Showing posts with label Base Classes. Show all posts
Showing posts with label Base Classes. Show all posts

Tuesday, November 2, 2021

Campaign Design - Base Classes: Adherent

Adherent
(from AEG's Good)

The adherent is an NPC class.

Most of those who serve a celestial or infernal power do not serve as clerics or paladins, but rather work the will of the heavens or hells by maintaining the libraries, the graveyards, and the churches. Though their tasks are humble, they are still important, and without their labors, the practices of faith would grind to a halt.

In the Three Worlds campaign, an adherent must select one of the Lords of Heaven or Lords of Hell as their patron. All adherents in the Three Worlds campaign must be devoted to a specific deity, church, or cult.

Players are unlikely to play adherents, who occupy the dullest levels of any religion, and are most useful as an information source for adventuring parties. Every religious institution that can support more than a handful of clerics will have a staff of adherents, and most churches will have a full retinue. Adherents can also act as holy advisors when clerics are unavailable, as experts in their fields who are often ignored by their own organizations.

Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being adherents devoted to most of the Lords of Hell.

Abilities: Wisdom determines how powerful a spell an adherent can cast, how many spells he can cast per day, and how hard those spells are to resist.
Alignment: An adherent’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The adherent's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Any Two (taken individually) (Int), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  • 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 adherent:
  • Base Attack Bonus: Average. An adherent gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An adherent 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. An adherent gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An adherent 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: Adherents are proficient with one simple weapon. Adherents are not proficient with any armor or shields.

  • Spells: An adherent casts divine spells, which are drawn from the cleric/favored soul 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. An adherent must choose and prepare his spells in advance. To prepare or cast a spell, an adherent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adherent’s spell is 10 + the spell level + the adherent’s Wisdom modifier. Like other spellcasters, an adherent 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. An adherent also gets one domain spell of each spell level he can cast, starting at 1st level. At some levels, an adherent has access to a domain spell of a given level, but no others. These levels are marked as "0 + 1" on the adherent's spell table. When an adherent prepares a spell in a domain spell slot, it must come from his chosen domain. Adherents meditate or pray for their spells. Each adherent 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 an adherent can prepare spells. An adherent may prepare and cast any spell on the cleric/favored soul spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

  • Deity, Domains, and Domain Spells: An adherent’s deity influences his alignment, what magic he can perform, his values, and how others see him. An adherent chooses a single domain from among those belonging to his deity, as found on the list of cleric domains. An adherent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The domain gives the adherent access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The adherent gets the granted power of the domain selected. If a domain spell is not on the cleric/favored soul spell list, an adherent can prepare it only in his domain spell slot.

Adherent
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Spells
3
0+1
-
-
-
-
-
-
-
-
2nd
-
4
1+1
-
-
-
-
-
-
-
-
3rd
-
4
2+1
0+1
-
-
-
-
-
-
-
4th
-
5
2+1
1+1
-
-
-
-
-
-
-
5th
-
5
3+1
2+1
0+1
-
-
-
-
-
-
6th
-
5
3+1
2+1
1+1
-
-
-
-
-
-
7th
-
6
3+1
3+1
2+1
0+1
-
-
-
-
-
8th
-
6
4+1
3+1
2+1
1+1
-
-
-
-
-
9th
-
6
4+1
3+1
3+1
2+1
0+1
-
-
-
-
10th
-
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-
11th
-
6
4+1
4+1
3+1
3+1
2+1
0+1
-
-
-
12th
-
6
4+1
4+1
4+1
3+1
2+1
1+1
-
-
-
13th
-
6
4+1
4+1
4+1
3+1
3+1
2+1
0+1
-
-
14th
-
6
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
-
15th
-
6
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
-
16th
-
6
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
17th
-
6
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
18th
-
6
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
19th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
20th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
In addition to the stated number of spells per day for 1st through 9th-level spells, an adherent cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the adherent may receive for having a high Wisdom score.

Home     Base Classes

Tuesday, May 26, 2020

Campaign Design - Base Classes: Rogue

Rogue
(from the Player's Handbook as modified by the Player's Guide to Rangers and Rogues)

Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: Entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Abilities: Dexterity provides extra protection for the lightly armored rogue. dexterity, Intelligence, and Wisdom are important for may of the rogue's skills. A high Intelligence score gives the rogue extra skill points which can be used to expand her repertoire.

Alignment: Any.
Hit Die: d6.
Luck Die: d10.

Class Skills
  • Skill List: The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform: Any (all skills taken individually)(Cha), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

  • 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: (8 + Intelligence modifier) x 4.

  • Skill Points at Each Additional Level: 8 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A rogue gains +¾ base attack bonus per class level.

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

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

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

  • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons plus the composite shortbow, hand crossbow, rapier, sap, shortbow, and short sword, and with light armor, but not with shields.

  • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • Trapfinding (Ex): A rogue can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A magic trap generally has a DC of 25 + the level of the spell used to create it. A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Evasion (Ex): Beginning at 2nd level, a scout can avoid damage from certain attacks with a successful Reflex save. At 2nd level or higher, if a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  • Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

    Trap sense bonuses gained from multiple classes stack.

  • Canny Rogue: Starting at 4th level, a rogue gains one of the two abilities listed below. Once the choice is made, it may not be changed thereafter.

    • Disruptive Attack (Ex): Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.

    • Uncanny Dodge (Ex): A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

  • Superior Canny Rogue: A rogue of 8th level can select from one of the following abilities. Once this choice is made, it cannot be changed thereafter.

    • Disruptive Attack (Ex): Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.

    • Improved Uncanny Dodge: A rogue with the uncanny dodge ability can select the improved uncanny dodge ability. A rogue with this ability can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    • Uncanny Dodge (Ex): A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead when she selects this ability.

  • Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

    • Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

    • Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to Armor Class, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

    • Dirty Fighting (Ex): The rogue is skilled at distracting, unnerving, deceiving, and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: Automatically succeed on a single attack roll, cause her opponent to fail a single attack roll, make a sine attack roll and then move away from the opponent, treating the square the action starts in as not threatened, or perform a single sneak attack even while the opponent is not flanked and retains his full Dexterity bonus.

    • Honed Senses (Ex): The rogue notices that others miss. once per day, the rogue may choose to use his honed senses on any one of the following skills: Appraise, Gather Information, Knowledge, Listen, Search, Sense Motive, or Spot skill checks, as well as all attempt to save against illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed.

    • Improved Defensive Roll (Ex): This ability is similar to defensive roll, except that instead of half damage, the rogue takes no damage at all. Since all rogues with this ability are required to already have defensive roll, they may now make two defensive rolls per day - one for zero damage and one for half damage. Prerequisite: Defensive Roll.

    • Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

    • Improved Slippery Mind (Ex): if a rogue with improved slippery mind is affected by any enchantment cast by a spellcaster whose caster level is less than half the character's rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the enchantments of higher level casters. Prerequisites: Slippery Mind.

    • Inconspicuousness (Ex): The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness special ability is the rogue's Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally, unless of course, the rogue is actively hiding. In addition, any time a spellcaster wishes to target the rogue with a Divination spell, she must first succeed a a Concentration check with a DC equal to the rogue's Intelligence modifier + his ranks in Hide.

    • Intuition (Ex): Once per session, the player of a rogue character may privately ask the DM a single in-character yes or no question. The DM must answer the question truthfully, and the player may then use this information as an in-character "hunch". This question cannot pertain to things that are randomly determined, since the DM cannot possibly know the answer in advance, but all other in-character yes or no questions are acceptable. if the question cannot be answered as it is phrased, the player may ask another until an answerable question is found.

    • Lódur's Luck (Su): The rogue is inordinately lucky - most of the time. Once per day, the rogue may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Lódur's Luck can be used to confirm a critical hit, but if used as a regular attack roll it does not create a critical threat. For every three times this ability is used, the DM may choose to turn one of the rogue's successful rolls into a 1. The DM may not use this ability on a natural 20.

    • Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

    • Roguish Charm (Ex): The rogue is very likable, in spite of all evidence to the contrary. Once per day, she may choose to perform any one of the following two near-magical effects:

      First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim's line of sight for more than a minute. The lie must be believable to a sane person - "the sky is green" will not work, but "of course I didn't steal the jewel" would work on anyone who had not witnessed the incident directly. The lie cannot be longer than a single simple sentence.

      Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not - unless the person is so powerful in personal ability or authority that turning back the guards poses no threat whatsoever.

      These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters with higher Hit Dice than the rogue's class level may make a Will save at a DC of 10 + the rogue's Charisma modifier + the rogue's ranks in an appropriate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue's attempt to manipulate them. These abilities can never work on the same person twice, and the rogue must always be within the target's line of sight to attempt either ability.

    • Search Mastery (Ex): The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for- especially if he is searching in the wrong room - but it will be interesting in some way. DMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, buts of local gossip, things of no interest to the rogue personally, but useful to some other member of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but DMs should try to make this ability as interesting and diverse as they can. Prerequisite: Search 10+ ranks.

    • Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

    • Skilled Opportunist (Ex): This functions identically to the opportunist special ability, except that the rogue may use it as many times in a round as she has attacks of opportunity. Prerequisites: Combat Reflexes, Opportunist.

    • Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    • Feat: A rogue may gain a bonus feat in place of a special ability. The rogue must meet all of the prerequisites for the selected feat as normal.
Rogue
LevelSpecial
1thSneak attack (+1d6), trapfinding
2ndEvasion
3rdSneak attack (+2d6), trap sense +1
4thCanny rogue
5thSneak attack (+3d6)
6thTrap sense +2
7thSneak attack (+4d6)
8thSuperior canny rogue
9thSneak attack (+5d6), trap sense +3
10thSpecial ability
11thSneak attack (+6d6)
12thTrap sense +4
13thSneak attack (+7d6), special ability
14th-
15thSneak attack (+8d6), trap sense +5
16thSpecial ability
17thSneak attack (+9d6)
18thTrap sense +6
19thSneak attack (+10d6), special ability
20th-

Home     Base Classes

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 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 duration is a number of rounds 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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