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<blockquote data-quote="JiCi" data-source="post: 4711468" data-attributes="member: 40121"><p><strong><span style="color: Red">Druidic</span></strong></p><p></p><p><strong>CREATING A DRUIDIC CREATURE</strong></p><p></p><p>“Druidic” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor.</p><p></p><p>A druidic creature uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p><strong>Size and type</strong>: Size and type are unchanged.</p><p></p><p><strong>Special Attacks</strong>: A druidic creature retains all the special attacks of the base creature and gains the following special attacks. Druidic creatures with five or more levels in the druid class gain additional druidic synergy special attacks.</p><p></p><p><em>Summon Nature Allies (Sp)</em>: A druidic creature can cast <em>Summon Nature Ally</em> as a spell-like ability at a caster level equal to its HD. The maximum level of the spell it can use is equal to 1 per 3 HD the creature possesses. It may use this ability once day per its Wisdom modifier.</p><p></p><ul> <li data-xf-list-type="ul">Druidic Synergy - <em>Bolstered Summon (Su)</em>: A druidic creature with at least five levels of druid grants a +4 enhancement bonus to both Strength and Constitution with any creature summoned via the <em>Summon Nature Ally</em> spells.</li> </ul><p></p><p><em>Wild Shape (Su)</em>: A druidic creature can assume the from of any Small or Medium animal and back again. Its options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per HD, or until it changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time it uses wild shape, it regains hit points as if it had rested for a night.</p><p>Any gear worn or carried by the druidic creature melds into the new form and becomes nonfunctional. When the druidic creature reverts to its true form, any objects previously melded into the new form reappear in the same location on its body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the creature's feet.</p><p>The form chosen must be that of an animal the druidic creature is familiar with.</p><p>A druidic creature loses its ability to speak while in animal form because it is limited to the sounds that a normal, untrained animal can make, but it can communicate normally with other animals of the same general grouping as its new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)</p><p>The druidic creature can wild shape once par day equal to its Wisdom modifier.</p><p></p><ul> <li data-xf-list-type="ul">Druidic Synergy - <em>Vermin Shape (Su)</em>: A druidic creature with at least five levels of druid can assume the form of vermin-type creatures within its given size range.</li> </ul><p></p><p><strong>Special Qualities</strong>: A druidic creature retains all the special qualities of the base creature and gains the following special qualities. Druidic creatures with five or more levels in the druidic class gain additional monastic synergy special qualities.</p><p></p><p><em>Wild Empathy</em>: A druidic creature can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druidic creature rolls 1d20 and adds its HD and its Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p>To use wild empathy, the druidic creature and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p>A druidic creature can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but it takes a –4 penalty on the check.</p><p></p><ul> <li data-xf-list-type="ul">Druidic Synergy - <em>Nature Friend</em>: A druidic creature with at least five levels of druid may use Wild Empathy on vermin and magical beasts with no penalty.</li> </ul><p></p><p><em>Woodland Stride</em>: A druidic creature may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its 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 it.</p><p></p><ul> <li data-xf-list-type="ul">Druidic Synergy - <em>Effortless Stride</em>: A druidic creature with at least five levels of druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment, whether natural or magical. It also gains a circumstance bonus to Hide and Move Silently checks equal to half its HD.</li> </ul><p></p><p><strong>Abilities</strong>: Increase from the base creature as follows: Wis +2, Cha +2.</p><p></p><p><strong>Feats</strong>: Druidic creatures receive Endurance as a bonus feats</p><p></p><p><strong>Skills</strong>: Druidic creatures receive a +2 racial bonus on Survival checks and gains Speak Language (Druidic).</p><p></p><p><strong>Challenge Rating</strong>: As base creature +1; with 5 or more levels of druid, as base creature +2</p><p></p><p><strong>Alignment</strong>: Any neutral</p><p></p><p><strong>Level Adjustment</strong>: +2; with 5 or more levels of druid +3</p></blockquote><p></p>
[QUOTE="JiCi, post: 4711468, member: 40121"] [B][COLOR=Red]Druidic[/COLOR][/B] [b]CREATING A DRUIDIC CREATURE[/b] “Druidic” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor. A druidic creature uses all the base creature’s statistics and special abilities except as noted here. [b]Size and type[/b]: Size and type are unchanged. [b]Special Attacks[/b]: A druidic creature retains all the special attacks of the base creature and gains the following special attacks. Druidic creatures with five or more levels in the druid class gain additional druidic synergy special attacks. [i]Summon Nature Allies (Sp)[/i]: A druidic creature can cast [i]Summon Nature Ally[/i] as a spell-like ability at a caster level equal to its HD. The maximum level of the spell it can use is equal to 1 per 3 HD the creature possesses. It may use this ability once day per its Wisdom modifier. [list][*]Druidic Synergy - [i]Bolstered Summon (Su)[/i]: A druidic creature with at least five levels of druid grants a +4 enhancement bonus to both Strength and Constitution with any creature summoned via the [i]Summon Nature Ally[/i] spells. [/list] [i]Wild Shape (Su)[/i]: A druidic creature can assume the from of any Small or Medium animal and back again. Its options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per HD, or until it changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time it uses wild shape, it regains hit points as if it had rested for a night. Any gear worn or carried by the druidic creature melds into the new form and becomes nonfunctional. When the druidic creature reverts to its true form, any objects previously melded into the new form reappear in the same location on its body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the creature's feet. The form chosen must be that of an animal the druidic creature is familiar with. A druidic creature loses its ability to speak while in animal form because it is limited to the sounds that a normal, untrained animal can make, but it can communicate normally with other animals of the same general grouping as its new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The druidic creature can wild shape once par day equal to its Wisdom modifier. [list][*]Druidic Synergy - [i]Vermin Shape (Su)[/i]: A druidic creature with at least five levels of druid can assume the form of vermin-type creatures within its given size range. [/list] [b]Special Qualities[/b]: A druidic creature retains all the special qualities of the base creature and gains the following special qualities. Druidic creatures with five or more levels in the druidic class gain additional monastic synergy special qualities. [i]Wild Empathy[/i]: A druidic creature can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druidic creature rolls 1d20 and adds its HD and its Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druidic creature and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druidic creature can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but it takes a –4 penalty on the check. [list][*]Druidic Synergy - [i]Nature Friend[/i]: A druidic creature with at least five levels of druid may use Wild Empathy on vermin and magical beasts with no penalty. [/list] [i]Woodland Stride[/i]: A druidic creature may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its 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 it. [list][*]Druidic Synergy - [i]Effortless Stride[/i]: A druidic creature with at least five levels of druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment, whether natural or magical. It also gains a circumstance bonus to Hide and Move Silently checks equal to half its HD. [/list] [b]Abilities[/b]: Increase from the base creature as follows: Wis +2, Cha +2. [b]Feats[/b]: Druidic creatures receive Endurance as a bonus feats [b]Skills[/b]: Druidic creatures receive a +2 racial bonus on Survival checks and gains Speak Language (Druidic). [b]Challenge Rating[/b]: As base creature +1; with 5 or more levels of druid, as base creature +2 [b]Alignment[/b]: Any neutral [b]Level Adjustment[/b]: +2; with 5 or more levels of druid +3 [/QUOTE]
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