Sunday, December 29, 2019

Campaign Design - Prestige Class: Embermage

Embermage (adapted from the Book of Eldritch Might)

Although there are others who claim to be fire wizards, these devotees of Tuliherra's cult may the the truest sort of fire mage. Fire smolders within them: Their blood literally burns. This fire makes them tough - they have to be, for their dread master requires that they access their powers by releasing the fire within.

Many sorcerers and wizards become embermages, other arcanists less often. All embermages have suffered greatly by fire and internalized the power within the flame. Embermages often gather thogether in small cabals. They use their power to achieve a set end, although the specific goals of every embermage are different, they all serve Tuliherra in the end.

Hit Die: d6.
Luck Die: d3.

Requirements
To become an embermage, one must meet the following criteria:
  • Skills: Knowledge: Arcana 10+ ranks.
  • Feats: Endurance, Spell Focus (Evocation), Spell Penetration.
  • Alignment: Nongood.
  • Special: Ability to cast 3rd level arcane spells including at least five spells of the fire type and no spells of the cold type.
  • Special: You must have been reduced to negative hit points entirely through damage by fire or have been killed by a fire attack.
  • Special: You can use no spell or item that provides protection against fire. Doing so prevents the use of embermage abilities until the protection ends.
  • Special: Must join the cult of Tuliherra.
Class Skills
  • The embermage's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), 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 embermage prestige class.
  • Base Attack Bonus: Poor. An embermage gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An embermage gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An embermage gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An embermage gains a +½ base Will save bonus per class level.

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

  • Spellcasting: When an odd-numbered embermage level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane 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 embermage 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 arcane spellcasting class before he became an embermage, he must decide to which arcane spellcasting class he adds each level of embermage for the purpose of determining spells per day.

  • Burning Touch (Sp): The embermage can call flames to the tips of his fingers as a free action, inflicting 1d4 + 1 point per class level of fire damage (maximum +5) if touched to a foe. The touch attack is handled normally. The flames can set flammable objects like paper alight. The flames last for 1 round. These flames come from within the character, inflicting 1 point of damage upon him each time he uses this ability.

  • Burning Blood (Sp): The embermage can cut himself as a standard action, inflicting 1 to 5 points of damage upon himself as he chooses. His gflaming blood gushes from the wound, causing everyone within 5 feet 1d6 points of damage for each point of damage the embermage suffered.

  • Fingers of Fire (Sp): Calling fire to the tips of his fingers, the embermage can launch one to five spurts of flame in a single round at targets up to 30 feet away. If firing multiple spurts, the embermage can target different foes, but no two can be more than 10 feet apart. Each spurt requires a ranged touch attack and inflicts 2d6 points of damage. Each spurt inflicts 2 points of damage to the embermage as well.

  • Burning Blood Backlash (Su): Whenever the 6th level embermage suffers damage from a slashing or piercing attack, the resulting spurt of inner fire and burning blood inflicts 1d6 points of fire damage upon the attacker if he is within 5 feet.

  • Tongue of Fire (Sp): Once per day, the 8th level embermage can spit two gouts of flame as a standard action. One forms a flaming shield that provides a +3 armor bonus with no armor check penalty or spell failure chance. The other forms a flame blade, as a spell of the same name. The shield and blade last for 10 minutes.

  • Eyes of Fire (Sp): Once per day, the embermage can shoot from his eyes a blast of fire 5 feet wide and 100 + 10 feet per class level log. All within this area must make Reflex saving throws (DC 10 + the embermage's Intelligence modifier + the embermage's class level) or suffer 1d6 points of fire damage per embermage class level (maximum 10d6). This fire is so hot that even creatures immune to fire suffer half damage and characters with fire resistance only get half their normal resistance.

  • Internal Explosion (Sp): Once per day, at 10th level, the embermage can call upon his most dreaded power. He can temporarily transfer the ultra-hot flame within himself to some other victim or victims. This works exactly like the spell implosion, except that the target explodes in flame. The save DC is equal to 10 + the embermage's Intelligence modifier + the embermage's class level. Creatures immune to fire suffer no damage. but characters with fire resistance have no special protection.
Embermage

LevelSpecialSpells
1stBurning Touch+1 level of existing class
2ndBurning Blood-
3rd-+1 level of existing class
4thFingers of Fire-
5th-+1 level of existing class
6thBurning Blood Backlash-
7th-+1 level of existing class
8thTongue of Fire-
9thEyes of Fire+1 level of existing class
10thInternal Explosion-

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Saturday, December 28, 2019

House Rules - Mirror Master Spell List

This is a spell list of all the bonus spells for Mirror Masters that includes all of the spells drawn from the various sourcebooks that I own. Mirror Masters also gain spells according to the spell list of the arcane spellcasting classes they were members of before becoming Mirror Masters. In some cases, I have added particular spells from third party sourcebooks that I thought were thematically appropriate as expansions to the spell list for this class. For the most part, this list does not include spells that appear in either the Player's Handbook or the Spell Compendium, although I may get around to including them at some point. Spells drawn from sources other than those two volumes are 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.

1st Level

Command (PHB)*
Hypnotism (PHB)*
Message (PHB)*

2nd Level

Mirror Image (PHB)
See Invisibility (PHB)*
Shatter (PHB)

3rd Level

Daylight (PHB)
Mirror Shield (BoEM)
Searing Light (PHB)*

4th Level

Lesser Mirror Calling (BoEM)*
Mirror Safe (RR)
Rainbow Pattern (PHB)
Scrying (PHB)

5th Level

Mirror Blast (BoEM)*
Mirror Theft (BoEM)*
True Seeing (PHB)

6th Level

Eyebite (PHB)*
Mirror Calling (BoEM)*
Mirror Truth (BoEM)*

7th Level

Mirror Portal (BoEM)*
Simulacrum (PHB)
Spell Turning (PHB)

Spells drawn from this list cast by Mirror Masters that are marked with a "*" require that the target, area, or effect be viewed in a mirror - either normally or through the Mirror Sight feat.

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Monday, December 23, 2019

Campaign Design - Prestige Class: Graven One

Graven One (adapted from the Book of Eldritch Might)

Tales tell of arcanists with skin like leather or maybe even like stone. Every inch of these mages' skins are covered in tattoos, sigils, runes, and other markings. They have, quite literally, transformed themselves into living magic items. To do so, they undergo painful rituals that strengthen their flesh and make them hardier individuals.

Wizards and sorcerers become graven ones most frequently, but occasionally other arcanists do as well. Graven ones usually wander alone, though sometimes their abilities are seen as such a book that they become military leaders or enforcers for powerful masters. Dwarven spellcasters are the most common individuals to follow the path of the graven one, but külen and kell often take up this class as well.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a graven one, one must meet the following criteria:
  • Skills: Knowledge: Arcana 5+ ranks.
  • Feats: Etch Object Rune, Inscribe Magic Tattoo, Scribe Scroll, Toughness.
  • Special: Ability to cast 4th level arcane spells including at least three spells with the word "mark" in the title, erase, explosive runes, and sepia snake sigil.
  • Languages: Must be able to speak Celestial, Infernal, and Sûlic.
  • Special: You must find a third party who can cast permanency and will partake in a ritual that lasts an entire day. You lose 4 hit points permanently, but when it is over you bear a tough, almost stone-like skin with an inherent +1 natural armor bonus.
Class Skills
  • The graven one's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
  • 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 graven one prestige class.
  • Base Attack Bonus: Average. A graven one gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A graven one gains +½ base Fortitude save bonus per class level.

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

  • Base Will Save Bonus: Poor. A graven one gains a +⅓ base Will save bonus per class level.

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

  • Spellcasting: When an odd-numbered graven one level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane 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 graven one 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 arcane spellcasting class before he became a graven one, he must decide to which arcane spellcasting class he adds each level of graven one for the purpose of determining spells per day.

  • Flesh Rune (Sp): The graven one gains the ability to etch runes into her own flesh using the Etch Object Rune feat. The graven one's body can bear as many as four runes at once, no matter her size. In cultures where skin markings are strange, or among those who fear or distrust magic, these obvious runes - as well as tattoos of power and the graven images detailed below - give the graven one a -2 circumstance penalty to all Charisma-based skill checks except Intimidate checks, which gain a +2 circumstance bonus.

  • Tattoo of Power (Su): A graven one can inscribe a tattoo on her body that lasts for 24 hours. It requires 10 minutes to inscribe it, and she can bear only one tattoo of power at a time. This in no way interacts with any flesh runes she might have. When she gains this ability at 2nd level, she chooses a tattoo of power inscription that she knows from the table below. The graven one's level plus her Intelligence modifier determines which of the tattoos she can learn. When she gains this ability again at 3rd level and at alternating levels after that, she can learn how to inscribe another tattoo.

  • Graven Image (Su): The graven one can inscribe one or more images of animals or magical beasts on her flesh. This in no way interacts with any flesh runes or tattoos of power she might have. Inscribing this image takes 10 minutes, and it can be activated at any time afterward as a free action. When activated, the image leaps from the graven one's body and becomes a real version of that creature. It remains for one minute per level, or until slain, obeying the graven one's commands which are issued as free actions. As the graven one goes up in levels, she can make more and more Hit Dice worth of creatures into images.
Graven One

LevelSpecialSpells
1stFlesh Rune+1 level of existing class
2ndTattoo of Power-
3rdTattoo of Power+1 level of existing class
4thGraven Image (5 Hit Dice)-
5thTattoo of Power+1 level of existing class
6thGraven Image (10 Hit Dice)-
7thTattoo of Power+1 level of existing class
8thGraven Image (15 Hit Dice)-
9thTattoo of Power+1 level of existing class
10thGraven Image (20 hit Dice)-

Tattoos of Power
Level + Intelligence Modifier
Tattoo
Effect
1
Endurance
+2 enhancement bonus to Constitution
2
Strength
+2 enhancement bonus to Strength
3
Dexterity
+2 enhancement bonus to Dexterity
4
Defense
+3 natural armor bonus to Armor Class (this stacks with the natural armor bonus granted by the graven one class)
5
Silent Shadow
+10 enhancement bonus to Hide and Move Silently checks
6
Fortification
25% chance to negate all critical hits or sneak attacks inflicted upon the graven one
7
Change Self
As the spell change self
8
Wounding
All attacks dealing damage, including spells, made by the graven one inflict a wound that bleeds 1 point of damage per round as a weapon with the wounding special ability
9
Holy or Unholy
All attacks dealing damage, including spells, made by the graven one inflict +2d6 points of damage to all creatures of evil alignment (if holy is chosen) or good alignment (if unholy is chosen)
10
Anarchic or Axiomatic
All attacks dealing damage, including spells, made by the graven one inflict +2d6 points of damage to all creatures of lawful alignment (if anarchic is chosen) or chaotic alignment (if axiomatic is chosen)
11
Spell Resistance
The graven one gains spell resistance of 11 + her class levels
12
Damage Reduction
The graven one gains damage resistance 10/+2

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Thursday, December 19, 2019

Campaign Design - Prestige Class: Mirror Master

Mirror Master (adapted from the Book of Eldritch Might)

Mirror masters are usually born with a gift that allows them to see things in mirrors that others do not see. Occasionally, this gift is bestowed through ritual as well. Mirror masters are quiet, mysterious folk whose gazes teem transfixed elsewhere.

Wizards and sorcerers become mirror masters most frequently, but other arcane spellcasters sometimes do as well. Mirror masters rarely work together. Sometimes one will operate within a guild of other mages, but most often these spellcasters work alone.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a mirror master, one must meet the following criteria:
Class Skills
  • The mirror master's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
  • 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 mirror master prestige class.
  • Base Attack Bonus: Poor. A mirror master gains +½ base attack bonus per class level.

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

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

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

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

  • Spellcasting: When an odd-numbered mirror master level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane 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 mirror master 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 arcane spellcasting class before he became a mirror master, he must decide to which arcane spellcasting class he adds each level of mirror master for the purpose of determining spells per day.

  • Mirror Thoughts (Sp): Once per day, a mirror master can use a mirror to detect and learn the thoughts of anyone reflected in its surface. In all other respects, this ability works like the spell detect thoughts.

  • Mirrored Eyes (Su): A mirror master gains an additional saving throw against all gaze attacks. If either save succeeds, treat the situation as if the mirror master made the save.

  • Bonus Spells (Ex): The mirror master gains bonus spells as she studies mirrors and mirror lore drawn from the Mirror Master Spell List. These spells are either added automatically to her spellbook (if she is a wizard or other spellcaster that uses spellbooks), or one of each level is added to the spells the caster knows (if she is a sorcerer or similar spontaneous spellcaster).

  • Piercing Gaze (Ex): The mirror master gains a +2 competence bonus to Spot, Search, Intimidate, and Sense Motive skill checks.

  • Mirror Step (Sp): Once per day, a mirror master can step into one mirror and out another. At 6th level, treat this ability as dimension door in all ways other than the requirement that the starting and destination point must be a mirror. At 8th level, treat this ability in all other ways as teleport. At 10th level, treat this ability in all other ways as plane shift. Each time a mirror master gains a new version of this ability, it brings with it a new use per day. This ability can be used in conjunction with Mirror Sight.
Mirror Master

LevelSpecialSpells
1stMirror Thoughts+1 level of existing class
2ndMirrored Eyes, Bonus Spells (1st and 2nd)-
3rd-+1 level of existing class
4thPiercing Gaze, Bonus Spells (3rd and 4th)-
5th-+1 level of existing class
6thMirror Step (Dimension Door), Bonus Spells (5th)-
7th-+1 level of existing class
8thMirror Step (Teleport), Bonus Spells (6th)-
9th-+1 level of existing class
10thMirror Step (Plane Shift), Bonus Spells (7th)-

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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

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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 adept 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

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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 (WW)
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 Gangyn (RR)
Shadow Sight (S&S)
Shadow Strike (RR)
Shadow Tide (PP)
Shadow Touch (RR)

4th-Level

Imbue Shadow (RR)
Shadow Conjuration (PHB)
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 (RR)
Shadow Storm (RR)
Shadow Walk (PHB)

8th-Level

Blackflame (RR)
Greater Shadow Evocation (PHB)
Shadow Twin (RR)

9th-Level

Eclipse (RR)
Shadow Projection (SHB)

Home     Class Spell Lists    Prestige Classes     Penumbral Lord

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 Heaven, 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 other uses. A druid must select one of the two following options. The choice must be made at 1st level and cannot be changed thereafter.
    • Spontaneous Summoning: The 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.

    • Spontaneous Rejuvenation: The druid can transform stored spell energy to invigorate her and her allies. By spending a standard action, the druid can sacrifice a prepared spell. All allies within 30 feet of the druid (including the druid) gain fast healing for 3 rounds. The fast healing about is equal to the sacrificed spell's level. For example, if a druid were to sacrifice remove disease, a 3rd-level spell, each ally would gain fast healing 3 for 3 rounds. The fast healing gained by this ability does not stack with itself or with fast healing from other sources.

  • 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 shamans. 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.

  • Natural Affinity: A druid has an affinity for nature, which aids them in their adventures. A druid must select one of the two following options. The choice must be made at 1st level and cannot be changed thereafter.

    • 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.

    • Shapeshifting (Su): The druid can shapeshift at will into powerful animal or nature-oriented forms. Each time they use this ability, they can choose the exact look that their shapeshifted form takes. Druids commonly pick animals from the terrain and climate they are most familiar with.

      Shapeshifting is a swift action. If a druid is capable of taking more than one form, she can shapeshift directly between two forms without returning to her normal form. There is no limit to the number of times per day the druid can change form, nor to the amount of time she can spend in shapeshifted form.

      The druid retains her normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of her form. She retains her normal ability scores, though each form grants a bonus to her Strength score. She keeps all extraordinary, supernatural, and spell-like special attacks and qualities of her normal form except for those requiring a body part her new form does not have.

      All the druid's held, carried, or worn gear melds into her new form and becomes non-fucntional until she returns to her normal form. She cannot speak in shapeshifted form and her limbs lack the precision to wield a weapon or perform tasks requiring fine manipulation. She cannot cast spells or activate items while in shapeshifted form, even if she has the Natural Spell feat or other ability that would allow her to cast spells while wild shaped.

      Unless otherwise noted in the descriptions below, the druid retains her size and space when she adopts a new form. She always retains her type and subtype, regardless of the nature of the form assumed. She does not gain any special attacks or qualities while shapeshifted except as described below.

      When the druid shapeshifts into a form other than her own, she gains natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus to attack rolls and damage rolls equal to ¼ her druid level and at 4th they are treated as +1 weapons for the purpose of overcoming damage reduction. At every four levels thereafter, the druid's natural weapons become more effective at overcoming damage reduction, being treated as +2 weapons at 8th level, +3 weapons at 12th level, +4 weapons at 16th level, and +5 weapons at 20th level. The damage dice given in the descriptions below are for Medium druids; smaller or larger druids should adjust those values according to the table on page 26 of the Dungeon Master's Guide.

      If knocked unconscious or slain in shapeshifted form, the druid reverts to her original form. A druid who selects the shapeshifting ability does not gain the ability to wild shape. The available forms for shapeshifting are as follows:

      • Predator Form: This form, traditionally that of a wolf, panther, or other predatory animal, is the first one a shapeshifting druid learns. While in predator form, the druid gains a primary bite attack that deals 1d6 points of damage. She has the reach of a long creature of her size (5 feet for Small or Medium druids). She gains a +4 enhancement bonus to Strength, and her natural armor improves by 4. Her base land speed becomes 50 feet. At 4th level, the druid gains Mobility as a bonus feat when she is in predator form, even if she does not meet the prerequisites.

      • Aerial Form: At 5th level, the druid can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way. While in aerial form, the druid gains a primary talon attack that deals 1d6 points of damage. She has the reach of a long creature of her size (5 feet for Small or Medium druids). She gains a +2 enhancement bonus to Strength, and a +2 enhancement bonus on Reflex saves, and her natural armor improves by 2. She gains a fly speed of 40 feet with good maneuverability. At 7th level, the druid gains Flyby Attack as a bonus feat when she is in aerial form, even if she does not meet the prerequisites.

      • Ferocious Slayer Form: At 8th level, the druid can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, the druid gains a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Her size increases by one category (to a maximum of Colossal) and she has the reach of a long creature of her size (5 feet for a Medium or Large creature). She gains a +8 enhancement bonus to Strength, and a +4 enhancement bonus on Fortitude saves, and her natural armor improves by 8. The druid's base land speed changes to 40 feet. At 10th level, the druid gains Improved Critical (Bite) and Improved Critical (Claw) as bonus feats when she is in ferocious slayer form, even if she does not meet the prerequisites.

      • Forest Avenger Form: At 12th level, the druid can shapeshift into a massive plantlike creature, similar to a shambling mound or a treant. While in forest avenger form, the druid gains a pair of primary slam attacks that deal 1d8 points of damage each. Her size increases by one category (to a maximum of Colossal) and she has the reach of a tall creature of her size (5 feet for a Medium creature or 10 feet for a Large creature). She gains a +12 enhancement bonus to Strength, and a +4 enhancement bonus on Fortitude saves and Will saves, and her natural armor improves by 12. The druid's base land speed changes to 20 feet. The druid gains damage reduction 5/slashing while in forest avenger form. At 14th level, the druid gains Improved Overrun as a bonus feat when she is in forest avenger form, even if she does not meet the prerequisites.

      • Elemental Fury Form: At 16th level, the druid can shapeshift into a giant form of air, earth, fire, or water of her choice each time she shapeshifts. While in elemental fury form, the druid gains a pair of primary slam attacks that deal 2d6 points of damage each. Her size increases by two categories (to a maximum of Colossal) and she has the reach of a tall creature of her size (10 feet for a Large creature or 15 feet for a Huge creature). She gains a +16 enhancement bonus to Strength, and a +4 enhancement bonus on Fortitude saves, Reflex saves, and Will saves, and her natural armor improves by 16. The druid does not gain any new modes of movement in elemental fury form, nor does her base land speed change. The druid gains immunity to extra damage from critical hits while in elemental fury form. She also gains immunity to an energy type related to the element chosen (immunity to electricity for air, immunity to acid for earth, immunity to fire for fire, and immunity to cold for water). At 18th level, the druid gains Great Cleave as a bonus feat when she is in elemental fury form, even if she does not meet the prerequisites.

  • 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. A druid that has chosen the shapeshifting ability detailed above does not gain this ability. 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 gains 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 non-druid 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
Natural Affinity, 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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