Variant Druid

Amnarii

First Post
Totemic Druid

(A Druid based class inspired by the Animal Lord and Geomancer Prestige Classes)
[Also note that I am using the 3.5 druid's skills and weapons/armor for this class; meaning that while they have limited proficiencies, this druid can use any weapon out there without violating his oaths]

Alignment: Any Neutral
Hit Dice: d8

The druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare his spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the below table. In addition, he receives bonus spells per day if he has a high Wisdom score. He does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell). The summons spell may only be used to call animals with which the druid has an affinity (per the Totemic Affinity Ability), though any Summon Nature's Ally spell prepared in advance may be used to summon other animals as usual.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to his own or his deity's (if he has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Spells per day:
Code:
[color=silver]Lvl	0	1st 	2nd 	3rd 	4th 	5th 	6th 	7th 	8th 	9th 
.	.	.	.	.	.	.	.	.	.
1	1	0*	--	--	--	--	--	--	--	--
2	2	1	--	--	--	--	--	--	--	--
3	2	1	0*	--	--	--	--	--	--	--
4	2	1	1	--	--	--	--	--	--	--
5	2	1	1	0*	--	--	--	--	--	--
6	3	2	1	1	--	--	--	--	--	--
7	3	2	1	1	0*	--	--	--	--	--
8	3	2	2	1	1	--	--	--	--	--
9	3	2	2	1	1	0*	--	--	--	--
10	3	2	2	2	1	1	--	--	--	--
11	3	2	2	2	1	1	0*	--	--	--
12	3	2	2	2	2	1	1	--	--	--
13	3	2	2	2	2	1	1	0*	--	--
14	3	2	2	2	2	2	1	1	--	--
15	3	2	2	2	2	2	1	1	0*	--
16	3	3	2	2	2	2	2	1	1	--
17	3	3	3	2	2	2	2	1	1	0*
18	3	3	3	3	2	2	2	2	1	1
19	3	3	3	3	3	2	2	2	2	1
20	3	3	3	3	3	3	2	2	2	2[/color]
*The druid only gains a spell of this level if he receives a bonus spell of this level due to high Wisdom. Ex.: At 1st level, a druid is unable to cast any first level spells if he does not receive a bonus spell of first level due to high Wisdom.

The Totemic Druid:
Code:
[color=coral]
Lvl	BAB	Fort	Ref	Will	Special
1	+0	+2	+0	+2	Totem Affinity
2	+1	+3	+0	+3	Drift I
3	+2	+3	+1	+3	Totemic Speech
4	+3	+4	+1	+4	Drift II
5	+3	+4	+1	+4	Lesser Wild Shape
6	+4	+5	+2	+5	Drift II
7	+5	+5	+2	+5	
8	+6	+6	+2	+6	Drift III
9	+6	+6	+3	+6	Nature’s Tongue
10	+7	+7	+3	+7	Drift III
11	+8	+7	+3	+7	
12	+9	+8	+4	+8	Drift IV
13	+9	+8	+4	+8	Thousand Faces
14	+10	+9	+4	+9	Drift IV
15	+11	+9	+5	+9	Timeless Body
16	+12	+10	+5	+10	Drift V, Legendary Wild Shape
17	+12	+10	+5	+10	
18	+13	+11	+6	+11	Drift V
19	+14	+11	+6	+11	
20	+15	+12	+6	+12	Drift V[/color]
Totem Affinity: Beginning at first level, the totemic druid selects an animal representative of his chosen spirit guide, and forms an affinity with all animals of this type. Because of this affinity, all animals of the appropriate type automatically have a friendly attitude toward the druid.

For example, if a Totemic Druid's spirit guide is symbolized by a giant timberwolf, the druid would have an affinity for all types of wolves and all types of dogs. If the spirit guide chose the hawk to be its symbol, the druid would have an affinity for birds of all forms.

The druid gains the ability to sense all animals of the appropriate type within a radius of miles equal to his level squared (a 1 mile radius for 1st level druids, 4 mile radius for 2nd level druids, all the way up to a 400 mile radius for 20th level druids). This ability alone does not allow the druid to communicate with those animals, but merely detect their presence.

The druid is also able to read signs based on his totemic animals – be it in their behavior, their droppings, a trail left by one, or anything else which is related to his totemic animal. There is no set game mechanic for this, but it is rather an option provided for DMs to encourage and/or reward good roleplaying. (One suggestion using 3.0ed rules is to allow a scry skill check using the animals or their leavings as a medium to perform the scrying)

Drift: At second level and every other level thereafter, the druid begins to ‘drift’ or evolve into another form based on his affinity for nature as a whole, as well as to the totemic animals of his spirit guide. Drift is divided into stages. The first drift of each stage must be related to the druid’s totemic animal group; all others may be related to other animals or nature itself. If a lower stage drift is desired at higher levels, it may be substituted for the higher stage drift. For example, at tenth level a Stage 3 Drift is gained, but the player may choose to take another Stage 2 Drift instead - but he may not take three Stage 1 drifts or a Stage 2 and a Stage 1.

Stage 1: Purely cosmetic changes, which have no impact on game mechanics.
·Feathers replacing hair
·A light fur growing on the body
·Animalistic markings or hair colorings
·Minor changes to size/shape of body parts (eyes, nose, fingers, ears, etc.)
·Growing a tail

Stage 2: Minor physical alterations, which can give skill bonuses or replicate minor effects.
·+4 to a single skill (+8 if restricted to use in a certain environment or a certain time of day)
·survive without water (camel hump) or food (photosynthesis) for brief periods of time
·increased movement rate (+5’)
·slowed rate of damage from continual effects (weapons of wounding, poisons, etc.)

Stage 3: Slightly more involved physical alterations, allowing new attack forms or special abilities.
·Natural attack – 1d3 (2 attacks) or 1d6 (single attack)
·Weapon Finesse (natural attack form)
·Water breathing / Lowlight Vision, etc.
·Gore / Charge / Rake, etc.

Stage 4: Again, a slightly more powerful physical alteration occurs, granting more unique attack forms and special abilities.
·Poison / Scent / Blindsight, etc.
·Flight
·Rage / Evasion / Uncanny Dodge, etc.
·Natural Armor (+3)

Stage 5: This final stage produces the most powerful physical alterations, granting very unusual abilities.
·Ability bonus (+2)
·Size change (one category up or down – includes all associated stat changes found in MMI)
·Damage Reduction (20/magic, 10/silver or 5/-)
·Spell Resistance (13 + an Ability Modifier)
·Spell-like ability (1st – 3rd level max) at will

Totemic Speech: The druid can speak with animals appropriate to his totem as if a Speak With Animals spell effect were constantly upon him. The creatures’ responses are, of course, limited by their natural intelligence and perceptions.

Starting at sixth level, the druid can extend this ability to converse telepathically with any animal of his selected group that he can sense (see Totem Affinity, above.)

Wild Shape: At fifth level, the druid is able to polymorph himself into the form of any animal (including dire and giant animals, but not legendary animals) in his selected totem group, though he is restricted to animals with the same or less hit dice than himself. As per the spell description (Polymorph Self), the druid regains hit points as if he had rested for a day each time he transforms. This ability may be used at will, though the healing properties only apply to damage sustained since the last time he changed forms. (This last bit simply means a druid may not switch forms repeatedly to heal massive damage.)

Nature’s Tongue: At 9th level, the druid gains the ability to communicate with any creature that is naturally capable of communication in some form. The creatures’ responses are, of course, limited by their natural intelligence and perceptions.

Legendary Wild Shape: Beginning at sixteenth level, the druid can assume the form of a legendary animal appropriate to his selected group. As with the standard wild shape ability, the druid may perform this at will, but regains lost hit points only for damage sustained since the last time he used this ability.

Thousand Faces: At 13th level, a druid gains the supernatural ability to change his appearance at will, as if using the spell alter self, but only while in his normal form.

Timeless Body: After achieving 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his time is up.

Ex-Druids: A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including his drifts, but not including weapon, armor, and shield proficiencies). He cannot thereafter gain levels as a druid until he atones (see the atonement spell description).
 
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