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Revised druid - need some help
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<blockquote data-quote="Kerrick" data-source="post: 5079214" data-attributes="member: 4722"><p>So, after some playing around with things, here's what I've got for abilities. I still need a Beastlord and Verdant Lord ability at L11, and a Beastlord at L15. Suggestions are, as always, welcome.</p><p></p><p></p><p>Adept (3rd)</p><p></p><p> Aspect of the beast: This is identical to the ranger ability of the same name.</p><p></p><p> Elemental touch (Su): 1 + Cha bonus times per day, the druid can wreath one hand (his choice) in elemental energy (electricity, fire, or ice) as a move action. Melee touch attacks with this hand inflict 1d4 points of the appropriate energy damage, +1 per three class levels (no save). He can make up to one attack per three class levels with the elemental touch, and he can dispel it earlier if he wishes.</p><p></p><p> Summon Nature's Ally (Ex): The druid can spontaneously sacrifice any prepared spell to cast a <em>summon nature's ally<em> spell of the same level or lower.</em></em></p><p><em><em></em></em></p><p><em><em> Weather Resistance (Ex): Stormlords are immune to many effects of weather, due to their innate ability to control it. At first, this ability is relatively minor – a Stormlord won't get wet in a rainstorm, can move safely through a dust storm, sandstorm, or anything similar (no damage taken, and no chance of choking – this does not apply to spell effects like <em>stinking cloud<em>), and can call up a mild wind (up to 10 mph) at will as a standard action. In addition, he is not affected (no Fort save necessary) by any winds short of Severe, as long as he is on the ground – a druid who is flying (either from a spell, item, or polymorphed) is immune to winds up to Strong only.</em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em>Aspirant (7th)</em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em> Burgeoning Touch (Su): At will, a druid's touch can enable flowers to bloom, grass to sprout, or enable other minor plant growth. 1 + Cha bonus times per day, he can enact a greater amount of growth - causing a tree to sprout from a seedling (it grows to sapling size only), a vine to snake up a wall, a tree's roots to delve deeper (this is often used to break rocks or anchor the tree more securely), etc. Minor changes are a free action that can be used once per round; major changes require at least a full round of concentration to achieve the desired effect (though if the druid is interrupted, the ability doesn't fail; the plant merely stops growing at that point, which may be well short of where he wishes). </em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em> Vines and trees grow at the rate of 1 foot per round; saplings and bushes require a full minute to grow from a seedling, while flowers take only one round. Plants must be able to survive in the soil and climate where they are planted (no oak trees in the desert, cacti in the tundra, etc.), or the ability fails. Tree roots deal 2d10 points of damage to structures each round (bypassing hardness). </em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 5 ranks</em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em> Control Winds (Su): 1 + Wis bonus times per day, the druid can call up a wind, as the <em>gust of wind<em> spell, as a move action, to blow in the direct he desires. The [[[exploration:weather | wind's strength]]] is dependent on the druid's class level: at 7th level it's moderate; at 11th, strong; at 15th, severe; and at 19th, windstorm. The druid can maintain the wind for up to 1 round per class level, and it requires concentration, but he change direction once per round as a free action.</em></em></em></em></em></em></p><p><em><em><em><em><em><em></em></em></em></em></em></em></p><p><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 5 ranks</em></em></em></em></em></em></p><p><em><em><em><em><em><em></em></em></em></em></em></em></p><p><em><em><em><em><em><em> Draw Upon Elemental Might (Su): 1 + Wis bonus times per day, as a standard action, the druid can draw upon the power of an element. In order to do so, he must be touching a large source of that element (a roomful of air, the ground or a large rock, a large campfire, or a small pond or stream; in the case of fire, he need only be within 10 feet of it). This grants an enhancement bonus one or more ability scores, depending on the element:</em></em></em></em></em></em></p><p><em><em><em><em><em><em></em></em></em></em></em></em></p><p><em><em><em><em><em><em> <em>Air:</em> +4 Dex;</em></em></em></em></em></em></p><p><em><em><em><em><em><em> <em>Earth:</em> +2 Strength, +2 Con;</em></em></em></em></em></em></p><p><em><em><em><em><em><em> <em>Fire:</em> +2 Dex, +2 Cha;</em></em></em></em></em></em></p><p><em><em><em><em><em><em> <em>Water:</em> +2 Dex, +2 Wis.</em></em></em></em></em></em></p><p><em><em><em><em><em><em></em></em></em></em></em></em></p><p><em><em><em><em><em><em> The bonus lasts for a number of rounds equal to half druid's class level plus his Wisdom bonus.</em></em></em></em></em></em></p><p><em><em><em><em><em><em></em></em></em></em></em></em></p><p><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 5 ranks</em></em></em></em></em></em></p><p><em><em><em><em><em><em></em></em></em></em></em></em></p><p><em><em><em><em><em><em> Summon Elemental (Su): 1 + Wis bonus times per day, as a full-round action, the druid can summon one Large or two Medium elementals as the <em>summon monster<em> spell, provided there is a large enough source of the element nearby. The elementals follow his commands to the best of their abilities; they remain for 1 minute per class level or until killed or dismissed. The type of elementals the druid can summon is dependent on which ability he has: Elemental Lord abilities (elemental touch) let him summon earth or fire elementals; Stormloard abilities (weather resistance) let him summon air or water elementals. If he has abilities from both masteries, he can summon elementals of any kind.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 5 ranks, Elemental touch or weather resistance.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Wild Form: At will, as a standard action, the druid can change part of his body to that of an animal - head, hands/arms, or feet/legs - which must be one into which he can wildshape. He can make armed attacks with the new form's natural weapons, as a creature of his size (claw attacks generally deal 1d6 damage and a head butt or bite attack deals 1d4 damage). If the creature is poisonous (snake head, e.g.), the druid can poison his victim; use the creature's standard poison. A druid with an animal head can't speak or cast spells using a verbal component; one with animal hands can't hold items or cast spells with somatic or material components. Using this ability counts as a use of wildshape.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 5 ranks, aspect of the beast</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><strong>Elder Druid (11th)</strong></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Animal Affinity (Su): The druid can, with a round of concentration, determine the location, identity, and status (alive, dead, sleeping) of all animals within 60 feet of him. 1 + Wis bonus times per day, he can "bond" with an animal, using its senses in place of his own. This does not grant him control - he is merely riding along with the animal, unless he has some other means of controlling it, like a spell. This sense bond is limited to sight and hearing, but the druid sees or hears everything that the animal can.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> The druid can also attempt a bond with a magical beast with Intelligence 1 or 2, but he must be able to see it (he can't sense its presence) and he must make a DC 15 Wisdom check, as magical beasts are different from normal animals.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 10 ranks, summon nature's ally.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Control Elemental (Su): The druid can wrest control of an elemental from another person or gain control of an uncontrolled elemental. The former requires an opposed Charisma check, which can be made once per round as a standard action. The latter merely requires a Charisma check against DC 10 + the elemental's ECL, which can be made once per round as a standard action. This ability is usable at will.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 10 ranks, elemental touch or weather resistance, summon elemental</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Flight: As a standard action, the druid can call upon the wind to bear him aloft. He can then fly (as the spell) at his normal base speed with perfect maneuverability for as long as he maintains concentration. </em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 10 ranks, Control winds</em></em></em></em></em></em></em></em></p><p> <em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><strong>Hierophant (15th)</strong></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Control Element (Su): 1 + Wis bonus times per day, an Elemental Lord can control large amounts of elemental matter. In order to exert control, he must be within 5 feet per class level of the element and must be able to see or touch it. Gaining initial control of the element is a full-round action; thereafter, he must maintain concentration, and can control it for up to 1 round per class level. He can manipulate up to 10 cubic feet per class level, all of which must be touching - he can't control several separate fires, for instance.</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> What a druid can actually do is subject to the player's imagination and the DM's discretion. An Elemental Lord could, for instance, create animals out of existing sources of fire and control their movement, or simply make a mass of fire move on its own; make the ground move (ripple, open up under someone or something, or rise), create hands to grapple or pummel, or change its consistency, turning earth into fine dust or quicksand, or stone into mud or sand. A Stormlord can can raise or lower water, as the spell <em>control water<em>, or create a small tidal wave (enough to swamp a small boat), or create tentacles of water that can snatch creatures nearby or in the water (within 10 feet of the water source) and drag them under to drown, or could create a miniature dust devil that deals 1d6 points of damage per round to anyone caught in it (creatures and objects of Tiny or smaller size could be swept away). Treat a controlled elemental mass as an elemental of the same size, except that it has no hit points and cannot be damaged (but it can be dispelled).</em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> The druid can relinquish control at any time as a free action; if he loses concentration for any reason, the element automatically becomes inert; air, fire and water constructs revert to their normal state (i.e., disperse), while earth usually remains changed (pillars of rock raised from the ground, for instance). </em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 15 ranks, elemental touch, control elemental</em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> Control Plants (Su): 1 + Wis bonus times per day, a Verdant Lord can exert control over all nonsentient plants within 5 feet per class level. He can either maintain concentration and make them take specific actions or let them freely act on a given command.</em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> If he concentrates, he can have the plants do anything of which they are capable – trees can move their branches to lash at or hinder opponents, vines and bushes can move to entangle foes or move out of the druid's way to provide a clear path. Plants cannot uproot themselves, however; if the druid loses his concentration, they will continue to carry out the last command given until he resumes concentration or the duration runs out.</em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> If the druid gives a simple command, plants in the area will do their best to carry it out - again, to the limits of their abilities. As above, these commands are usually limited to hindering or killing foes – if they are hindering, each enemy must make a Reflex save (DC 10 + 1/2 the druid's level + druid's Wis bonus) each round or become entangled, as the spell; even on a successful save, they take 1d4 points of damage from thorns, lashing branches, etc. If the command is given to kill, each enemy must make a Reflex save each round or take 2d6 points of damage (a successful save halves the damage; a natural 1 doubles it).</em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> The control lasts for 1 round per class level or until the druid dismisses it; commands can be no more than 10 words long and can be changed once per round as a standard action. </em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 15 ranks, burgeoning touch</em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> Control Weather (Su): 1 + Wis bonus times per day, a Stormlord can call up a specific weather phenomenon – a tornado, strong winds, lightning, a rainstorm, etc. If there is not already a storm present, it requires 5 minutes to do so. Calling lightning, high winds, or other normal phenomena from a storm is a full-round action; the druid can direct lightning strikes (up to 1 per class level, as the call lightning spell) at any target he can see within 50 feet per class level. </em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em><em><em> <em>Prerequisites:</em> Knowledge (nature) 15 ranks, control element, control winds</em></em></em></em></em></em></em></em></em></em></p></blockquote><p></p>
[QUOTE="Kerrick, post: 5079214, member: 4722"] So, after some playing around with things, here's what I've got for abilities. I still need a Beastlord and Verdant Lord ability at L11, and a Beastlord at L15. Suggestions are, as always, welcome. Adept (3rd) Aspect of the beast: This is identical to the ranger ability of the same name. Elemental touch (Su): 1 + Cha bonus times per day, the druid can wreath one hand (his choice) in elemental energy (electricity, fire, or ice) as a move action. Melee touch attacks with this hand inflict 1d4 points of the appropriate energy damage, +1 per three class levels (no save). He can make up to one attack per three class levels with the elemental touch, and he can dispel it earlier if he wishes. Summon Nature's Ally (Ex): The druid can spontaneously sacrifice any prepared spell to cast a [i]summon nature's ally[i] spell of the same level or lower. Weather Resistance (Ex): Stormlords are immune to many effects of weather, due to their innate ability to control it. At first, this ability is relatively minor – a Stormlord won't get wet in a rainstorm, can move safely through a dust storm, sandstorm, or anything similar (no damage taken, and no chance of choking – this does not apply to spell effects like [i]stinking cloud[i]), and can call up a mild wind (up to 10 mph) at will as a standard action. In addition, he is not affected (no Fort save necessary) by any winds short of Severe, as long as he is on the ground – a druid who is flying (either from a spell, item, or polymorphed) is immune to winds up to Strong only. Aspirant (7th) Burgeoning Touch (Su): At will, a druid's touch can enable flowers to bloom, grass to sprout, or enable other minor plant growth. 1 + Cha bonus times per day, he can enact a greater amount of growth - causing a tree to sprout from a seedling (it grows to sapling size only), a vine to snake up a wall, a tree's roots to delve deeper (this is often used to break rocks or anchor the tree more securely), etc. Minor changes are a free action that can be used once per round; major changes require at least a full round of concentration to achieve the desired effect (though if the druid is interrupted, the ability doesn't fail; the plant merely stops growing at that point, which may be well short of where he wishes). Vines and trees grow at the rate of 1 foot per round; saplings and bushes require a full minute to grow from a seedling, while flowers take only one round. Plants must be able to survive in the soil and climate where they are planted (no oak trees in the desert, cacti in the tundra, etc.), or the ability fails. Tree roots deal 2d10 points of damage to structures each round (bypassing hardness). [i]Prerequisites:[/i] Knowledge (nature) 5 ranks Control Winds (Su): 1 + Wis bonus times per day, the druid can call up a wind, as the [i]gust of wind[i] spell, as a move action, to blow in the direct he desires. The [[[exploration:weather | wind's strength]]] is dependent on the druid's class level: at 7th level it's moderate; at 11th, strong; at 15th, severe; and at 19th, windstorm. The druid can maintain the wind for up to 1 round per class level, and it requires concentration, but he change direction once per round as a free action. [i]Prerequisites:[/i] Knowledge (nature) 5 ranks Draw Upon Elemental Might (Su): 1 + Wis bonus times per day, as a standard action, the druid can draw upon the power of an element. In order to do so, he must be touching a large source of that element (a roomful of air, the ground or a large rock, a large campfire, or a small pond or stream; in the case of fire, he need only be within 10 feet of it). This grants an enhancement bonus one or more ability scores, depending on the element: [i]Air:[/i] +4 Dex; [i]Earth:[/i] +2 Strength, +2 Con; [i]Fire:[/i] +2 Dex, +2 Cha; [i]Water:[/i] +2 Dex, +2 Wis. The bonus lasts for a number of rounds equal to half druid's class level plus his Wisdom bonus. [i]Prerequisites:[/i] Knowledge (nature) 5 ranks Summon Elemental (Su): 1 + Wis bonus times per day, as a full-round action, the druid can summon one Large or two Medium elementals as the [i]summon monster[i] spell, provided there is a large enough source of the element nearby. The elementals follow his commands to the best of their abilities; they remain for 1 minute per class level or until killed or dismissed. The type of elementals the druid can summon is dependent on which ability he has: Elemental Lord abilities (elemental touch) let him summon earth or fire elementals; Stormloard abilities (weather resistance) let him summon air or water elementals. If he has abilities from both masteries, he can summon elementals of any kind. [i]Prerequisites:[/i] Knowledge (nature) 5 ranks, Elemental touch or weather resistance. Wild Form: At will, as a standard action, the druid can change part of his body to that of an animal - head, hands/arms, or feet/legs - which must be one into which he can wildshape. He can make armed attacks with the new form's natural weapons, as a creature of his size (claw attacks generally deal 1d6 damage and a head butt or bite attack deals 1d4 damage). If the creature is poisonous (snake head, e.g.), the druid can poison his victim; use the creature's standard poison. A druid with an animal head can't speak or cast spells using a verbal component; one with animal hands can't hold items or cast spells with somatic or material components. Using this ability counts as a use of wildshape. [i]Prerequisites:[/i] Knowledge (nature) 5 ranks, aspect of the beast [B]Elder Druid (11th)[/B] Animal Affinity (Su): The druid can, with a round of concentration, determine the location, identity, and status (alive, dead, sleeping) of all animals within 60 feet of him. 1 + Wis bonus times per day, he can "bond" with an animal, using its senses in place of his own. This does not grant him control - he is merely riding along with the animal, unless he has some other means of controlling it, like a spell. This sense bond is limited to sight and hearing, but the druid sees or hears everything that the animal can. The druid can also attempt a bond with a magical beast with Intelligence 1 or 2, but he must be able to see it (he can't sense its presence) and he must make a DC 15 Wisdom check, as magical beasts are different from normal animals. [i]Prerequisites:[/i] Knowledge (nature) 10 ranks, summon nature's ally. Control Elemental (Su): The druid can wrest control of an elemental from another person or gain control of an uncontrolled elemental. The former requires an opposed Charisma check, which can be made once per round as a standard action. The latter merely requires a Charisma check against DC 10 + the elemental's ECL, which can be made once per round as a standard action. This ability is usable at will. [i]Prerequisites:[/i] Knowledge (nature) 10 ranks, elemental touch or weather resistance, summon elemental Flight: As a standard action, the druid can call upon the wind to bear him aloft. He can then fly (as the spell) at his normal base speed with perfect maneuverability for as long as he maintains concentration. [i]Prerequisites:[/i] Knowledge (nature) 10 ranks, Control winds [b]Hierophant (15th)[/b] Control Element (Su): 1 + Wis bonus times per day, an Elemental Lord can control large amounts of elemental matter. In order to exert control, he must be within 5 feet per class level of the element and must be able to see or touch it. Gaining initial control of the element is a full-round action; thereafter, he must maintain concentration, and can control it for up to 1 round per class level. He can manipulate up to 10 cubic feet per class level, all of which must be touching - he can't control several separate fires, for instance. What a druid can actually do is subject to the player's imagination and the DM's discretion. An Elemental Lord could, for instance, create animals out of existing sources of fire and control their movement, or simply make a mass of fire move on its own; make the ground move (ripple, open up under someone or something, or rise), create hands to grapple or pummel, or change its consistency, turning earth into fine dust or quicksand, or stone into mud or sand. A Stormlord can can raise or lower water, as the spell [i]control water[i], or create a small tidal wave (enough to swamp a small boat), or create tentacles of water that can snatch creatures nearby or in the water (within 10 feet of the water source) and drag them under to drown, or could create a miniature dust devil that deals 1d6 points of damage per round to anyone caught in it (creatures and objects of Tiny or smaller size could be swept away). Treat a controlled elemental mass as an elemental of the same size, except that it has no hit points and cannot be damaged (but it can be dispelled). The druid can relinquish control at any time as a free action; if he loses concentration for any reason, the element automatically becomes inert; air, fire and water constructs revert to their normal state (i.e., disperse), while earth usually remains changed (pillars of rock raised from the ground, for instance). [i]Prerequisites:[/i] Knowledge (nature) 15 ranks, elemental touch, control elemental Control Plants (Su): 1 + Wis bonus times per day, a Verdant Lord can exert control over all nonsentient plants within 5 feet per class level. He can either maintain concentration and make them take specific actions or let them freely act on a given command. If he concentrates, he can have the plants do anything of which they are capable – trees can move their branches to lash at or hinder opponents, vines and bushes can move to entangle foes or move out of the druid's way to provide a clear path. Plants cannot uproot themselves, however; if the druid loses his concentration, they will continue to carry out the last command given until he resumes concentration or the duration runs out. If the druid gives a simple command, plants in the area will do their best to carry it out - again, to the limits of their abilities. As above, these commands are usually limited to hindering or killing foes – if they are hindering, each enemy must make a Reflex save (DC 10 + 1/2 the druid's level + druid's Wis bonus) each round or become entangled, as the spell; even on a successful save, they take 1d4 points of damage from thorns, lashing branches, etc. If the command is given to kill, each enemy must make a Reflex save each round or take 2d6 points of damage (a successful save halves the damage; a natural 1 doubles it). The control lasts for 1 round per class level or until the druid dismisses it; commands can be no more than 10 words long and can be changed once per round as a standard action. [i]Prerequisites:[/i] Knowledge (nature) 15 ranks, burgeoning touch Control Weather (Su): 1 + Wis bonus times per day, a Stormlord can call up a specific weather phenomenon – a tornado, strong winds, lightning, a rainstorm, etc. If there is not already a storm present, it requires 5 minutes to do so. Calling lightning, high winds, or other normal phenomena from a storm is a full-round action; the druid can direct lightning strikes (up to 1 per class level, as the call lightning spell) at any target he can see within 50 feet per class level. [i]Prerequisites:[/i] Knowledge (nature) 15 ranks, control element, control winds[/i][/i][/i][/i][/i][/i][/i][/i][/i][/i] [/QUOTE]
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