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{|border=1px !Level !!BAB !!Fort !!Ref !!Will !!Special !!<center>Maximum Spirit Level</center> |- |'''1st''' || +0 || +1 || +0 || +2 || Avatar of Nature (1 Spirit) || <center>1st</center> |- |'''2nd''' || +1 || +1 || +0 || +3 || Call to Life || <center>1st</center> |- |'''3rd''' || +2 || +2 || +1 || +3 || - || <center>2nd</center> |- |'''4th''' || +3 || +2 || +1 || +4 || Spirit's Protection (HP Bonus) || <center>2nd</center> |- |'''5th''' || +3 || +3 || +1 || +4 || Avatar of Nature (2 Spirits) || <center>2nd</center> |- |'''6th''' || +4 || +3 || +2 || +5 || - || <center>3rd</center> |- |'''7th''' || +5 || +3 || +2 || +5 || Spirit's Protection (AC Bonus) || <center>3rd</center> |- |'''8th''' || +6/+1 || +4 || +2 || +6 || Repress Nature's Sign || <center>3rd</center> |- |'''9th''' || +6/+1 || +4 || +3 || +6 || - || <center>4th</center> |- |'''10th''' || +7/+2 || +5 || +3 || +7 || Avatar of Nature (3 Spirits), Spirit's Protection (Spell Resistance) || <center>4th</center> |- |'''11th''' || +8/+3 || +5 || +3 || +7 || Spiritual Attunement (1 Ability) || <center>4th</center> |- |'''12th''' || +9/+4 || +6 || +4 || +8 || - || <center>5th</center> |- |'''13th''' || +9/+4 || +6 || +4 || +8 || Spirit's Protection (Bonus on Saves) || <center>5th</center> |- |'''14th''' || +10/+5 || +6 || +4 || +9 || Spiritual Attunement (2 Abilities) || <center>5th</center> |- |'''15th''' || +11/+6/+1 || +7 || +5 || +9 || Avatar of Nature (4 Spirits) || <center>6th</center> |- |'''16th''' || +12/+7/+2 || +7 || +5 || +10 || Spirit's Protection (Immunity to Mind-Affecting) || <center>6th</center> |- |'''17th''' || +12/+7/+2 || +8 || +5 || +10 || Spiritual Attunement (3 Abilities) || <center>6th</center> |- |'''18th''' || +13/+8/+3 || +8 || +6 || +11 || - || <center>7th</center> |- |'''19th''' || +14/+9/+4 || +8 || +6 || +11 || Spirit's Protection (Immunity to Petrification and Polymorph) || <center>7th</center> |- |'''20th''' || +15/+10/+5 || +9 || +6 || +12 || Avatar of Nature (6 Spirits), Spiritual Attunement (4 Abilities) || <center>7th</center> |} '''HD:''' d8 '''Class Skills:''' (4+Int, x4 at 1st level). A druid receives the Druid skill set and selects two other skill sets. '''Prowess:''' A druid receives 4 prowess per level. '''Proficiencies:''' Druids are proficient with all simple weapons and with light and medium armor and shields (but not tower shields). '''Avatar of Nature (Su):''' Druids are sublime avatars of nature and can call spirits of natural power forth to grant them abilities. A druid may call forth a spirit by enacting a ten-minute ritual: once complete, the druid gains the powers associated with the spirit he summoned for 24 hours. If interrupted, the druid must start again at a later time. Druids are limited to a small number of concurrent spiritual binds according to their level (1 at 1st, 2 at 5th, 3 at 10th, 4 at 15th, and 6 at 20th), and are also limited to what kind of spirits they may bind according to their level (1st only at 1st level, 2nd at 3rd level, 3rd at 6th level, 4th at 9th level, 5th at 12th level, 6th at 15th level, and 7th at 18th level). Binding a spirit and becoming an avatar of nature is a supernatural effect, though some of the abilities created by spirits are extraordinary or spell-like. Unless otherwise designated, spirit's powers are supernatural. Spiritual powers that have saving throws use 10 + 1/2 class level + Cha modifier unless otherwise notated. Each spirit possesses five kinds of abilities: an at-will power, an encounter power, a daily power, a passive power, and a nature's sign. At-will powers can be used as frequently as you like. Most require standard actions. Encounter powers may be used once per encounter. Daily powers may only be used once over the course of the spirit's presence. Passive powers are always-active abilities. Nature's sign includes the spirit's effect on your physical and emotional self: some spirits alter your form, while others change your mannerisms or your thought patterns. '''Call to Life (Su):''' Starting at second level, a druid gains the ability to bring a spirit he has created a contract with already to life for a few brief moments. By spending a standard action and disabling the abilities related to one spirit (whether he still may use them or not), he may summon the creature described in the "Call" section of each spirit. The creature appears at the start of the druid's next turn in a square within 30' of the druid. The summoned spirit has access to all its typical abilities as well as any extra abilities indicated by the "Call" section. If those additional abilities include the use of the spirit's encounter or daily powers, the spirit may only use them if they would still have been available to the summoning druid. Should the summoned creature perish, the druid loses access to that spirit and its powers for the rest of the spirit's duration, and he further may not bind that spirit again for an additional 24 hours. If the summoned creature is still alive at the end of the summon's duration, it reverts to spirit form, and the druid regains the use of any abilities associated with that spirit. Should the spirit have used encounter or daily abilities while summoned, those abilities remain unusable for the druid until they would normally have recharged. A druid may only have one spirit called to life at a time. '''Spirit's Protection (Su):''' Starting at fourth level, a druid gains additional power from spirits he is bound to. At fourth level, a druid gains bonus hit points equal to the highest level spirit he is able to bind squared (+4 at 4th, +9 at 6th, +16 at 9th, +25 at 12th, +36 at 15th, and +49 at 18th) whenever he is bound to a spirit. At seventh level, a druid gains an enhancement bonus to natural AC equal to his Wisdom modifier as long as he is bound to a spirit. At tenth level, a druid gains Spell Resistance equal to 10 plus his druid level as long as he is bound to a spirit. At thirteenth level, a druid gains an insight bonus on saving throws equal to his Charisma modifier as long as he is bound to a spirit. At sixteenth level, a druid gains immunity to mind-affecting spells as long as he is bound to a spirit. At nineteenth level, a druid gains immunity to polymorph, petrification, and any ability that would negatively change his physical form (excluding Nature's Sign) as long as he is bound to a spirit. '''Repress Nature's Sign (Su):''' Starting at eighth level, a druid may suppress side effects of binds for a short time. By spending a swift action to make a Will save (DC 15 + twice the bind's level, so that a fourth level spirit would have a DC 23 Will save), a druid can suppress the effects of one spirit's Nature's Sign ability. While suppressed, the druid displays no aspects of the Nature's Sign ability from the chosen spirit, nor do they suffer any relevant penalties or enjoy any relevant bonuses provided specifically by the Nature's Sign ability of that spirit. The duration of suppression is based upon how much the druid beats the save DC by: {|border=1px !Beats Save DC By... !!Duration of Suppression |- |3 or less || 1 minute |- |4 to 6 || 5 minutes |- |7 to 10 || 10 minutes |- |11 to 15 || 1 hour |- |16 or more || Until the end of the bind's duration |} He must have this spirit currently bound to perform this action. Suppressing a spirit's sign generally has no effect on the abilities granted to a druid from that spirit, but in some cases the sign must be revealed to use all or some of a spirit's abilities. A druid may resume displaying a spirit's sign as a swift action. Spiritual Attunement: use some spirit abilities even when not bound ==Spirits== Each Spirit, while bound, confers several active abilities to the druid, as well as a passive ability. In exchange, the druid takes on Nature's Sign, an indelible marking which varies according to the spirit. Anything which suppresses supernatural abilities also suppresses spirit abilities and Nature's Sign, even those which are preternatural or extraordinary abilities. '''At-Will (Su):''' An ability usable at will as long as the spirit is bound. '''Per Encounter (Su):''' An ability usable once per encounter while the spirit is bound. '''Daily (Su):''' An ability usable once each day that the spirit is bound. '''Passive (Su):''' An always-on ability that remains active for the duration of the bond. '''Nature's Sign (Su):''' Physiological and behavioral alterations that manifest as a side effect of the bond. More powerful spirits exhibit more taxing Signs. '''Call (Su):''' Most spirits can be called forth through the bond link, becoming manifested as entities outside the druid's own body for a limited time. A spirit slain while manifest in this fashion cannot be rebound for 24 hours, and any current bond the druid holds with it goes silent. While a spirit is called forth, a druid loses access to the spirit's abilities but retains the associated sign. ===Inimical and Demesne Spirits=== The spirit realm of nature is host to many different spirits, each their own distinct entity. These spirits have their own relations amongst one another. '''Inimical''' spirits are opposed to one another. If a druid attempts to bind inimical spirits, the lower-ranked spirit will react with outrage. The bond will fall silent, and the spirit will resist any new bonding until the greater-ranked spirit has been left unbonded for at least 24 hours. Two same-ranked inimical spirits will both take affront and go silent. In addition to both bonds becoming unusable for 24 hours, the druid will gain one negative level for the rest of the day. ''Example:'' Fax attempts to bind Drought and Water at the same time. The Water spirit, an enemy of Drought, silences its bond with Fax, as Drought is more powerful. '''Demesne''' spirits are aligned to one another, with one spirit subservient to another. If a druid binds two (or more) spirits of the same demesne, he or she is granted an additional use of the lower-ranked spirit's daily ability. Further, the Nature's Sign of the lower-ranked spirit does not manifest, as the collective manifestation of the demesne spirits is encompassed by the Nature's Sign of the highest-ranked spirit bonded. ''Example:'' Fax binds both Water and Ocean at the same time. As Water is within Ocean's demesne, Fax does not manifest the Nature's Sign of the Water spirit, and gains a second daily use of Torrent. Note that although two spirits may share a demesne, they are not necessarily inimical towards the same spirits. Although Water and Drought are inimical, and Water is in the demesne of Ocean, Ocean and Drought are not inimical. ===1st=== ====Badger==== '''Bearslayer (Su):''' As a swift action, you can augment your damage based upon the difference in size between you and your opponent. For each size category your opponent is larger than you, add an additional 1d4 points of damage to melee damage you inflict to them this turn. This ability is usable at-will. '''Frenzy (Su):''' Once per encounter, you may fly into a rage similar to that of a barbarian as a swift action. While in this frenzy, you gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to Will saves, but you suffer a -2 penalty to your Armor Class. You also gain two claws and a bite attack. Your claws deal 1d3 points of damage, while your bite deals 1d4. If you already possess claws or a bite attack, instead increase their damage size by one step. Your natural attacks also have an enhancement bonus equal to the maximum number of spirits you can bind minus one. This frenzy lasts for a number of rounds equal to your (new) Constitution modifier. '''Warren (Su):''' Once per day, you may dig out an underground warren suitable for resting in. The warren is large enough for one creature to rest in per druid level. Resting in this environment is both comforting and magically-enhanced, so a creature that rests in a warren created this way heals hit points and ability damage as if they had rested overnight, despite the warren only existing for a fraction of that time. Despite creatures healing as if they had rested overnight, a warren's shelter is not sufficient to regain spent spells: those instances still require eight hours of rest, and as such the warren does not provide ample time to regain spellcasting ability. This ability takes ten minutes of burrowing to complete and may be used once per day. You cannot create a warren unless you are standing on solid, natural ground. While the entrance to a warren can be hidden by placement or by disguise, neither of these are provided intrinsically by this ability. A warren created in this fashion lasts for two hours--enough time to rest--before ejecting all inside and sealing itself. '''Rough and Tumble (Su):''' While bound to Badger, you gain the Diehard feat as a bonus feat. Treat this bonus feat as if you had invested prowess equal to your druid level into it. '''Nature's Sign (Su):''' A white stripe (made up of skin, scale, fur, or otherwise, as appropriate) forms, starting just over your nose, traveling over the top of your head, and runs down the length of your spine. '''Call (Su):''' ''(Badger)'' ====Bat==== '''Blackout (Su):''' As a swift action, you may create a 10' radius area of magical darkness within 30' called a blackout. You are capable of seeing in your own blackout, but to all other creatures the area is typical darkness except that it cannot be pierced by low-light vision or darkvision. A blackout lasts until the start of your next turn. This is a darkness effect, and acts as a spell with the darkness descriptor of a level equal to the number of spirits you have bound. Bats, druids that have Bat bound, and other creatures with an echolocation, blindsense, or blindsight ability can see normally in a blackout. This ability is usable at will. '''Screech (Su):''' As a standard action, you may create a high-pitched screech with your voice that is loud enough to cause damage. The screech takes the shape of a 30' cone and deals 1d6 points of sonic damage, plus an additional 1d6 points of sonic damage for each spirit other than Bat that you have bound. Living creatures damaged by the effect are also deafened for one minute. A successful Fortitude save halves the damage and negates the deafening effect. Objects within the area take damage from the screech: objects of crystal, glass, or other fragile substances do not receive a saving throw against this effect. This ability is usable once per encounter and has no effect in areas that have been ''silenced''. '''Fearsome Gaze (Su):''' As a standard action, you may fill your eyes with fear and dread, causing all you gaze upon to trigger their most base phobias. You gain a gaze attack for one minute. Any creature affected by your gaze attack must make a Will save or become shaken. A creature already shaken who is affected by this ability instead becomes frightened. This ability cannot make a creature panicked. This is a mind-affecting fear effect and is usable once per day. '''Echolocation (Su):''' As long as you are not deafened or in an area of ''silence'', you gain blindsense 10'. Increase the range of this ability by 10' for each spirit other than Bat that you have bound. '''Nature's Sign (Su):''' Your ears enlarge and grow pointy and ridged, like those of a bat. Your eyes also enlarge slightly, and your eyes turn black. You find yourself more dependent upon your hearing than your sight to determine where things are: this inflicts a -2 penalty to your ranged attack rolls. '''Call (Su):''' ''(Bat Swarm)'' ====Beetle==== '''Shellball (Su):''' As a move action, you can roll into a ball. Doing so shrinks yourself by one size increment, increasing your natural armor by 3, your ground speed by 10', and providing a +3 bonus to Acrobatics checks. A second move action ends the effect and returns you to your regular form. While in this form, you may not make any attacks or take any actions other than moving or returning to your regular form. This ability is usable at will. '''Crushing Roll (Su):''' As a standard action while using your Shellball ability, you can move up to twice your speed and literally run over any opponents in your path. To trample an opponent with this ability, you merely have to move over the opponents in your path; any creature whose space is completely covered by your movement is subject to the trample attack. If a target's space is larger than 5 feet, it is only considered trampled if you move over all the squares it occupies. Affected creatures take 1d6 points of damage, plus one-half your Strength modifier. Double this damage for each spirit other than Beetle you have bound (so 2d6 plus your Str for two spirits, 3d6 plus one and a half times your Str for three spirits, 4d6 plus two times your Str for four spirits, etc.) If you move over only some of a target's space, the target can make an attack of opportunity against you at a -4 penalty. If you accidentally end your movement in an illegal space, return to the last legal position you occupied, or the closest legal position, whichever is closer. Feats and abilities that work with the overrun or trample special attacks also function with this ability. Since this is an attack that includes movement, it does not provoke attacks of opportunity. This ability is usable once per encounter. '''Mudshape (Sp):''' This ability functions like ''stone shape'' except it only targets dirt, mud, and other loose soil. Mudshape's maximum volume of shaped dirt is 10 cubic feet, plus 5 cubic feet per level. Substitute your druid level for your caster level. '''Carapace (Su):''' Your hard carapace grants you a +3 bonus to your natural Armor Class. Increase the bonus by the number of spirits other than Beetle you have bound (so that if you have four spirits including Beetle bound, you gain a total of a +6 bonus to your natural Armor Class). Also, double your carrying capacity: beetles and insects carry several times their weight with nary a care. '''Nature's Sign (Su):''' You grow a hard, chitinous, beetle-like shell over your back. This makes it impossible to wear armor, though no other magical item slots are affected by this change. '''Call (Su):''' ''(Giant Bombardier Beetle/Giant Fire Beetle)'' ====Flower==== ''(Grig)'' ====Hare==== '''Hare''' is inimical with Wolf. '''Leap (Su):''' As a swift action, you may make an Athletics check. For each five points on your Athletics check, you may move up to five feet horizontally, as if you were jumping. '''Adroit Dodge (Su):''' Once per encounter, as a swift action, you may gain a +4 dodge bonus to your AC for a number of rounds equal to your Charisma modifier. '''Woodland Stride (Su):''' Once per day, as a standard action, you may gain woodland stride (as the ranger ability) for 10 minutes per Druid level. '''Prey's Senses (Su):''' You gain Run as a bonus feat and a +4 bonus to Awareness. Increase the bonus to Awareness by 1 for each spirit other than Hare that you are bound to. '''Nature's Sign (Su):''' You are constantly skittish and jump at loud noises. You suffer a general tendency towards flight rather than fighting (including a -2 penalty on saving throws against Fear effects). In particular, you have an unnatural fear towards dogs and dog-like creatures. '''Call (Su):''' ''(rabbit)'' ====Mole==== '''Mole''' is inimical with flying spirits (Bat, Owl, Raven, and Hawk) and with air-based spirits (Air and Cyclone). Mole is within the same demesne as Earth, Mountain, and Earthquake. '''Dig (Su):''' As a move action, you may burrow up to your land speed. If you end your movement underground, you must hold your breath or begin to suffocate. '''Entrench (Su):''' As a move action, you may create an entrenchment. A trench is 15' long, must begin and end in squares you are adjacent to, and must be in a straight line. A trench creates a 5' wide by 15' long depression into the ground, and on one side of it a similarly-sized pile of packed earth. An entrenchment created in this way is permanent, though it can only be formed from dirt, soil, or other loose ground. The depression dips down five feet, and the embankment similarly rises five feet--a creature with a reach or ranged weapon behind an embankment threatens as normal, but a creature within the trench does not threaten the other side of the embankment. Climbing up the embankment from within the trench requires a DC 15 Climb check; climbing up the embankment from outside the trench requires a DC 10 Climb check. Trenches are occasionally filled with water or other liquids: if so, they inflict movement penalties (and occasionally damage) as appropriate. Multiple applications of this ability (whether over a long period of time or by multiple druids working in unison) can create fortifications, moats, irrigation, or streams. This ability is usable once per encounter. '''Excavate (Su):''' As a full-round action, you may burrow up to your land speed, leaving a tunnel behind you large enough to accommodate creatures of your size or smaller easily. Creatures larger than you must squeeze to fit through the tunnel. The tunnel is permanent, but you can collapse the tunnel with a second full-round action as long as you are adjacent to the tunnel. This ability (one creation and one destruction) is usable once per day. '''Earth's Eyes (Su):''' You gain tremorsense as long as you are in contact with the ground. It has a 10' radius, +10' for each other spirit you have bound. '''Nature's Sign (Su):''' Your eyes grow small and beady, and your fingers end in long digging claws. Unfortunately, these claws are not useful in combat, nor are they accustomed for fine-motor skills. You take a -2 penalty on Dexterity-related skill checks. '''Call (Su):''' ''(brain mole)'' ====Otter==== '''Swim (Su):''' As a move action, you may swim up to your land speed. '''Magic Stone (Sp):''' Once per encounter, you may cast ''magic stone'' as a spell-like ability. Use your druid level as your caster level. You may throw these stones while underwater at no penalty. '''Wake (Su):''' Once per day, you may charge a foe, trailing a wake of water. As part of this ability, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to twice your land speed. A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of your charge take 2d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake. The wake is treated as having a Strength modifier equal to your Constitution modifier for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone and are bull-rushed directly away from you. A creature may only be affected once in a round by this wake. This ability is extraordinary if used underwater. '''At Home in the Water (Ex):''' You gain the ability to hold your breath for an extended amount of time. Triple the normal amount of time you would normally be able to hold your breath. '''Nature's Sign (Su):''' You grow short, smooth fur all over your body. This fur traps air within it when wet, which keeps you warm in cold water. '''Call (Su):''' ''(Otter)'' ====Owl==== '''Talon Rake (Ex):''' As a standard action, you may make an attack with your talons. You may take a -4 penalty on this attack roll to add an additional 1d6 damage to the attack. You do not provoke attacks of opportunity when using your talon rake. You must display Owl's sign to use this ability. '''Silent Swoop (Ex):''' Once per encounter as a standard action, you may move up to your speed and make a single attack against a foe, who is considered flat-footed. You do not provoke attacks of opportunity at any point during this movement. You may substitute a talon rake for the attack. '''Predatory Perch (Su):''' Once per day, you may stand perfectly still for 1 round, taking no actions except to look around. If left undisturbed, you regain 2d8 hit points, and get a +2 bonus to attack and damage rolls for the next three rounds against any enemy you have line of sight to during your perch. '''Silent Hunter (Su):''' You acquire talons as natural weapons while this bond is active (1d6 slashing). You get a +2 bonus to attacks made against flying creatures, and a +2 bonus to attacks made against creatures of a lower size category. You gain a +4 bonus to Search and Stealth checks. '''Nature's Sign (Su):''' Your eyes become yellow-tinted, and you have difficulty adjusting your gaze without turning your head. You become slightly farsighted. You develop slight feathering around your eyes and ears, and your fingers become stiffer and grow talons. You feel tired during the day and more energetic at night, and feel an impulse to attack creatures smaller than yourself. '''Call (Su):''' If called forth, the Owl spirit emerges as an advanced owl with 2 HD. The Owl spirit has the talon rake, silent swoop, predatory perch and silent hunter abilities. The Owl spirit will remain for a number of rounds equal to 2 plus your Charisma modifier. ====Raccoon==== '''Bandit Mask (Su):''' As a standard action, you may assume the likeness of any creature that shares both your current Size and your current Type. This is merely a change of appearance, not of physical form, so your retain your original racial stat adjustments and abilities. Treat this as a ''disguise self'' spell that does not affect your possessions and is not an illusion. This change lasts until you dismiss it (a free action), until you activate it again, or until you attack a creature (even if with a spell or ability). When using this ability to create a disguise, you gain a +10 circumstance bonus on Disguise checks. This ability is usable at will. '''Filch (Ex):''' As a standard action, you may attempt to grab a small article from your opponent. First, make a melee attack roll at your full Base Attack Bonus. Treat this as an unarmed strike, except that you are treated as if you are armed. If you hit, you dela no damage: instead, immediately make a contested Dexterity check. If you succeed, you can take a Small or smaller object of your choice from your foe. An attended object (such as a dagger in foe's hand) can be taken, but these instead require a successful Disarm check instead of a Dexterity check. This ability is usable once per encounter. '''Miser's Scent (Sp):''' You gain the ability to sense deposits of valuable material. Treat this as a ''detect magic'' spell, except that in the first round you detect the presence or absence of vaulables; in the second round you detect the number of different groups of wealth and the largest one; and in the third the material (gold, silver, platinum, gems, stone, etc.) and the form (bars, cut gems, raw gems, mineral veins, coins, art, etc.) the wealth takes. You may use this ability once daily, and its effect lasts for as long as you concentrate, plus a number of rounds equal to your druid level. '''Break and Enter (Su):''' You gain the Trapfinding ability. You also gain a +2 circumstance bonus to Athletics, Acrobatics, Disable Device, Disguise, and Stealth checks. '''Nature's Sign (Su):''' Your skin darkens around your eyes, making you appear as if you have ash, soot, or even a mask around your eyes, like that of a raccoon. This discoloration remains even when you use your Bandit Mask ability, though it lessens somewhat when you do so. You become completely colorblind (seeing entirely in gray-scale), and you feel a desperate need to wash your food before you eat it, even if it is fully cooked. '''Call (Su):''' ''(Weasel)'' ====Raven==== '''Raven''' is inimical with some earthen spirits (Earth and Earthquake). '''Flit (Su):''' As a move action, you may fly up to your land speed. You must end your movement on a solid surface or fall. While using this ability, you have Good maneuverability. '''Dark Fate (Su):''' Once per encounter, as an immediate action, you may force an opponent within 30' (plus 5' per point of your Charisma modifier) to reroll an attack roll, skill check, or saving throw they just succeeded upon. They must take the second result. '''Entice (Su):''' Once per day, you may attempt to entice an object away from an intelligent creature within 30' by commanding them to give you their possessions as a standard action. The creature must make a Will save (DC 10 + 1/2 class level + Cha modifier) or be forced to spend its next action walking up to you and giving you whatever object or objects it currently holds in its hands. If the creature cannot reach you within a double move, it moves as close as it can and halts: if the object is small enough to be thrown, the creature will attempt to toss it to you. A creature who acts in this fashion will not move through an obviously dangerous area to complete this transaction. If the object held is shiny or reflective, the force of your conviction in your request increases the save DC of this ability by 2. The creature is fully aware of their actions, but is unable to halt them until the object or objects are out of their grasp--after that, however, they may be less than happy about giving up the item. This is a Compulsion effect, and you must share a language with the creature. '''Mimicking Voice (Su):''' You are constantly affected as if by a ''ventriloquism'' spell. '''Nature's Sign (Su):''' Your arms become covered in black feathers, and your fingers spread out, creating elongated, misshapen wings. The irises of your eyes turn yellow, and you suffer a predilection for shiny objects. '''Call (Su):''' ''(Raven)'' ====Snake==== '''Snake's Maw (Su):''' You gain a bite attack. This is a natural attack that deals 1d6 damage. If you have no other natural attacks, it is your primary natural attack; otherwise, it is a secondary natural attack. You must display Snake's sign to use this ability. '''Envenomed Fangs (Su):''' Once per encounter, you may infuse your bite attack with a potent venom. As an immediate action after biting an opponent, you may force them to make a Fortitude save (DC 10 + 1/2 your druid level + your Con modifier) or take an additional 1d6 plus your Con modifier points of damage immediately and damage equal to your Con modifier each round for the next minute. You must display Snake's sign to use this ability. '''Serpent's Gullet (Su):''' Once per day, while grappling an opponent you have just bitten with your bite attack, you may attempt to swallow them whole with a successful Grapple check. Once inside, the opponent takes 2d8 plus your Con modifier points of bludgeoning damage plus 2d6 points of acid damage per round from your gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage equal to or greater than 1/4 your maximum HP to the gizzard. Your gizzard uses your touch Armor Class. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. You may only have one creature swallowed at a time, and you may only swallow a creature smaller than your own size. You must display Snake's sign to use this ability. '''Constricting Grasp (Su):''' On a successful grapple check, you deal damage equal to your unarmed strike damage. If you have a natural claw or slam attack, you may instead substitute that attack's damage. '''Nature's Sign (Su):''' Your skin becomes scaly, and your jaw gains the ability to unhinge. Short venomous fangs grow in your mouth, and your irises narrow into slits. While not in a warm environment (50° or warmer), you suffer a 10' penalty to your all your movement speeds. '''Call (Su):''' ''medium viper'' ====Wolf==== '''Wolf''' is in the same demesne as Bear. '''Wolfpack Tactics (Su):''' As a swift action, after successfully damaging an opponent with a bite attack, you may initiate a trip attempt. You gain a +4 racial bonus on this trip check, but it follows all other rules of tripping normally. '''Howl (Su):''' Once per encounter, you may let out a mournful howl, signifying the start of a hunt. All allies within 30' of you gain a bonus on attack and damage rolls equal to the number of spirits you have bound or your Charisma modifier, whichever is lower, for the rest of the encounter. '''Predation (Su):''' Once per day, you may devour a dying enemy, killing them instantly. First, make an attack against an adjacent, dying creature. Your attack is automatically a critical hit, triggering feats and abilities that would trigger on a critical hit. If your opponent is slain by this ability, you gain a bonus on damage rolls equal to your Charisma modifier for the rest of the encounter. Further, any enemy within 30' of you when you use this ability must make a Will save or be rendered shaken for one minute. This ability is usable as a full-round action. '''Natural Tracker (Su):''' You gain the Scent ability, and you gain the Track feat as a bonus feat. '''Nature's Sign (Su):''' Your face shifts and alters to that of a wolf's. You gain a bite attack that 1d4 points of damage, and your nose picks up scents you couldn't before. You find your palate desires only meat, and preferably as raw as possible. Some druids bound to Wolf are mistaken for werewolves or similar creatures. '''Call (Su):''' ''(Wolf)'' ===2nd=== ====Bear==== ====Fox==== '''At-Will (Su):''' '''Encounter (Su):''' '''Daily (Su):''' '''Passive (Su):''' '''Nature's Sign (Su):''' '''Call:''' ''()'' ====Hawk==== ====Locust==== '''Locust Cloud (Ex):''' As a standard action, you may make an attack with a cloud of locusts anywhere within 10 feet. This is a swarm attack that deals 2d6 damage, and only affects living things. You must wait one round between uses of this ability. You must display Locust's sign to use this ability. '''Congregate (Su):''' Once per encounter as a standard action, you may magnify the size of your locust cloud until a full swarm forms around you. A locust swarm appears occupying your square, and may act as though present at the start of the round. The swarm acts independently of you, and may even attack your allies. This swarm dissipates in 2d4 rounds; until that happens, you may not use your locust cloud ability. You must display Locust's sign to use this ability. '''Devouring Hunger (Su):''' Once per day, you may rally your locusts and direct them to feed on either a plant or a living creature. Feeding on a plant has the effect of ''blight'' cast at your druid level, and gives you a +2 bonus to attack and damage rolls against living creatures for 24 hours if the targeted plant was Large or larger (most trees are Large). Feeding on an animal has the effect of ''vampiric touch'' cast at your druid level, save that it hits automatically. Should you acquire temporary hp from this effect, you gain a +2 bonus to attack and damage rolls against living creatures for 24 hours. You may use either effect in tandem with your locust cloud to target a plant or creature within the 10 ft. range. You must display Locust's sign to use this ability. '''Sworn to the Swarm (Su):''' You are immune to swarm damage. Locust swarms will not attack you or interfere with you. You are immune to the distraction ability of a swarm. Three times per day as a free action, you may roll 1d8 and subtract the result from damage dealt to you by an attack. You gain a +2 bonus to Dexterity. Your attacks deal +2 damage to living creatures, and a further +4 damage to plants. '''Nature's Sign (Su):''' You are constantly infested with a few hundred locusts, which remain around you. Your legs grow sharp barbs along the backs of your calves. You suffer a -4 penalty to Stealth, as you constantly buzz, chirp and click subconsciously. You feel constantly hungry. Once per day, you can and must create a ''diminish plants'' effect targeting sufficient plant life to be encompassed by the ''Prune Growth'' function; otherwise, the ''Stunt Growth'' effect occurs automatically at the end of the day. '''Call (Su):''' If called forth, the Locust spirit emerges as a locust swarm. The Locust spirit has the congregate, devouring hunger and sworn to the swarm abilities. The Locust spirit will remain for a number of rounds equal to 4 plus your Charisma modifier. ====Mouse==== ====Shark==== ====Spider==== '''Deadfall (Ex):''' If you are attached to a solid surface through your Spider Climb ability that is above an opponent, you may make use of your spinnerets to attack from an unorthodox angle. As a standard action, you may attach a web to the surface, drop up to 30' from above your opponent to within melee striking range, make a single attack, and then wind the web back up, moving back to your previous position. If you use your bite for your attack, it deals double damage. You may substitute a grapple attempt in place of the attack. This attack is considered a charge, conferring all benefits and penalties associated with one. You do not provoke attacks of opportunity from your target, but other creatures that threaten your path of movement retain their ability to make attacks of opportunity. '''Venomous Bite (Su):''' Once per encounter as an immediate action directly following a successful bite attack, you may inject your foe with a potent venom. For a number of rounds equal to your Constitution modifier, the creature must make a Fortitude save (DC 10 + 1/2 your druid class level + your Constitution modifier) at the start of their turn or take 2d6 damage from the venom coursing through their veins. You must display Spider's sign to use this ability. '''Spiderwebs (Sp):''' Once per day, you may cast ''web'' as the spell, substituting your druid level for your caster level. '''Spider Climb (Su):''' You are affected as if constantly under a ''spider climb'' spell. '''Nature's Sign (Su):''' Your hands become sticky and your eyes facet, giving you a total of eight eyes. This disorienting effect imposes a -1 penalty on attack rolls and a -2 penalty on Awareness checks. A coarse layer of fur sprouts across your limbs, and you grow web spinnerets from your back. You grow a pair of spider-like fangs from the corners of your mouth, granting you a bite attack that deals 1d4 damage (1d3 if you are Small). If you possess other natural attacks, this one is secondary. If you already possess a bite attack, instead increase its damage die by one step. '''Call (Su):''' ''(Monstrous spider)'' ====Tiger==== '''Rend (Su):''' If you strike an opponent with two or more natural attacks in a round, you may tear at their flesh, dealing extra damage. As a swift action, deal 2d4 plus twice your Strength bonus slashing damage to an opponent you have just struck with two or more natural attacks. If your claws possess an enhancement bonus, a special effect such as ''flaming'', overcome a particular kind of damage reduction, or any other effect, you may include that in your rend damage. '''Pounce (Su):''' Once per encounter, as a swift action, you may grant yourself the pounce ability for one round. '''Daily (Su):''' '''Predator's Weapons (Su):''' You gain a suite of natural attacks. You have two claw attacks that deal 1d4 damage and one bite attack that deals 1d6 damage. All your natural weapons gain the High Critical weapon property. If you already have either of these natural attacks, instead increase their damage die by one step. Your claws become your primary natural attack. '''Nature's Sign (Su):''' '''Call:''' ''(Tiger)'' ====Tree==== ''(Dryad)'' ====Vine==== ''(Assassin Vine)'' ===3rd=== ====Air==== ''(Air Elemental)'' ====Earth==== '''At-Will (Su):''' '''Per Encounter (Su):''' '''Daily (Su):''' Wall of stone '''Passive (Su):''' '''Nature's Sign (Su):''' '''Call (Su):''' ''(Earth Elemental)'' ====Ether==== ====Fire==== '''At-Will (Su):''' Fire breath '''Per Encounter (Su):''' '''Daily (Su):''' '''Passive (Su):''' '''Nature's Sign (Su):''' '''Call (Su):''' ''(Fire Elemental)'' ====Metal==== ''(Gorgon)'' ====Moon==== '''Moonbeam (Su):''' As a standard action, you may fire a ray of moonlight as a ranged touch attack against a target within 30 feet. You may choose to emit any of four variants: ''Scintillating:'' The ray deals 1d12 damage and dazzles the target for 1 round (no save). Treat this ray as though it had the ghost touch property. ''Pearly:'' The ray deals 2d6 damage and reduces the target's SR (if any) by 1d8+2 points for 3 rounds. ''White:'' The ray deals 2d8 damage, or 4d8 to fey and/or shapechangers. You get a +2 bonus to your attack roll with this ray. ''Blue:'' The ray deals 2d6 damage and outlines the target as a ''faerie fire'' effect for 1 minute. Your attack and damage rolls with a moonbeam suffer a -4 penalty if you are standing in an area of bright illumination. '''Lunar Flare (Su):''' Once per encounter as a standard action, you may create a ''dispel magic'' effect in a 30 ft. line at your druid level. This effect automatically penetrates and dispels spells, spell-like and supernatural abilities that create a figment or glamer. '''Moonlit Aura (Su):''' Once per day, you may shed moonlight in a 30 ft. radius for 1 minute. Allies within the radius at the start of their turns regain 1d8+1 hp. Foes within the aura must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become ''confused'' as the spell cast at your druid level; a successful save prevents that foe from being affected by this ''confusion'' for 24 hours. While within the aura, you and your allies get a +1 morale bonus on attack rolls and saving throws, while foes suffer a -1 morale penalty to same. Your moonlit aura is blocked by anything that would block normal light, and does not affect areas of bright illumination. '''Pearlescence (Su):''' You can see invisible creatures normally, and can also see through figments. You gain low-light vision and darkvision to 60 feet. Between dusk and dawn, you get a +1 circumstance bonus to attack rolls, damage rolls and saving throws. You get a +2 bonus to Will saves. You gain DR 5/magic. '''Nature's Sign (Su):''' Your skin becomes pale. You glow with a soft white light, equivalent to a permanent ''faerie fire'' effect. Your eyes become a solid, softly-glowing white. You develop insomnia. You suffer a -2 morale penalty to attack rolls, damage rolls, AC and saving throws while in broad daylight. '''Call (Su):''' If called forth, the Moon spirit emerges as an advanced blink dog with 8 HD and a +4 increase to its size-adjusted Dex and Con scores. The Moon spirit has the moonbeam, lunar flare, moonlit aura and pearlescence abilities. The Moon spirit will remain for a number of rounds equal to 6 plus your Charisma modifier. ====Shadow==== ''(Shadow Mastiff)'' ====Sun==== ====Water==== ====Wood==== '''Photosynthetic (Su):''' If you have Flower, Vine, and Tree bound, you gain the Photosynthetic template. ===4th=== ====Desert==== ====Forest==== ====Mountain==== ''(Stone Giant)'' ====Ocean==== ====Plain==== ====River==== ====Swamp==== ===5th=== ====Blizzard==== '''Spatterglaze (Su):''' As a standard action, you may unleash a burst of freezing precipitation in a 15 ft. diameter. Those caught within the burst take 3d8 cold damage and are slowed for 1d3 rounds due to the accumulation of glaze ice. A Reflex save (DC 10 + 1/2 HD + Con) negates the slowing effect; creatures with the Fire or Cold subtypes are immune to this slowing effect. '''Snow Storm (Sp):''' Once per encounter, you may summon a ''sleet storm'' (as the spell) cast at your druid level, either centered on your person as a swift action or to any point within the spell's range as a standard action. The Balance DC for this ''sleet storm'' is 15 instead of 10, and creatures within the area take 2d6 cold damage each round. '''Whiteout (Su):''' Once per day as a standard action, you may produce an intensely heavy snowstorm centered on your position, in a 40 ft. high cylinder with a 30 ft. radius. Creatures within the area of the whiteout have total concealment, become entangled, and take 4d6 cold damage each round. Once during the whiteout, you may use ''cone of cold'' as a caster of your druid level. The whiteout lasts for a number of rounds equal to your druid level, but ends if you leave the affected area. Terrain affected by the whiteout is considered difficult for 2d6 rounds after the whiteout ends, due to the heavy snow. '''Subzero (Su):''' You acquire the Cold subtype while this bond is active. Your natural armor increases by 2. Attacks against you suffer a 10% miss chance due to the blowing snow around you. You ignore concealment due to snowfall or blowing snow. Weapons you wield gain the frost ability. You move normally through snow, heavy snow, sleet and hail. You must display Blizzard's sign to use this ability. '''Nature's Sign (Su):''' You become surrounded by snowflakes. Slush accumulates anywhere you stand for too long. Creatures within 5 ft. of you suffer 1d6 cold damage each round from the freezing air around you, and liquids (other than oils) on your person begin to frost over, which may damage or destroy them. You suffer a -4 penalty to Dexterity. Your skin dries out as though chilled by a vicious winter wind, your hair becomes matted with sleet, and your demeanor becomes cold and harsh. '''Call (Su):''' If called forth, the Blizzard spirit emerges as an advanced winter wolf with HD equivalent to your druid levels. The Blizzard spirit gains the spatterglaze, snow storm, whiteout and subzero abilities. The Blizzard spirit will remain for a number of rounds equal to 10 plus your Charisma modifier. ====Cyclone==== ====Drought==== ====Earthquake==== '''At-Will (Su):''' Stomp attack '''Per Encounter (Su):''' '''Daily (Su):''' '''Passive (Su):''' '''Nature's Sign (Su):''' '''Call (Su):''' ====Thunderstorm==== '''At-Will (Su):''' '''Per Encounter (Su):''' call lightning sort of bolt power '''Daily (Su):''' '''Passive (Su):''' '''Nature's Sign (Su):''' '''Call (Su):''' ====Tide==== ====Volcano==== '''Lava Plume (Su):''' As a standard action, you may cause a minor eruption from any fixed horizontal surface within 10 feet. This eruption originates from a 5 ft. square and plumes to a height of 10 ft. before receding, causing 6d6 fire damage to any creature occupying the square. For the next 1d4 rounds, creatures moving through that square take 1d6 fire damage from residual magma and convection. '''Ash Cloud (Su):''' Once per encounter as a standard action, you may exhale a cone of hot ash or billowing smoke. The hot ash cone is 20 ft. long and provides total concealment for 1 round. At least one square of the ash cloud must share a border with your current square. Creatures within the cone take 12d6 fire damage, and may make a Reflex save (DC 10 + 1/2 HD + Con modifier) for half damage. The billowing smoke cone is 40 ft. long and provides total concealment for 2d4+Con modifier rounds. Creatures within the cone take 6d4 damage from the suffocating ash, and may make a Fortitude save (DC 10 + 1/2 HD + Con modifier) for half damage. '''Eruption (Su):''' Once per day, you may unleash a massive eruption from any fixed horizontal surface within 200 feet. This eruption takes the form of a cylinder of lava 30 ft. in diameter and 60 ft. in height, dealing 2d6 fire damage per class level. Creatures within 60 ft. of the cylinder's origin take 10d6 fire damage from convection, but may make a Reflex save (DC 10 + 1/2 HD + Con modifier) for half damage. For the next 2d6 rounds, creatures moving through that square take 1d6 fire damage from residual magma and convection. Causing an eruption prevents you from using your lava plume or ash cloud abilities for 1d6 rounds. '''Caldera (Su):''' You acquire the Fire subtype while this bond is active. Any physical attack that deals 10 or more damage to you results in a spurt of magma flying from the wound towards your attacker. If the attacker is within 5 ft. of you, he is automatically hit for 2d8 fire damage. You must display Volcano's sign to use this ability. '''Nature's Sign (Su):''' Your skin becomes dark, brittle and rocky. Every step you take leaves a smoldering, incandescent footstep, making you extremely easy to track. Creatures within 5 ft. of you suffer 1d6 fire damage each round from the intense heat roiling within you, and flammable objects on your person or touched by you ignite. Metal you touch is affected as by ''heat metal.'' You exhale smoke, cough up cooling lava, and when enraged you begin smoking at the mouth and glowing red. You are now quicker to anger, and hard to calm when enraged. '''Call (Su):''' If called forth, the Volcano spirit emerges as an advanced thoqqua with HD equivalent to your druid levels. The Volcano spirit has the lava plume, ash cloud, eruption and caldera abilities. The Volcano spirit will remain for a number of rounds equal to 10 plus your Charisma modifier. ===6th=== ====Autumn==== ====Spring==== ====Summer==== ====Winter==== '''Icicle (Su):''' As a standard action, you may form an icicle in your hand or at some point in midair within 100 feet. If formed in hand, the icicle becomes a ''+3 keen longsword'' that remains for five rounds or until it scores a critical hit. If formed in midair, the icicle descends immediately, causing 3d6 cold and 3d6 piercing damage to any creature occupying the square below. A Reflex save (DC 10 + 1/2 HD) negates the damage of the falling icicle. If you take at least 10 points of fire damage, or if either manifestation strikes a creature with the Fire subtype, the icicle melts away harmlessly. '''Boreal Pulse (Su):''' Once per encounter as a standard action, you may unleash a pulse of bitter cold as either a line or a ''freezing sphere'' cast at your druid level. The line is 5 ft. wide and stretches 5 ft. per druid level and deals 8d6 cold damage. In addition, creatures caught within the line are slowed for five rounds and affected as though by ''chill metal.'' A successful Reflex save (DC 10 + 1/2 HD + Dex) halves the damage and negates the slow effect. '''Winter's Cloak (Su):''' Once per day, you may wreath yourself in a cloak of wintry power as a swift action. You manifest an aura of winter in a 30 ft. radius around yourself. This aura is constantly affected as though by a ''sleet storm'' cast at your druid level, and creatures within the aura take 2d6 cold damage each round. Animals and vermin within the aura must make a Will save (DC 10 + 1/2 HD + Con modifier) or fall unconscious as they begin to hibernate, while plants and creatures with the Fire subtype must make a Fortitude save (DC 10 + 1/2 HD + Con modifier) or die. While the aura is active, you gain three uses of ''wall of ice'' and ''ice storm,'' two uses of ''cone of cold'' and one use of ''polar ray'' at your druid level, each of which can be used as a standard action until the duration of your winter's cloak expires. Your winter's cloak remains active for a number of rounds equal to your druid level, and can be dismissed at any time as a swift action. After it ends, you cannot use your icicle or boreal pulse abilities for 2d4 rounds. '''Winter's Heart (Su):''' You gain immunity to cold damage and the effects of extreme cold while this bond is active. Fire damage dealt to you is halved. You are constantly surrounded by a ''sleet storm'' in a radius of 15 ft., which you may suppress or restore as a standard action. Weapons you wield gain the icy burst ability. You do not need to make Balance checks related to movement over ice or snow, and move normally across ice and through snow, heavy snow, sleet and hail. You must display Winter's sign to use this ability. '''Nature's Sign (Su):''' Your skin becomes pale and clammy, and frost forms around your eyes, nose and mouth. Ice begins to build up all over your body as well as the ground you stand on. You suffer a -4 penalty to Dexterity. Creatures within 10 ft. of you take 2d6 cold damage each round. Metal you touch is affected as though by ''chill metal'', while other surfaces begin frosting over. Liquids (other than oils) within 5 feet of you begin to freeze, which may damage or destroy them as well as possibly rupturing their containers. The temperature within one mile of your location decreases by 5 degrees Fahrenheit, the skies are more frequently overcast, and local winds increase in severity by 10-15 mph. Unless the local season is winter, animals and some magical beasts will be uncomfortable in your presence. You become distant, withdrawn and uncaring, and shun warmth and fire. '''Call (Su):''' If called forth, the Winter spirit emerges as a mature adult white dragon. The Winter spirit has the boreal pulse and winter's heart abilities. The Winter spirit will remain for a number of rounds equal to 12 plus your Charisma modifier. ====Zodiac==== ''(You're on your own, Fax)'' ===7th=== ====Horjin, the Hunting Tiger==== ====Malarbor, Master of Elements==== ====Nelig, Mistress of the Wolves==== ====Raiven Anwell, Lady of the Land==== ====Vox Caelestia, Song of the Stars==== ==Feats== Druidic feats require you to be able to bind at least third-level spirits using the Avatar of Nature ability. They gain special benefits for particular races alongside more general benefits for everyone. ===Aerial [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Ameena, Elf, Xeph ===Earthen [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for dwarves, goblins, and earth-caste dromites. ===Etherial [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Elan, Maenad, Phrenic ===Fiery [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Phoe-Kun, Fire-Dromite, Dragonblooded ===Lunar [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Shifter, Gnoll, Half-Orc ===Marine [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Cold-Dromite, Half-Giant, Halfling ===Metalline [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Kobold, Gnome, Hobgoblin ===Solar [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Half-Elf, Lizardfolk, Minotaur ===Tenebrous [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Drow, Duergar, Orc ===Wooden [Druidic]=== ''Prerequisites:'' Able to bind 3rd level spirits ''Benefit:'' ''Special:'' special benefit for Russiti, Satyr, Sylvan
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