Necromantic Druids

haakon1 said:
I did this with multi-classed Druid/Cleric. I let Divine Caster Levels stack, so Drd3/Clr5 has the spell list of a Drd 3 and of a Clr 5, but with caster level 8 for DC's and spell effects.

Very naughty! :-) avoided using two feat slots (practiced spellcaster x2)! But I like it.

Rich
 

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Sejs said:
The rub being that afterwards you're not supposed to come back. You return to the earth and nourish new life that arises to replace the old. Undead don't just ignore that obligation, they walk up and piss all over it. Shameful, I tell ya. :p

Which is why I suggested Blight Magic- the druids in it do both in fast forward. They kill* and restore the land for power to protect the land. I don't remember any PrCs from BoVD as twisted as that.

*Kill as in turn into a lifeless wasteland, not burn things down.
 

I was thinking about this last night and thought it would be interesting to expand upon the yellow musk mold template idea...

What is needed is a series of "Animate Mold Guardian" spells that brings to a semblance of life a mold infested corpse {a week long version of the spell can handle the infestation as well}. The result templates the corpse into a Plant type and depending on the type of mold used. THe lower level versions would mechanically resemble Zombies, limited to single actions and all that fun stuff.
A Know {Religion} or other approriate check would be needed to determine that the critter is *not* undead.
Druids can control a number of Guardians equal to thier CHR score. They can also take control of another's {or ronin} Guardian by succeeding at an opposed Caster check {modified by CHR}
Unintelligent ronin Guardians tend to mindlessly destroy thier surroundings, so most Druid's avoid using them as the Guardians go ronin upon the controlling Druid's death.


A higher level spell of 'Awaken Mold Guardian' could add intelligence and autonomy to the Guardians.

Anyone up for a thread in HR to figure out the details? I am not that good at creating the mechanical parts of monsters :)
 

I had evil "Blood Druids" in my campaign since....2nd? edition. Not any real rule changes..they just sacrificed a lot of things, people when they could, in order to keep the wilderness pure.

They are out there...in the woods somewhere...
 

Undead plants? Hell, why not!

I can imagine a Necromantic Druid building a Golem comprised entirely of formerly-living vegetable/animal matter.

See, it's not enough that oak trees live upwards of 1000 years. The stuff that falls off of them is still prone to quick death.....unless the Necromantic Druid takes steps to prevent this from happening!
 


alt.druid

Vanuslux said:
Does anyone know of a class (either base or prestige) that would work well with the character concept of a necromancer druid?

Check out Faiths of Eberron. It introduces the Children of Winter variant the Nightbringer--druids that worship Mabar. Just some flavor and a single initiate feat, but it give you an additional spell at each spell-level. The spells are all necromantic or otherwise related to Mabar. Lots of flavor, and you could have fun making some more feates for it.

Mabar is pretty much that "dark, nasty place" that all worlds should have somewhere, so this should be easy to shoehorn into another world.

Keep up the druid love! :)
 


SkidAce said:
I had evil "Blood Druids" in my campaign since....2nd? edition. Not any real rule changes..they just sacrificed a lot of things, people when they could, in order to keep the wilderness pure.

They are out there...in the woods somewhere...

Me too :)

Also, look towards summoning grues and necromentals. Mixture of death/decay is a way to "living death" that can sustain an undead druid.
 


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