Sunday, October 6, 2019

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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