Friday, October 11, 2019

Campaign Design - Prestige Class: Penumbral Lord

Penumbral Lord (adapted from Relics & Rituals)

There are those who seek knowledge within darkness rather than candle-lit tomes. The greatest of these shadow magicians are the spellcasters known as penumbral lords. Where the shadowdancer uses borders between light and dark to enhance her fighting prowess, and the shadow adept weaves the substance of shadow to enhance their eldritch endeavors, the penumbral lord draws magical power from transgressing this boundary. His is the face never seen for the shadows that his its features. His is the figure seen only in outline by the light of the moon. These are the powers understood by none who do not embrace the darkness.

Only those versed in the magic of shadows may become penumbral lords. The class draws its recruits almost exclusively from the ranks of wizards and sorcerers, with almost all moving through the shadow adept class on their way to this one. Penumbral lords are highly secretive people who keep their own counsel, in large part because the Collegium and the Leucadian Brotherhood hunt them even more ruthlessly than they hunt the shadow adepts and shadowdancers. Though they seem to be exclusively introverted, many maintain a social facade, all the better to further their plots and intrigues. They might be found in the dark recesses of forgotten caves or in the shadowy halls of criminal guilds, or even in the high courts of the land - they live, in essence, wherever shadows fall.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a penumbral lord, one must meet the following criteria:
  • Skills: Hide 10+ ranks.
  • Feats: Shadow Magic and Still Spell.
  • Special: Must be able to cast three different illusion (shadow) spells, one of which must be shadow conjuration.
Class Skills
  • The penumbral lord's class skills (and the key ability for each skill) are Concentration (Con), Craft: Alchemy (Int), Decipher Script (Int), Hide (Dex), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Move Silently (Dex), Profession: Any (all skills taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the penumbral lord prestige class.
  • Base Attack Bonus: Poor. A penumbral gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A penumbral lord gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A penumbral lord gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A penumbral lord gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Penumbral lords gain no new proficiency with any weapons or armor.

  • Spells: Beginning at 1st level, a penumbral lord gains the ability to cast a number of arcane spells. The list of available spells is not as exhaustive as the spell list available to sorcerers and wizards, but the majority of these spells are available to penumbral lords prior to other arcane casters. A penumbral lord gains new spells with each level as reflected on the table below. To cast a spell, the peunumbral lord must have an Intelligence score of at least 10 + the spell's level. Penumbral lord bonus spells are based on Intelligence, and saving throws against these spells have a DC of (10 + spell level + the penumbral lord's Intelligence modifier). The penumbral lord's spell list appears here. A penumbral lord prepares and casts spells just as a wizard does, and adds spells to their spellbook in the same manner that a wizard does, including adding two new spells to their spellbook every time they gain a level in this class (see Arcane Magical Writings), except that the spells a penumbral lord chooses to place in their spellbook must be drawn from the penumbral lord spell list. For the purpose of determining caster level dependent effects of spells he casts, a penumbral lord's caster level is his penumbral lord level plus his caster level in all other arcane spellcasting classes.

  • Darkvision (Ex): At 1st level, a penumbral lord gains darkvision to 60 feet. Additionally, natural light cannot blind or penalize a penumbral lord, regardless of the penumbral lord's racial penalties.

  • Shadow Strength (Su): A penumbral lord's magic is often powered by tapping the energies of shadow itself. He slowly becomes adept at making such quasi-real illusions stronger. When casting spells from the shadow subschool of the illusion school that call for the illusion to posses a certain percentage of actual effectiveness, treat the creations of a penumbral lord as if they had a strength of (10% x the penumbral lord's class level) or as described in the spell description, whichever is greater. Because of he nature of shadow, these spells can never reproduce reality, so the maximum percentage strength of these spells is 75%, reached at 8th level.

  • Shadowcat Form (Sp): When a penumbral lord reaches 2nd level, he can transform himself into a shadowcat, a housecat formed entirely of shadows. The transformation requires a full-round action either to or from shadowcat form. The "cat" appears as a shadow flat upon the ground., in darkness, or within any shadowy area. A penumbral lord in shadowcat form adds +10 any Hide check. additionally, the shadowcat is two-dimensional so the penumbral lord can slip under doors or fit through any opening that is at ground level. Openings above the ground, such as an open window, are inaccessible in this form. Also note that a penumbral lord in this form cannot go up steps or otherwise move upward. He can move down in this manner, and no damage is sustained no matter the extent of the fall. This power may be used twice per day and lasts for (1d6 + the character's penumbral lord level) minutes. Transformation from shadowcat form when the duration has expired is a free action.

  • Shadowcast (Su): Beginning at 3rd level, a penumbral lord begins to tap the Shadow Realm for energy with which to power his magic. If the penumbral lord casts a spell within a shadowed area, he may choose not to lose the prepared spell when it is cast, but instead cast a nearly real version of the same spell with shadow magic. Penumbral lord spells up to 3rd level may be cast this way using Shadowcast I. Instead of losing the prepared spell, he instead loses hit points equal to the level of the spell (minimum 1 hit point). additionally, any saves allowed by a spell that has been shadowcast are made a +2. Spells cast in this way are not illusion (shadow) effects and cannot be disbelieved - they are simply being powered by the Shadow Realm.

    At 5th level, Shadowcast II allows a penumbral lord to use shadow energy to power any spell of cantrip through 3rd level, regardless of whether the spell comes from the penumbral lord spell list or is a spell from another class. Like Shadowcast I, saves against such spells gain a +2 bonus, but now the penumbral lord loses twice the spell's level in hit points (minimum 1 hit point).

    When he reaches 7V level, a penumbral lord may use Shadowcast III to power any prepared penumbral lord spell up to 6th level. The same penalties and expenses that apply to Shadowcast I apply to Shadowcast III.

    At 9th level, the penumbral lord can now retain any spell up to 6th level by replacing the casting with shadow energy. The same penalties and expenses that apply to Shadowcast II apply to Shadowcast IV.

  • Improved Darkvision (Ex): At 4th level, a penumbral lord's 1st-level ability of darkvision is enhanced. Now he may see even in magical darkness, and he cannot be blinded by magical light.

  • Shadowraven Form (Sp): The penumbral lord can now become a shadowraven, a form similar to a shadowcat. it requires a full-round action to make the transformation either to or from shadowraven form. The caster can now reach heights above ground level, including "flying" up steps or through an open window. The penumbral lord's raven shaped shadow will always be on some nearby surface, such as the side of a building as he ascends toward an open window. This power may be used twice per day and lasts for (1d6 + the caster's penumbral lord level) minutes. Transformation from shadowraven form when the duration has expired is a free action.

  • Shadowstep (Sp): At 8th level, a penumbral lord gains the ability to step into the shadows and become one with the,. This requires a full-round action. Once completed, the penumbral lord seems to fade away. He actually remains in the same location, but he cannot cast spells, move, or speak (though he can use telepathy if it was in effect prior to the shadowstep). Likewise, he cannot be attacked, magically or physically. He cannot be detected by almost any means as he has essentially left the physical plane and entered the Shadow Realm. Returning from the shadows requires a full-round action, and the penumbral lord is stunned for (1d6 - his Intelligence modifier) rounds. If the area where the penumbral lord stepped should ever fall out of the shadows (as the sun rises and banishes the darkness, for example), the shadowstep is automatically ended and the caster is stunned for (1d10 - his Intelligence modifier) rounds. While within the shadows, a penumbral lord is only faintly aware of his surroundings. He knows how many creatures are nearby, but he cannot hear them speak or otherwise sense them specifically. Within the shadows, a penumbral lord requires no sleep, food, or water. He cannot prepare spells, but the time spent in shadows counts towards the rest requirement for such preparation.

  • Shadow Home (Sp): When a penumbral lord reaches 10th level, he can make a home in the shadows. He enters the shadows as with his shadowstep ability and exists within the gloomy depths in that same fashion, but now he has the ability to move as long as he remains in shadowed areas. additionally, his sense are not diminished - he may see and hear (but not touch, taste, or smell). Finally, rest and spell preparation are now possible within the shadows.
Penumbral Lord
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Darkvision, Shadow Strength
3
2
-
-
-
-
-
-
-
-
2nd
Shadowcat Form
4
2
1
-
-
-
-
-
-
-
3rd
Shadowcast I
4
2
2
1
-
-
-
-
-
-
4th
Improved Darkvision
4
3
2
1
-
-
-
-
-
-
5th
Shadowcast II
4
3
2
1
1
-
-
-
-
-
6th
Shadowraven Form
4
4
2
2
2
1
-
-
-
-
7th
Shadowcast III
4
4
3
2
2
2
1
-
-
-
8th
Shadowstep
5
5
3
3
2
2
2
1
-
-
9th
Shadowcast IV
5
5
4
3
2
2
2
2
1
-
10th
Shadow Home
5
5
4
4
2
2
2
2
1
1

Home     Prestige Classes

Tuesday, October 8, 2019

Campaign Design - Prestige Class: Shadow Adept

Shadow Adept (adapted from the Forgotten Realms Campaign Setting)

Some spellcasters who discover the power of the Shadow Realm are cautious, altering their magic slowly. Others are more reckless, and hurl themselves into the abyss of the Shadow Realm, immediately acquiring all the gifts available to the casual student and discovering secrets unavailable to all but the most dedicated. These spellcasters are shadow adepts, who make great sacrifices in some aspects of the magical arts in order to reap greater benefits elsewhere.

Most shadow adepts are sorcerers or wizards, and they gain the greatest power from this path. That said, any spellcaster can tap into the Shadow Realm, and a few druids and spirit shamans have been known to make this choice Among clerics, only the followers of Gangyn are common in the ranks of the shadow adepts.

Although not necessarily villainous, in the Three Worlds, most shadow adepts are outcasts and exiles, living apart from society or hiding their identity as a shadow adept from all but their closest and most trusted allies. For reasons that are not entirely clear to those outside the organizations, both the Collegium and the Leucadian Brotherhood are implacable foes of the shadow adepts and ruthlessly hunt them down and eliminate them whenever they discover one. Needless to say, this makes all but the most powerful or most reckless shadow adepts reluctant to expose the true nature of their magic.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a shadow adept, one must meet the following criteria:
  • Alignment: Any nongood.
  • Skills: Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks.
  • Feats: Shadow Magic and any metamagic feat.
  • Special: Ability to cast 3rd level arcane or divine spells.
Class Skills
  • The shadow adept's class skills (and the key ability for each skill) are Bluff (Cha), Craft: Any (all skills taken individually)(Int), Disguise (Cha), Knowledge: Any (all skills taken individually)(Int), Profession: Any (all skills taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the shadow adept prestige class.
  • Base Attack Bonus: Poor. A shadow adept gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A shadow gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A shadow adept gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A shadow adept gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Shadow adepts gain no new proficiency with any arms or armor.

  • Spellcasting: A shadow adept's training focuses on magic. Thus, when a new shadow adept level if gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one spellcasting class before he became a shadow adept, he must decide to which class he adds each level of shadow adept for the purpose of determining spells per day.

  • Shadow Feats: A shadow adept gains the Insidious Magic, Pernicious Magic, and Tenacious Magic feats.

  • Low-Light Vision (Su): A shadow adept gains low-light vision if he does not already have it.

  • Shadow Defense: Add this value to a shadow adept's saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.

  • Darkvision (Su): A shadow adept can see in the dark as though he were permanently affected by a darkvision spell.

  • Metamagic Feat: The shadow adept can choose any one metamagic feat.

  • Spell Power: Add this value to the DC for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion or Necromancy and spells with the darkness descriptor. This stacks with other spell power effects that affect the specified spells.

  • Shield of Shadows (Su): A shadow adept can create a mobile disk of purple black force as a standard action. The shield of shadows has the effect of a shield spell and also provides three-quarters concealment 30% miss chance) against attacks from the other side of the shield. As with the shield spell, the shadow adept can change the defensive direction of the shield of shadows as a free action once per round on his turn. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents.

    The shield of shadows lasts 1 round per caster level per day and need not be used all at once. Creating or dismissing the shield of shadows is a standard action.

    At 8th level, the shield also grants spell resistance of 12 + the character's shadow adept level on attacks against the shadow adept that originate from the other side of the shield,as if the shadow adept were under the effect of a spell resistance spell.

  • Shadow Walk (Sp): A shadow adept can cast the shadow walk spell once per day.

  • Shadow Double: Once per day, a shadow adept can use a standard action to create a double of himself woven from shadwostuff. The double has the ability scores, Armor Class, hit points, saves, and attack bonuses of its creator, but no equipment. any apparent clothing or equipment is nonfunctional. The double can attack the creator's enemies if given a weapon or items (since it can use anything its creator can use) or function as the target of a project image spell, duplicating the creator's actions and acting as the origin of the creator's spells when it is within a direct line of sight. mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for the creator and the double. Causing the creator or the double to leave the plane they share dismisses the double.

    The double lasts 1 round per caster level. The death of the double does not affect the shadow adept or vice versa. The double still lasts to the end of the duration if its creator does.
Shadow Adept

LevelSpecialSpells
1stShadow Feats+1 level of existing class
2ndShadow Defense +1, Low-Light Vision+1 level of existing class
3rdSpell Power +1+1 level of existing class
4thShield of Shadow+1 level of existing class
5thMetamagic Feat, Shadow Defense +2+1 level of existing class
6thSpell Power +2+1 level of existing class
7thShadow Walk, Darkvision+1 level of existing class
8thShadow defense +3, Greater Shield of Shadows+1 level of existing class
9thSpell Power +3+1 level of existing class
10thShadow Double+1 level of existing class

Home     Prestige Classes

Sunday, October 6, 2019

House Rules - Penumbral Lord Spell List

This is the spell list for Penumbral Lords. Unlike many other spells lists found on this site, this list includes spells that appear in the Player's Handbook and the Spell Compendium as well as spells from other sources. Spells drawn from sources other than those two volumes will be marked with a notation by the spells in question. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

0th-Level

Arcane Mark (PHB)
Dancing Lights (PHB)
Detect Magic (PHB)
Distort Shadow (RR)
Lengthen Shadows (BoRL)
Prestidigitation (PHB)
Read Magic (PHB)
Shadow Bite (BoRL)
Shadow Blindness (BoRL)
Shadow Knife (BoRL)

1st-Level

Gloom (RR)
Obscure Shadow (RR)
Penumbral Trap (RR)
Reshape Shadow (RR)
Shade's Sight (RR)
Shadow Hands (BoRL)
Shadow Purse (BoRL)

2nd-Level

Animate Shadow (RR)
Banish Shadow (RR)
Darken Soul (PP)
Implicit Darkness (PP)
Minor Shadow Conjuration (RR)
Shadow Images (RR)
Shadow Jump (BoRL)
Zilvanus' Shadow Bolt (RR)

3rd-Level

Chain of Shadows (PP)
Control Light (RR)
Minor Shadow Evocation (RR)
Shadow Bridge (BoRL)
Shadow Echoes (PP)
Shadow Form of Lyrand (RR)
Shadow Sight (S&S)
Shadow Strike (RR)
Shadow Tide (PP)
Shadow Touch (RR)

4th-Level

Imbue Shadow (RR)
Shadow Conjuration ({HB)
Shadow Shield (RR)
Vision of Night (PP)

5th-Level

Curtain of Darkness (RR)
Shadow Evocation (PHB)
Shadow Stride (PP)
Shadow Weapon (RR)

6th-Level

Shades (PHB)
Shadow Smash (RR)
Transmute Flesh to Shadow (RR)

7th-Level

Shade Evocation (PHB)
Shadow Storm (RR)
Shadow Walk (PHB)

8th-Level

Blackflame (RR)
Shadow Twin (RR)

9th-Level

Eclipse (RR)
Shadow Projection (SHB)

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Campaign Design - Base Classes: Druid

Druid
(adapted from the Player's Handbook)

The fury of the storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear - all these and more are at the druid's command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller The druid gains her power not by ruling nature, but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine. Druids can be found anywhere that nature's spirit is strong. While many people think only of forests when they think of druids, druids care also for the mountains, deserts, lakes, and even swamps of the Three Worlds. Some druids espouse radical philosophies that oppose the use of "unnatural" magic and condemn the building of settlements. Most druids are more moderate in their beliefs about the proper balance of nature, magic, and civilization.

In the Three Worlds campaign, most druids adhere to the faith of the Grym, which the druids revere as the manifestation the natural world itself which represents the very shape of creation. While the devotees of the Lords of Heaven (and their evil opposition among the cults of the Lords of Hell) ascribe divinity to ethereal spirits divorced from, but holding authority over, the mundane world, those who follow the druidic teachings see the divine in the very elements of the world: The sun, the sky, the water, the earth, the trees and the other elements of the natural world. Druids consider the various spiritual beings honored by other faiths simply to be subordinate manifestations of the Grym. Some believe that the Ban of Heaven is not the result of the will of the Lords of Hevane, but is rather the power ot they Grym barring interloping forces from trespassing within its domain.

Alternatively, some druids choose to devote themselves to one of the Lords of Heaven or Lords of Hell as their patron, with Eiur, Hler, Syfa, Þunor, Vali, and Wünd being popular choices among the Lords of Heaven, and Bål, Kivutar, Ninkurra, and Oxoßi most commonly represented among the Lords of Hell. Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being druids devoted to most of the Lords of Hell.

Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells he can cast per day, and how hard those spells are to resist. A high Constitution score improves a druid's hit points. Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability.
Alignment: Chaotic Neutral, Lawful Neutral, Neutral, Neutral Evil, or Neutral Good.
Hit Die: d8.
Luck Die: d3.

Class Skills
  • Skill List: The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Nature (Int), Listen (Wis), Profession: Any (all skills taken individually)(Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
All of the following are the class features of the druid:
  • Base Attack Bonus: Average. A druid gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A druid gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A druid gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A druid gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Druids are proficient with the following weapons: Blowgun, club, dagger, dart, hand axe, halfspear, javelin, longspear, quarterstaff, scimitar, sickle, sickle sword, scrub knife, shortbow, shortspear, sling, throwing axe, throwing club, thornblade, and whacking stick. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

    Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only armor tunics, beaded armor, bone armor, chitin armor, Gyad'hywr breastplates, heartwood shirts, hide armor, leafweave armor, leather armor, Menævian war paint, padded armor, spidersilk vests, woodweave coats, and woven cord 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 leather or 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, which are drawn from the druid/spirit shaman spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare his spells in advance. To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. 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 table below. In addition, he receives bonus spells per day if he has a high Wisdom score. Druids meditate or pray for their spells. Each druid must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a druid can prepare spells. A druid may prepare and cast any spell on the druid/spirit shaman 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 she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

  • Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

  • Bonus Languages: A druid’s bonus language options include Sakti, the language of the khülen shamen. This choice is in addition to the bonus languages available to the character because of her race.

    A druid also knows Aralaic, an ancient secret language known only to druids, which she learns upon becoming a 1st-level druid. Aralaic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Aralaic has its own alphabet.

  • Animal Companion (Ex): A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

  • Nature Sense (Ex): A druid gains a +2 bonus on Knowledge: Nature and Survival checks.

  • Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

  • Druid Movement: At 2nd level a druid gains the ability to move through difficult terrain more effectively. The druid must select one of the following abilities:

    • Aquatic Fluidity (Ex): A druid with a racial swim speed may take this ability. The druid moves through difficult aquatic terrain (shallow coral, kelp beds, ice-choked waters, sargasso, and similar obstacles) at her normal speed and without taking damage or suffering any other impairment. However, shallow coral, kelp beds, ice-choked waters, sargasso, and similar aquatic hazards that have been magically manipulated to impede motion still affect her.

    • Sandskimmer (Ex): A druid with this ability gains the Sandskimmer feat as a bonus feat for free.

    • Woodland Stride (Ex): A druid with this ability may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

  • Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

  • Druid Resistance: Starting at 4th level, a druid gains resistance to one of nature's dangers. The druid must select one of the following abilities:

    • Heat Endurance (Ex): A druid with this ability gains Heat Endurance as a bonus feat for free. If she already has Heat Endurance, she gains Improved Heat Endurance as a bonus feat for free instead and need not meet the prerequisites for that feat.

    • Resist Nature’s Lure (Ex): A druid with this ability gains a +4 bonus on saving throws against the spell-like abilities of fæy.

  • Wild Shape (Su): At 5th level, a druid gains the ability to wild shape. The druid must choose one of the following three options:
    • Wild Shape (Su): The druid gains the ability to wild shape into animals, and eventually gains the ability to wild shape into elementals and plants as well.

    • Vermin Wild Shape (Su): The druid gains the ability to wild shape into animals, and eventually gain the ability to wild shape into elementals, plants, and vermin as well.

    • Aspect of Nature Wild Shape (Su): The druid gains the ability to wild shape and assume one or more aspects of nature which enhance her abilities.

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

  • Ex-Druids: A druid who ceases to revere nature, changes to a prohibited alignment, or teaches Aralaic to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

Druid
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Animal Companion, Nature Sense, Wild Empathy
3
1
-
-
-
-
-
-
-
-
2nd
Druid Movement
4
2
-
-
-
-
-
-
-
-
3rd
Trackless Step
4
2
1
-
-
-
-
-
-
-
4th
Druid Resistance
5
3
2
-
-
-
-
-
-
-
5th
Wild Shape
5
3
2
1
-
-
-
-
-
-
6th
-
5
3
3
2
-
-
-
-
-
-
7th
-
6
4
3
2
1
-
-
-
-
-
8th
-
6
4
3
3
2
-
-
-
-
-
9th
Venom Immunity
6
4
4
3
2
1
-
-
-
-
10th
-
6
4
4
3
3
2
-
-
-
-
11th
-
6
5
4
4
3
2
1
-
-
-
12th
-
6
5
4
4
3
3
2
-
-
-
13th
A Thousand Faces
6
5
5
4
4
3
2
1
-
-
14th
-
6
5
5
4
4
3
3
2
-
-
15th
Timeless Body
6
5
5
5
4
4
3
2
1
-
16th
-
6
5
5
5
4
4
3
3
2
-
17th
-
6
5
5
5
5
4
4
3
2
1
18th
-
6
5
5
5
5
4
4
3
3
2
19th
-
6
5
5
5
5
5
4
4
3
3
20th
-
6
5
5
5
5
5
4
4
4
4

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Campaign Design - Base Classes: Aspect of Nature Wild Shape

Aspect of Nature Wild Shape

At 5th level, a druid gains the ability to wild shape into one or more aspects of nature.

At 5th level, a druid may take on one aspect from those described below. At 8th level, the druid can take on two aspects simultaneously. At 11th level, she can take on up to three aspects simultaneously, and a 15th level the limit increases to a maximum of four simultaneous aspects. Some aspects can only be combined with certain other aspects, as indicated in their descriptions.

Each aspect taken on counts as one daily use of the druid's wild shape ability. Multiple versions of the same aspect do not stack. Taking on one or more aspects is a standard action that does not provoke an attack of opportunity, and the effect lasts for 1 minute per druid level. A druid may take on one aspect per day for every daily use of wild shape that she is entitled to. Using more than one aspect simultaneously consumes one use of the wild shape ability per aspect.

Some aspects, as noted in their descriptions, have a minimum druid level as a prerequisite.

Unless otherwise noted in the aspect's description, a druid who assumes an aspect of nature retains her own type and subtype, keeps her extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered proficient with any natural attacks granted by the aspect.

Aspects of Nature
  • Agility: The druid gains a +8 bonus to Dexterity, but takes a -4 penalty to Strength. Prerequisite: Druid level 8th+.

  • Aquatic: The druid grows gills, enabling her to breathe underwater while also retaining her ability to breathe air. Webbing between her fingers and toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.

  • Elemental Air: The druid's body becomes gaseous as the gaseous form spell, except that she can fly with a speed of 100 feet with perfect maneuverability and doesn't lose supernatural abilities while in this form. While in this form, the druid has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Agility and Endurance. Prerequisite: Druid level 16th+.

  • Elemental Earth: The druid's body becomes stony and rocklike. While in this form, the druid has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar. Her natural armor bonus becomes +8, replacing any other natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally. She also gains damage reduction 10/+1. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Endurance and Vigor. Prerequisite: Druid level 16th+.

  • Elemental Fire: The druid's body bursts into flame. While in this form, the druid has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the druid in melee - whether with a weapon, unarmed attack, or natural weapon - takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + ½ the druid's level + the druid's Constitution modifier. Creatures hitting the druid with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save as above. The druid also gains damage reduction 10/+1. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Agility and Endurance. Prerequisite: Druid level 16th+.

  • Elemental Water: The druid's body becomes semifluid. While in this form, the druid gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, sleep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if they are Large or smaller. The druid can dispel magical fire she touched as if she had cast dispel magic on it. She also gains damage reduction 10/+1. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Endurance and Vigor. Prerequisite: Druid level 16th+.

  • Endurance: The druid gains a +4 bonus to Constitution. Prerequisite: Druid level 8th+.

  • Flight: The druid grows wing that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load). The wins are feathery or batlike at the druid's option.

  • Plant: The druid's body becomes plantlike. While in this form, the druid gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace. Her natural armor bonus becomes +4 replacing any natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally. She cannot combine this aspect with any other aspect except Vigor. Prerequisite: Druid level 12th+.

  • Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger. In addition, the bite delivers a toxic venom (Fortitude save DC 10 + ½ the druid's level + the druid's Constitution modifier; initial and secondary damage 1d6 Constitution).

  • Scent: The druid gains the scent ability.

  • Speed: The druid gains a +30-foot enhancement bonus to her base land speed.

  • Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls), The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword, while the claws deal piercing and slashing damage equal to a dagger.

  • Vigor: The druid gains a +8 bonus to Strength, but takes a -4 penalty to Dexterity. Prerequisite: Druid level 8th+.

Aspect of Nature Wild Shape
Druid Level
Wild Shape per Day
Simultaneous Aspects
Available Aspects
5th
1
1
Aquatic, Flight, Poison, Scent, Speed, Tooth and Claw
6th
2
1
-
7th
3
1
-
8th
3
2
Agility, Endurance, Vigor
9th
3
2
-
10th
4
2
-
11th
4
3
-
12th
4
3
Plant
13th
4
3
-
14th
5
3
-
15th
5
4
-
16th
5
4
Elemental Air, Elemental Earth, Elemental Fire, Elemental Water
17th
5
4
-
18th
6
4
-
19th
6
4
-
20th
6
4
-

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Saturday, October 5, 2019

Campaign Design - Base Classes: Vermin Wild Shape

Vermin Wild Shape

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

A druid can use this ability more times per day at 6th, 7th, 14th, and 18th level, as noted on the table below. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 10th level, a druid becomes able to use wild shape to change into a vermin creature with the same size restrictions as for animal forms. For obvious reasons, this makes this wild shape option popular among druids devoted to Kivutar and near-universal among druids devoted to Gangyn or Ninkurra.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. A druid can’t use this ability to take the form of a plant that isn’t a creature.

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Vermin Wild Shape
Druid Level
Wild Shape Forms
Wild Shape Size
Elemental Size
Wild Shape per Day
Elemental per Day
5th
Animal
Small or Medium
-
1
-
6th
Animal
Small or Medium
-
2
-
7th
Animal
Small or Medium
-
3
-
8th
Animal
Small, Medium, or Large 
-
3
-
9th
Animal
Small, Medium, or Large 
-
3
-
10th
Animal or Vermin
Small, Medium, or Large 
-
3
-
11th
Animal or Vermin
Tiny, Small, Medium, or Large
-
3
-
12th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
3
-
13th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
3
-
14th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
4
-
15th
Animal, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
-
4
-
16th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
4
1
17th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
4
1
18th
Animal, Elemental,  Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
2
19th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
2
20th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, Large, or Huge
5
3

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