning 43/day
55. Lesser Summoning 44/day
56. Lesser Summoning 45/day, Normal Summoning 15/day, Greater Summoning 5/day
57. Lesser Summoning 46/day
58. Lesser Summoning 47/day
59. Lesser Summoning 48/day, Normal Summoning 16/day
60. Lesser Summoning 49/day
As Dominate Animal at level 27 but any animal you control that tries to escape suffers 3d8 points of damage +1 per Dark Druid level every hour until it returns or dies. Or if the animal refuses to obey your commands it takes damage per minute of mutiny.
It both desecrates the area and gives all and plants and animals Lawful Evil alignment and either the fiendish or half-fiend templates unless they pass a will saving throw with a Difficulty check equal to 10+ your wisdom bonus+ Dark Druid Level+ levels in either Cardinal of Hell or Sorcerer(my diabolist class).
All powers listed in dark red can not be used on hallow ground.
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 worshippers of darkness and corruption. They used their powers and those of their dark gods for petty vengeance and in an attempt to bend nature to the will of their 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: Starts out with four Domains and gains one Domain every eight levels after level one and up to level 33.
Divine Spells: Cast as a regular druid
Arcane Spells: as wizard
Domains: as deity plus Plant and Animal
Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil, Familiar, Scribe Scroll, and Brew Magical Potion.
Lawful Evil Powers: Infernal Power*, Harm Animals**, Summon Fiend***, Enslave Animals, and Corrupt Nature. Neutral Evil Powers:none yet. Chaotic Evil Powers: none yet.
Alignment: must be Evil
Race: must be fey or of fey descent (fey in my campaign would include elves, ogres, goblins, orcs, hobgoblins, grays, and fraal. [yes I include some Alternity aliens aswell.])
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 (this allows for Cardinals of Hell and priests of Orcus)
Familiar: See nethermancer class for details.
*Multiplies the saving throw DC by 2 for all divine spells with either the Evil or Lawful alignment descriptor or arcane spells cast for a specifically Lawful Evil purpose. The Dark Druid gains this ability at 16th level.
**All of these spell like abilities are usable against only animals, vermin, beasts, magical beasts, or animals.
1. Inflict Minor Wounds 1\day
2.
3.
4.
5. Inflict Minor Wounds 2\day
6.
7.
8.
9. Inflict Minor Wounds 3\day
10.
11.
12.
13. Inflict Minor Wounds 4\day
14.
15.
16.
17. Inflict Light Wounds 5\day
18.
19.
20.
21. Inflict Light Wounds 6\day
22.
23.
24.
25. Inflict Light Wounds 7\day
26.
27.
28.
29. Inflict Light Wounds 8\day
30.
31.
32.
33. Inflict Moderate Wounds 9\day
34.
35.
36.
37. Inflict Moderate Wounds 10\day
38.
39.
40.
41. Inflict Moderate Wounds 11\day
42.
43.
44.
45. Inflict Moderate Wounds 12\day
46.
47.
48.
49. Inflict Severe Wounds 13\day
50.
51.
52.
53. Inflict Severe Wounds 14\day
54. Inflict Severe Wounds 15\day
55. Inflict Severe Wounds 16\day
56. Inflict Critical Wounds 17\day
57. Inflict Critical Wounds 18\day
58. Inflict Critical Wounds 19\day
59. Harm 20\day
60. Harm 21\day
***As Lesser to Greater Planar 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
17. Lesser Summoning 6/day, Normal Summoning 2/day
18. Lesser Summoning 7/day
19. Lesser Summoning 8/day
20. Lesser Summoning 9/day, Normal Summoning 3/day, Greater Summoning 1/day
21. Lesser Summoning 10/day
22. Lesser Summoning 11/day,
23. Lesser Summoning 12/day, Normal Summoning 4/day
24. Lesser Summoning 13/day
25. Lesser Summoning 14/day
26. Lesser Summoning 15/day, Normal Summoning 5/day
27. Lesser Summoning 16/day
28. Lesser Summoning 17/day
29. Lesser Summoning 18/day, Normal Summoning 6/day, Greater Summoning 2/day
30. Lesser Summoning 19/day
31. Lesser Summoning 20/day
32. Lesser Summoning 21/day, Normal Summoning 7/day
33. Lesser Summoning 22/day
34. Lesser Summoning 23/day
35. Lesser Summoning 24/day, Normal Summoning 8/day
36. Lesser Summoning 25/day
37. Lesser Summoning 26/day
38. Lesser Summoning 27/day, Normal Summoning 9/day, Greater Summoning 3/day
39. Lesser Summoning 28/day
40. Lesser Summoning 29/day
41. Lesser Summoning 30/day, Normal Summoning 10/day
42. Lesser Summoning 31/day
43. Lesser Summoning 32/day
44. Lesser Summoning 33/day, Normal Summoning 11/day
45. Lesser Summoning 34/day
46. Lesser Summoning 35/day
47. Lesser Summoning 36/day, Normal Summoning 12/day, Greater Summoning 4/day
48. Lesser Summoning 37/day
49. Lesser Summoning 38/day
50. Lesser Summoning 39/day, Normal Summoning 13/day
51. Lesser Summoning 40/day
52. Lesser Summoning 41/day
53. Lesser Summoning 42/day, Normal Summoning 14/day
54. Lesser Summoning 43/day
55. Lesser Summoning 44/day
56. Lesser Summoning 45/day, Normal Summoning 15/day, Greater Summoning 5/day
57. Lesser Summoning 46/day
58. Lesser Summoning 47/day
59. Lesser Summoning 48/day, Normal Summoning 16/day
60. Lesser Summoning 49/day
As Dominate Animal at level 27 but any animal you control that tries to escape suffers 3d8 points of damage +1 per Dark Druid level every hour until it returns or dies. Or if the animal refuses to obey your commands it takes damage per minute of mutiny.
It both desecrates the area and gives all and plants and animals Lawful Evil alignment and either the fiendish or half-fiend templates unless they pass a will saving throw with a Difficulty check equal to 10+ your wisdom bonus+ Dark Druid Level+ levels in either Cardinal of Hell or Sorcerer(my diabolist class).
All powers listed in dark red can not be used on hallow ground.