the prestige druid

this book. There are few places a druid cannot venture and a million new ...... classes, provided they met the prerequisites, only druids can take full advantage ...... seers to enhance the clarity of their visions. The elixir is drunk and takes.
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The Qui"tesse"ti~l Drui~ Robin

Contents 2 Introduction 4 CharacterConcepts 14 The PrestigeDruid 32 Tricks of theTrade 38 Druid Feats 43 Toolsof theTrade 49 Living Magic 58 The Life of a Druid 65 The Otherworld 73 Druid Magic 88 Pathsof the Shapeshifter 98 SacredGroves 117 Designer'sNotes 118 Index 121 Rules Summary 124 Druid CharacterSheet 128 OGL/D20 Licences

O. Duke Credits Editor

-

Paul Tucker

Cover Art - Anne Stokes

-

Interior Illustrations Andrew Jordan, Brent Chumley, Chad Sergesketter, Danilo Moretti, David Esbri, Eric Bergeron, Fred Rawles, Gillian Pearce, Jason Kerr, Marcio Fiorito, Nathan Webb, Patricio Soler, Reynaldo Batista, Rich Longmore, Sarwat Chadda, Stephen Cook, Stephen Shepherd, Tony Parker

Production Manager Proof Reading

-

- Alexander Fennell

Lucya Szachnowski

-

Play testers Steve Mulhern, Mark Howe, Mark Sizer, Daniel Scothorne, Mark Billanie, Michael Young, Alan Moore, Daniel Haslam, Jamie Godfrey, James Sparling, Shannon Sparling, Jimi Braun, Michelle Braun, Jason

Thornton, Bill 'Urklore' Schwartz

Open Game Content & Copyright Infonnation The Quintessential Druid is 02002 Mongoose Publishing. All rights reserved. Reproduclioo of non-Open Game Content of this work hy any means without the written pennission of the publisher is expressly forhidden. The Quintessential Druid is presented under the OpenGameandD20 Licences.Seepage128for the text of theselicences.All game mechanics and statistics derivative of Open Game Content and the System Refemce Document are to be considered Open Gaming Content. All other significant characters, names, places, items, an and lext herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open

GameContentstatusof any materialherein,pleasecontactMongoosePublishingfor clarification. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to Ihe lenns of Ihe d20 System Licence version 3.0. A copy of this Licence can be found at www.wizards.com. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons and Wizards of Ihe Coastare Registered Trademarks of Wizards of the Coast, and are used with Pennission. Printed in Canada.

MONGOOSE Mongoose

Publishing,

PO Box

PUBLISHING 1018,

Swindon,

SN3

lOG,

United

Kingdom

[email protected] Visit

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Publishing

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at www.mongoosepublishing.com

for additional

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and news

INTRODUCTION

INTRODUCTION he strange

T

woman

apothecary, magical

tending

her plants properties

to her herbs

seemingly

that only

The

robed

figure

with

warrior

who

encroachment these

powerful

powerful

individual

from

lesser power

Quintessential expand

in all the world

in his own

right.

in the fantasy

Druid

is a sourcebook

detailing

calling

to all living

gasp

both

since

to

calling

the Druid

is most

and enigmatic. that make combat

misunderstood,

The class

greatly

drawn as

of

for an interesting

prowess,

potent

wisdom.

woodland

The druid

glen

mystical druid

mysterious,

spells

and a strange

can be at home

to the thick,

can be found

powerful

From

rolling

energies

forests

his world

in

than

any other

the tools

he needs

adventure

takes

that threatens

character,

to survive him,

his plans

would

dare to claim

to greatly

Series

from widen

planes,

from

himself

wand

left behind

the Druid no matter

chance

to present

new way without game as a whole.

feats

and uses

tree and twig

the ingredients

advantage

centuries

mortal

are new

for every

will grow

of his

no other

of. There

and take

where

of his order.

becomes

to transfonn

himself

dragons.

for

of the great

before

by powerful

is a range

Mongoose

of

class

Publishing, options

and

old character

energies

and inspires

all their

world,

a mysterious

realm

The druid

a direct

grove will

to

learn

to

of

for all druid

endeavours from

or in the

the place

that acts as a conduit

of archdruids

beasts domain

out a sacred

othelWorld,

living

versatile

in the mortal

which

the grand

and fey rule over

druid

the entire

experienced druid willleam of and the hierarchy of his own circle, hand

in the protection

and majesty

career,

are few places

for his character

types

search

magic

The mystery

racial

new

into

creatures

rewards of nature.

toolkit of one class or race within the both players and Games Masters the

overpowering The Collector's

out his own

as seneschal.

into the mysterious

he can learn

magical

of all living

creatures.

all designed

Slotting seamlessly each will provide a

experienced,

etch

and perhaps

druid order. The progress through

any

more

into vennin,

He will

and tend

and his court

the

to deal with

As the druid

peer

has at hand

or the ideals

within the d20 games system. any fantasy-based campaign, comprehensive game, allowing

New

his mastery

him powers

druid

and

of the archdruid,

the scenes.

mastery

to aspire

or the whisperer,

of the wilderness

abilities,

his potions

awaken

the

those

and the power

a player's

to be druids

in the druid

for druid

the ranks

behind

items

Every

trees

creatures to join

allowing

magic

wilderness

rich with

THE COLLECTOR'S SERIES The Collector's

came

play

are presented

druid's

and magic,

taking

sourcebooks

from

expand

shape

even

the local

in the outer

protecting

but

as much

that would destroy living creatures for personal gain. By memorising the right spells, adapting to any terrain better

a complete

they

and the role they

of

character

be given

of how

and

realms

druids.

all the elements

as in the wilderness.

and celestial

thought

and fun adventurer,

powerful

the city or town

in the d20 system,

embraces

now

to all the living

in the forest. depicted

may

still are invited

weapons,

classes

Using

classes

to rule quietly

will greatly

history. Of all the character

dreamed.

and history

Prestige

fewer

the dawn

druids

new

few have the strength of personalities empathy required for the path of the beast

and

that has stood

into

to

at. The

and the order creatures

order.

expanded

only

in the first place

stands

dedicated

that

he once

background

as the most

the individuals

greatly

concepts,

and a

druid

do not understand

can only

to this solitary

The

of individuals,

others

which

of the oldest

setting

character

ever

before.

capabilities

All of

organisation

creatures

this class,

guardian

into his lands.

than

With the aid of this sourcebook, any character adopting the druid class will find his options

the

to end the

a member

and versatile

principles

at nothing

a better

DRUID

leading

of the druid,

all others

mysterious reaping

stop

of civilisation

are examples

and most apart

will

to create

to do a lot more

THE QUINTESSENTIAL

The

land's champion to kingship. The tribal guardian tending to the newest of civilisations or the facepainted

a player

in her

invested

she can reap.

and wizened

allow be able

possible

mysterious old man out in the wilderness, surrounded by the ancient stones built before there was human civilisation.

necessarily but he will

character beyond.

in a completely

or unbalancing the Series will not

2

of the druid,

are all detailed a druid to meet

of his own

cannot

venture

and befriend

special from

Druid I"

level

his rich and this book.

There

and a million as he reaps

relationship

The Quintessential all the way

within

with will take

the

the power such

a

to the 20" and far

INTRODUCTION .~. "Nathalie

watched

'Nathalie.

Still

to register

the shopkeeper's clutching

what

but deserted.

cheery

the apple

she was looking

smile

melt

she had bitten

at.

Before

into,

. It was only

when

ththick vaporous ! rippling waves sky towards

over

the years.

The old woman

turned

around.

It took

the old townsbip

The tower

leant

over as though

had been

held

together

once

with

stared

straight

a moment

as a market about

for her eyes square

to topple.

mortar

seemed

past was all

Its old instead

vines.

she saw past the tower

mass. flowed

slowly

road that served

tower.

What

into a look ofterror.

Nathalie

her, the mud

At the far end was the old wizard's

stones had darkened I cobbled i supported by endless tangled

away

that Nathalie

could

see it.

In the darkened

skY, clouds

had formed

It did not take Nathalie's trained senses to tell her this was no normal cloud through the cloud, twisting the vapoursinto strange dark coils, like snakes

into a

formation. crawling

Thick out the

the township.

"

'Is that normal?'

The shopkeeper's

Nathalie

'No.' elderly

stepped

shopkeeper.

Taking

toward

'Get

a few tentative

shoulder.

With

components

vanished.

see the magic filled

with

the wizard's

toward

flick

slightly

tower

the tower,

of her wrist

A few more

as she spoke.

as she spoke.

blue

aura

With

hardly

Nathalie

and a small

steps

she was sure was being

the hazy

sbook

'rhatis

not normal.'

She turned

back.toward

the

inside.'

steps

a quick

voice

and Nathalie

summoned

of arcane

reached

of mystic

begun

about

magic.

into tbe sma1I spell

summoning

to mumble

the tower.

The/ower,

bag she had hanging

energy, under

the herbs

her breath,

As she finished

the clouds,

the very

and olber

calling

the mumbled

air seemed

around

forth

the power

words,

to crackle

her

spell to

her vision

with.hidden

energies.

I 'Foolish

!within

old man.' her body.

I evaporated

The eagle

into a flurry

! and she took

to the air.

any effort

rose

offeathers. With

at all, Nathalie

surrendered

out of her like a hot wind. Nathalie

a flutter

felt the weight

of her wings,

her physical

Her eyesg/owed of her body

her body

caught

fonn

a deep give

to the spirit

way to the graceful

the thennals

that hid deep

gol'.1:ttnllcf:levei:

with nature. Exceptfor the casting

time, this spell-like ability operates as per the spell.

Class Skills The beast whisperer's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge (nature) (Int), Jump (Str), Listen (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and wilderness lore (Wis). See chapter 4 in Core Rulebook I for skill descriptions.

BEAST WHISPERER In many ways, the druids' ability to speak to animals, plants and beasts is the cornerstone of their power. From the sacred groves to lone druids deep in the wilderness, animal companions aid and protect the druids. When the druid order needs to call on a lot of animal assistance, they use the services of a beast whisperer. Any animal that sets eyes on the beast whisperer is immediately subject to his incredible animal charms. The beast whisperer has refined his ability to bemend other creatures until animals, small and large, surround him. Many are merely enthralled by his presence; given the opportunity, they will break

Skill Points at Each Level: 4 + Int modifier.

Class Features The following are all the class features of the beast whisperer prestige class:

his spell and make their way back into the wilderness. Others are his true and tested friends, his companions for life.

Weapon and Armour Proficiency: The beast whisperer gains no proficiency in any weapon or armour. The character must abide by the normal druid strictures against the use of certain weapons and armour once he takes levels in this prestige class.

Beast whisperers can be difficult to be around. More often than not, they prefer the companionship of their animals than other people, even other druids. Though they are often attached to a druid circle, maybe even given the responsibility of using their animals to protect the grove or to guard a particular stretch of wilderness, they prefer solitude. Fellow druids give the beast whisperers the respect they deserve, leaving their chosen places, their caves and clearings well alone until they need their assistance.

Companion Capacity: A normaldruid multiplies his caster level by 2 to determine the total number of Hit Dice of befriended animals he can have at anyone time. The beast whisperer instead multiplies his caster level by the indicated number to calculate the total Hit Dice ofbemended animals he can have. This increase in capacity does not apply to the maximum Hit Dice for anyone creature under the influence of the beast whisperer; this is still limited to twice the beast whisperer's caster level. A beast whisperer generally has more companions than a normal druid but his companions are no more powerful.

Hit Dice: d8

Druidic Membership: All beast whisperers are members of the druidic order, even if they have no

16

THE PRESTIGE DRUID druid levels. They must abide by the restrictions and receive the benefits of joining the order. Gaze of the Beast: The beast whisperer develops such a strong affinity for natural creatures that he develops a gaze attack that causes any creature he stares at, or that lays eyes on him, to immediately become enthralled as though under the influence of an animal friendship spell (DC II + the beast whisperer's Charisma modifier). This effect lasts as long as the creature is within line of sight of the beast whisperer and for an addition Id6hoursthereafter. If the beast whisperer desires to eat the creature, abuse him or in some other way would not want to be friends with it, the effects of the power are negated. The creatures under the influence of this supernatural power do not count towards the maximum Hit Dice the beast whisperer can have as animal companions at anyone time. As a full-round action, the beast whisperer can force a saving throw on any creature he can see in the normal manner for a gaze attack. If the animal fails its saving throw under these circumstances, the beast whisperer can choose to have the animal become one of his permanent animal companions as though he had actually cast animal friendship on the creature. The animal, under these circumstances, applies against the beast whisperer's maximum companion capacity.

Only true companions can be affected by this power. Creatures under the temporary influence of Gaze of the Beast do not qualify but those permanently affected do. Any eligible creature within 30 ft. of the beast whisperer that can see him receives a +4 bonus to its Strength. Using this supernatural ability is a standard action and the effects last for ten rounds.

Speak With Animals: The beast whisperer can comprehend and communicate with any animal. He is able to ask questions of and receives answers from animals, although this does not make animals any more friendly or co-operative than normal.

Howl ofthe Wolf: The beast whisper who reaches 5oh level can influence all. the animals of a specific type in an area, temporally making them all his friends. This power is named after its most common manifestation, that of the howling beast whisperer calling a pack of wolves to aid him. The power can affect all the animals of a specific type within five miles of the whisperer, including dire or similar variants. The beast whisperer must make some sound suitable to the

Beast Affinity: The beast whisper's powers can extend to beasts as well as animals. When a beast whisperer level, both the Gaze of the Beast and Speak reaches 3" with Animals powers now apply to beasts in addition to animals. Inspire Might: The beast whisperer can inspire a rush of energy in any of his companions that can see him.

BeastWhisperer S eelal Gaze of the Beast "'3" 14~ 5oh

..., +2 'l'j +3

':>Dea1CWttJ1;/\DffI'\1flB

'Ft +1

+1

+3

-'Ff +1

ct"I +4

Beast Affinity lUSI>treMlllnt Howl of the Wolf

17

x~ x4 'x..~ x6

THE PRESTIGE DRUID real time there. Dreamers dedicate themselves to the otherworld. They map the otherworld, tracing the great leylines, acting as guides for druids and fey that choose to make their journey to the other side of the rainbow. Wandering druids and nature's philosophers most often become dreamers.

animalhe wishes to affect,whistling for birds,howling for a wolf etc. All the suitable animals within five miles must make a saving throw as though under the effects of Gaze ofthe Beast. Any creatures successfully affected by this power immediately know the location of the beast whisperer and will make their way to aid him as quickly as they are able. The effects of this power last for 2d4 days.

Hit Dice: d6

Requirements To become a dreamer, a character must fulfil the following criteria:

DREAMER There is a world beyond the senses of normal men and women, a place fuelled and spun from the energy of life, where fairies fly, Irees can talk and rivers of magical energy flow across and through the land. This is the place from whence many sprites, dryads, nymphs, nixies and pixies come, a place where the satyr's pipes still sound through the hills and where the druid can find true peace. In the otherworld, the cities of men are but fragile shadows and the ancient groves are places of unrivalled power. This place is the source of the druid's power, a world where his magic has no rivals, from whence all druidic powers are spun.

Knowledge (nature): 8 ranks. Languages: Sylvan, Ogham. Spellcasting: The character must be able to cast divine spells. Otherworld: The character must be able to immerse his senses in the otherworld.

Class Skills The class skills of the dreamer (and the key ability for eachskill) areClimb (Sir), Concentration(Con), Craft (Int), Diplomacy (Cha), Intuit Direction (Wis), Jump (Sir), Knowledge (nature) (Int), Knowledge (otherworld) (Int), Profession (Wis), Scry(lnt, exclusive skill), Spellcraft (Int), Tumble (Dex) and Swim (Str). See chapter 4 in Core Rutebook I for skill descriptions.

Though all druids can immerse themselves in the otherworld, few can enter it and fewer still spend any

Skill Points at each Level: 4 + Int modifier

Class Features The following are all the class features of the dreamer prestige class: Weapon and Armour Proficiency: The dreamer gains no proficiency with any weapon or armour. The character must abide by the normal druid strictures against the use of certain weapons and armour once he takes this prestige class. Spells Per Day: When a new dreamer level is gained, the player gains new spells per day as if he had also gained a level in the druid class. He does not, however, gain any other benefits a druid would have gained. This essentially means the player must add his dreamer level and druid level together before calculating spells per day and caster level. If the player was not a member of the druid class before becoming a dreamer, he may now cast spells as a druid of his dreamer class level. Otherworld Lore: The dreamer has a small chance of having heard of any realm or place in the otherworld.

18

THE PRESTIGE The dreamer can make a Wisdom check using his levels in this class as a bonus (DC 25). The Games Master can make this check more difficult if he feels the place is particularly secret or elusive. Ifthe dreamer makes the check, he knows where to find the place and can attempt to journey to the place though he suffers a 1010penalty to the Will saving throw.

GROVE

DRUID

DEFENDER

character level. This is a spell-like ability and requires one full round to use. This ability follows all the normal restriction for the otherworld gate spell.

The ancient groves of the druids are rare and powerful. For every grove, there must be one to step forth and take on the mantle of grove defender. Not all ofthese men and women progress into this class but most aspire to do so, bonding themselves body and soul to the grove they defend. Though it is the duty of all druids, from all classes, to protect a sacred grove, the grove defender binds himself to a particular grove. He draws power directly from the grove, essentially becoming a manifestation of its own desire to continue.

Spirit Guide: The dreamer attracts the attentions ofa permanent spirit guide. This creature is identical to a normal spirit guide but it always comes to the dreamer when he enters the otherworld, though its form may change, and the dreamer always recognises the Guide for what it is. See Chapter 8: The Otherworld for more information on spirit guides.

Very few druids have the will to become a grove defender. A grove defender must spend much of his time in his chosen grove and, in many ways, he becomes dependent on its power. Many grove defenders have died simply through the destruction of their grove. This close spiritual bond is a responsibility only the bravest druids can face.

Swiftly Travelled: The dreamer receives a competence bonus to the Will saving throw when making journeys in the otherworld equal to his level in this class. When travelling in a group, the dreamer applies this competence bonus to the group's saving throw. In a group with more than one dreamer, apply only the largest of the bonuses. --

Hit Dice: dlO

Otherworld

Passage I: Once per day, the dreamer may

castthe spell otherworld passageasa druid of his

Requirements To become a grove defender, a character must fulfil the following criteria: Will Saving Throw: 5+. Animal Empathy: 4 ranks. Knowledge (nature): 8 ranks. Feats: Iron Will, Toughness. Spells: The character must be able to cast druid spells. Special: The grove defender must receive the blessing of the grove's seneschal before he can bond with the grove. If the defender fails to gain this blessing, the seneschal can sever his bond at any time, causing the character to lose the features of this class.

Traceless Passage: Just as druids are all but impossible to track in the real world, a dreamer that reaches level in the class leaves no spiritual or 3'" physical trail in the otherworld. Dreamers 00'" level or higher may be able to trace a dreamer with this ability. Resist Nature's Lure: At level, the dreamer gains a 4" +4 bonus to saving throws against the spell-like abilities offey. If the dreamer already has this ability, the bonus increases to +6.

Class skills The class skills of the grove defender (and the key ability for each skill) are Animal Empathy (Cha), Climb (Sir), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),lntuit Direction

Otherworld Passage II: The dreamer may now use his Otherworld Passage spell-like ability at will as often as he desires.

Dreamer Class Level

~-3"

Base Attack +0

Fort Ref Will Save Save Save +2 +0 +2

+1 +2

r:iti:-~.""" 5ili

+3

+0 +I .1.1 +1

I"

fj

fj

+3 ~

+3 +il

+4

+4

. .

Special OtherworldPassageI, OtherworldLore

Spellsper day +1 druid level

';S!jlJ'jrGi!iUe::5wimY"rravellea Traceless passar R...i"'.N'!Jl(~s ,""" Otherworld PassageII

1'1 amra level +1 druid level

19

-hl~ + I druid level

THE PRESTIGE

DRUID may

take

one weapon

be sanctified. weapon

all the normal

penalties

so. A weapon

ever

defender's

have

was

Per

gained,

engaged

Day:

a level

gain

any other

This

(Int),

(Dex)

(Dex),

and Wilderness

Core

Rulebook

Skill

Points

Profession

Spot (Wis), Lore

I for skill at Each

(Wis),

Swim

(Wis).

(Str),

becoming

spells

as a druid

See chapter

Level:

when

ritual

in which

4 in

ClassFeatures defender

prestige

Weapon

and Armour

receives

martial

one weapon calling.

or exotic

he chooses

In addition

Grove Defender "-\tack: Bonus I Level -"'+0-

r-:::n. 5"

+2 +3

-

weapon when

A grove proficiency

he first takes

to the proficiency,

Every

in any

+2.

to the

+4

-c:f-l +1

grove, month,

A grove

his grove

the character

tort""""Ref~Wm Save Save Save +2 -:;:r-+o ~!:L --'T,;. +3 +1 +3

+d..

who grove

be healed

chosen

defender

~ +4 20

class.

level

must

defender

he fasts

Many work

now cast

a particular

requires

and meditates

a five day

within

of the grove

within

If

class

level.

binds

This

add

level.

he may

defender

not,

have

together

of the druid

the class.

is

He does would

the character

defender,

A grove

with

a sacred

the defender

or near

the grove

will

spends must

grove.

will weaken

his chosen

15) or suffer only

Proficiency:

a grove

only

level

per day and caster

of his grove

the defender from

chosen

of the grove

class:

I Class I" ~-"'i. 3"

features

one of

chosen grove, as specified in the power's There are two major downsides to this bond

defender

are all the class

or the

per day as if he

a druid

and druid

spells

he joins

abilities

Firstly,

4 + Int Modifier.

a service

defender

spells

means

of the grove.

spiritual

away

The following

Grove:

grove

defender's description.

descriptions.

grove

new

was not a member

before

special

Ride

require

by

another

not befitting

benefits

level

calculating

boundary

Use Rope

as provided

was lost while

in the druid

essentially

defender

Chosen

Silently

may

a new gains

gained

the character

Search

When

however,

before

Move

use will

to provide

in activities

had also

his grove

(Dex),

weapon,

feel the weapon

the character

gained.

(Wis),

and he cannot The character

to get them

The circle

if they

he

own.

Spells

Listen

one sanctified

he lose his.

their

alone

weapon.

and will need

defender

for doing

for him and him

grove

atonement

(Int),

as a druid.

suffers

should

(Nature)

oaths

weapon,

his circle,

Knowledge

his spiritual

to

use an unsanctified

only

(Str),

breaking

without

to his circle

use the sanctified

the character

another

Jump

type

may

Should

is sanctified

(Wis),

of the same

The character

grove more

make

Id4 points while whether

and die ifhe

for too long. than

one month

a Fortitude

within

This

the boundaries

naturally,

weaken

who

spends

throw

damage

die.

(DC can

of the means.

increases

too long away

and eventually

his

throw

or by magical

the DC of this saving defender

from

saving

of damage.

remains

The grove

by from

THE PRESTIGE DRUID Secondly, if the chosen grove is destroyed, the character loses all benefits of this class and may never again advance as a grove defender.

the hunt does not hunt for pleasure, though. He only permits himself to hunt to provide what he needs to survive, be that food, hide or clothes. The master of the hunt adorns himself with the trophies of his hunts and will never be seen wearing garb produced by civilisation. He needs nothing to survive but his own hunting and tracking skills.

A character, with permission from his circle, may move his link to another grove. This requires the same five day ritual to be performed in the new grove. All the benefits of this class move to the new grove. The character only weakens if away from the new chosen grove.

Within the druidic order, the master of the hunt carries the title of huntsman or huntswoman. Though the huntsman would do nothing but hunt for food and the exhilaration of the chase, his masters in the order often have uses for him that are far more pragmatic. A huntsman has the skills to track anyone anywhere and. when he finds them, the terrifying Hunting Fever is as effective against people as it is against animals. For this reason, the image of the huntsman sitting atop his powerful stag mount has been ingrained in the minds of many villagers and small townsfolk as the terrifying image of vengeance from the wilds.

The defender still has a connection to old groves, though. Should any grove the defender was once attached to be destroyed, he must make a Fortitude saving throw (DC 20). On a failed saving throw, he loses 200 experience points per character level. On a successful saving throw, he looses only 100 experience points per character level. A grove defender's experience total can never drop below naught due to the destruction of a grove. Should he lose sufficient experience to loose access to this class completely, his current bond is destroyed and the character loses the ability to ever advance as a grove defender again.

When the huntsman turns his attentions to providing for a village or town, as he is likely to do under the instruction of a druid lord or a circle answering a call for aid, he can easily provide food for an entire village through his highly-honed hunting skins.

Grove Specialisation: A grove defender receives exceptional benefits when fighting within half a mile, per class level, of the grove. The character adds the indicated bonus to armour class, artack bonus and saving throws while within range of his chosen grove.

Hit Dice: d8.

Requirements To become a master ofthe hunt, a character must fulfil the fonowing criteria:

Grove SpenoWhencastinga spell in his grove,the grove defender can add a +2 sacred bonus to the saving throw difficulty for the speno

Animal Empathy: 8 ranks. Handle Animal: 8 ranks. Perform: 2 ranks (must include horn). Ride (any): 8 ranks. Feats: Mounted Combat, Mounted Archery, Trample.

Restful Slumber: While within the grove, the defender receives the benefits of one full hour of sleep for every 30 minutes he rests. After four hours, the character is completely rested as though he had received eight hours of sleep. This ability only functions within the defender's chosen grove.

Class Skills The master of the hunt's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Handle Animal (Cha), Profession (Wis), Swim (Str) and Wilderness Lore (Wis). See chapter 4 in Core Ru/ebook I for skill descriptions.

Healing Slumber: A truly dedicated grove defender needs never fear death if he is within reach of his grove. For every four hours a defender rests within his chosen grove, he heals as though a full day had passed, as the energies of the grove nourish and heal him.

Skin Points at each Level: 2 + Int modifier.

MASTER

OF THE HUNT

Class Features

The principle of the hunt is very important to druids. The master of the hunt is dedicated to this principle in it purest manifestation. He lives to chase and kin animals of an kinds. The larger and more dangerous the prey, the more satisfying the hunt. The master of

The following are all the class features of the master of the hunt prestige class:

21

DRUID

THE PRESTIGE

generally

left to their

the inner

circles

SpeDs

Per

study

Day:

magic,

Starting

thereafter,

would

adds

have

If the character

class

before

abilities

hunt

level. Similar

a special hunt

must

his

pace

a level

gain

of the hunt

than

in the druid

any other

levels

before

of

to which

first befriend

a

(rounding

calculating

a master of a druid

benefits

in effects

was not a member

to a paladin,

steed

continues

The character,

levels

becoming

the casting

Mouut:

gained

gained.

day.

hunt

at a slower

not, however,

to his druid

class

to

level and every other level 2'" of the hunt gains new spells per

half his master

down)

ofthe

though

he had also

He does

druid

but answerable

at

the master

day as though class.

devices

The master

of druidic

his fellows.

own

none-the-Iess.

spells

per

of the druid

of the hunt, he acquires y, his master of the

the master

of the hunt

he is bound.

The master

this creature

using

has

ofthe

animal

friendship. Unlike paladins, masters of the hunt prefer stags to horses as their beasts of choice but may use any creature ranks

for which

or higher.

master

Once

of the hunt

they

have

the animal

simply

the Ride

skill

at 8

is befriended,

declares

the

the creature

to be

his mount. The huntsman's still counts companions. benefits

Proficiency:

The master

of the

treat

hunt is proficient with all simple weapons. In addition, his sacred oaths to the druids allow him to use any weapon wood

manufactured

in addition

quanerstaffs,

to clubs,

scimitars,

They

form

order

a special

animal dans,

bone

even group

oflhe if they within

and slings. hunt are have

a magical Hit Dice

the creature

in the table

gains

but

the

below.

Level: If the mount suffers

it as a mount

beast

for animal

of a lower

level

master

a level drain, of the hunt.

Bonus Hit Dice: These are extra eight sided (d8) Hit Dice, each of which gains a Constitution modifier, as

or

longspears,

sportspears

All masters

of the druid

levels.

dagger,

sickles,

Druidic Membership: members

from

becomes

his maximum

In addition,

outlined

Huntsman's Weapon and Armour

mount

against

no druid

normal.

Remember

that extra

Hit Dice

mount's

base

and base

save bonuses.

Natural

Armour:

attack

The number

improvement to the mount's

the order

represents

the preternatural

improve

the

listed here is an

Armour

Class.

It

of a huntsman's

toughness

mount.

Master Class

ofthe Hunt

--

I Level I"

-

I.l:.3"

z-..-_7-Et:

5"

A'rt;;ck

Fort

RrWnT

B,,2nus

~ve +2

8.!,\le Save +0 +0

+0

+3

Special Druidic Membership, Mount, Hunting Fever I / day Track:.In$JiIfCHunt

'tL.-:!!f +0. +1

-

-+.L +2

+3

+1

- '11 +4

+"1'

+1

+\..

+1

.

- - -

- --

Huntin~eve~~~

-

~Ii.

'iiIL.T

Hunting Fever 3 / day 22

CQI.

--

-

..

SpeDsperdaY.

+1 drulil level

- _+1auij[JeW=:

THE Huntsman's

Mount

Cbaraeter

Bonus

Str

lID

Armour

Adi,

Jot

+2

4

+1

+4

- -ImJlroved Evasion

6

+2

6 :Z

+6 .~

8 10

+3 ...4

8 jj~

Walk on Air Snell Resiirtallcc::::1

6Level 5-7

lJ! -1.0 II

- 14

U.s.- 20

that. prey

-

Natural

Sl!eciai

--

Add this figure

modifier

to the mount's

Strength

score.

The mount's

Improved attack

Intelligence

Evasion:

If the mount

that normally

half damage, saving

allows

it takes

successful

saving

throw

score. is subject

a Reflex

no damage

throw

fails.

if it makes

and half damage

Improved

extraordinary

ability.

Walk

The master

throw

Evasion

and +2d8

for

even

of the hunt's mount can he had cast air walk on it for up to

as though

20 minutes

per caster

level.

can function multiple daily limit) with each minute

ofuse.

activate

it and

touches

ground.

his mount skill

for the mount

it stops

once

level

intuitively

with

Hunting

+ caster

while

him

fuelling needed

on the Hunting during

time

which Fever

and, during like

both

Fever, Calling

make

make

at least

Fever

to focus

is equal the

a caster

equal

to the

the huntsman

he must

requires

be able

some

this round,

with

down.

must takes

To call

be able

to

one full round,

to see the prey.

concentration

the huntsman

checks

to the on his

and his steed

the creature

on the Fever

concentration

is unique

completely

himself

to bring

see his prey. Hunting

resistance

must

the

the ability.

+ 5. To affect

level)

The Hunting

allowing

the ferocity

to train

resistance.

Fever:

huntsman,

spell

level

The

to muster

may

as though

need

using

to

a spell-

ability.

At the end of this sound causing

his horn.

initial This

it to be affected

at the huntsman's

character

as long as the Fever

round,

alerts

plus

the huntsman

the creature

as though level. an addition

must

to the hunt,

by afear This

spell

effect IdlO

cast

lasts for

rounds

the Hunting

Fever, The

penalty

to his armour

attacks

him other

and Expertise

develops

it acquires

a spellcaster

(ld20

spell

not need

The mount

The mount's

to

the mount

does

when

character

a spell,

check

quarry

huntsman

to use this ability.

Resistance:

mount's

operating

and do not cause

his abilities effectively prey while in the Fever.

ability

It is a free action

to the huntsman's mount

supernatural

Hit Dice.

and kill his prey.

times each day (up to the total use counting as at least one

The

required

Spell

This

+20 modifier

the huntsman's

companions

within

bonus

to their These

+ 10 bonus

movement extra

line

to Strength rate

Hit Dice

the creatures

are

to abandon

the huntsman. Finally, the huntsman's mount (only) may use the master of the hunt's base saving throws, its own, whichever are higher.

if the

is an

During on Air:

function

In addition,

animal

a +4 circumstantial

to their

temporary

a

receives a +4 and Dexterity,

rate and a +2 morale

throw.

and any other

and Dexterity,

to an

saving

huntsman to Strength

bonus

receive

to the

(minimum: one minute). So long as the Fever lasts, the

to his movement

of sight

equal

huntsman's Constitution modifier have passed

to his Will saving mount

Int:

DRUID

The fever lasts until the is killed or until a number

of minutes

circumstantial Str Adj.:

PRESTIGE

after

23

feats,

finds

must

against

his chosen

and any other

chase

it difficult

against anyone He suffers a class

than

the huntsman

huntsman

other

to use

than

his

-4 circumstance any creature that

prey. similar

or

The Dodge feats,

are

THE PRESTIGE DRUID Bonus Feat: At 4ili level, the huntsman may choose a bonus feat from the following list; Weapon Focus (shortspear), Weapon Focus (longspear), Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Point Blank Shot, For Shot, Precise Shot, Toughness, Run.

only effective againsttheprey while the huntsmanis in the Fever. In addition, the huntsman can only attack another creature if it attacked him first within the last round. His desire and need to kill the prey is too great for the huntsman to waste time on others. At the end of the Fever, the huntsman must make a Fortitude saving throw (DC 10 + the Challenge Rating of the prey). If the saving throw fails, the huntsman is fatigued. On a successful saving throw, he is fatigued for the rest of the encounter only.

NATURE'S

AVENGER

The forests bum, the waters are fouled, powerful necromancers raise legions of undead and, across the world, the druids do nothing but watch. To the nature's avenger, the druids have already failed to save the wilderness. It is only a matter of time before they allow the mother to be consumed by mankind's relentless hunger. To save the wilderness will take more than a few ward spells and walking plants, it will take war. The nature's avenger takes the fight to mankind, relentlessly destroying any who despoil nature in even the slightest way.

Track: At 2" level the huntsman receives the Track feat free. Track Quarry: When tracking a quarry, against which the Hunting Fever has been used but that successfully escaped, the huntsman receives a +2 circumstantial bonus to his Wilderness Lore check. Inspire Hunt: By sounding his horn, the huntsman may lend some of his magical resilience to those accompanying him in a hunt. All that are with the huntsman on a hunt receive a +4 morale bonus to their Fortitude saving throws against fatigue and exhaustion if the hunt continues for many hours.

The druid order supports a few moderate nature's avengers but most are renegade druids that saw one too many sacred groves fall to hands of civilisation. They have severed their ties to the druid order and set out to change the world in whatever way they can. Many of these outcasts travel alone but some cities are unfortunate enough to harbour terrorist bands of avengers. In such a city, the avengers' presence is only too keenly felt. Any development, building or construction is mercilessly attacked. The dark heart of the nature's avenger can be a truly chilling thing. This environmental terrorist will lie in the midst of normal people for months or even years, waiting for his opportunity to strike. Until that time, he will appear completely normal. He hides his hatred of humanity. While the avenger will aim to use nothing artificial in his daily life, he will not go so far as to seem odd or different. When he strikes, many who considered him an acquaintance or even a tTiend will truthfully claim that they had no idea he was capable of such atrocities. Hit Dice: d8

Requirements To become a nature's avenger, a character must fulfil the following criteria: Alignment: Neutral Evil. Concentration: 8 ranks Spells: The ability to cast 4" level druid spells. Wild Shape: The character must have a wild shape ability.

24

THE PRESTIGE DRUID Nature's Avenger Fort 'Ref' Will Save Save Save +0 +2 +0 +2

-~+3

"'1J

-~I

+1

+1

-......

;t'(J

~edaJ ow Claws

+3

+1

~1o"mroTKJIIre'I' t'aav Martyr's devotion

+4

"'f +1

Soffit ot Ra~e2;ra"" Condemnation

'I':j

Class Skills

S~ +

I eve

iliUlU level ""I +1 druid level +J dnlii:l le",,1

+1 druid level

damage on the avenger as they tear their way out through the ends of his fingers.

The nature's avenger's class skills (and the key abilities for each skill) are Concentration (Con), Craft (lnt), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), and Ride (Dex). See chapter 4 in Core Rulebooklfor skill descriptions.

Spirit oCRage: The nature's avenger can muster a terrible fury similar to that of a bear. At level, the 2""

nature'savengercanusebear'sfury

asa spell-like

ability once each day. At 4~ level, the avenger may use the spell-like ability twice each day. This ability functions as the spell cast at the avenger's character level.

Skill Points at each level: 2 + Int modifier

Class Features

Martyr's Devotion: The nature's avenger believes so strongly in his cause that almost nothing can stop his vengeance. While benefiting from the effects of Spirit of Rage, the nature's avenger may continue to function normally until he reaches 1010hit points, at which point he dies. In addition, the character can ignore the effects of subdual damage completely until the Spirit of Rage has passed.

The following are all the class features of the nature's avenger prestige class: Armour and Weapon Proficiency: The nature's avenger has the same spiritual oaths to abide by as a druid. He will go out of his way not to use any weapon, armour or the like created through artificial means or industry of any description. For many avengers, this includes magical armour and weapons unless they can prove conclusively that the magic was invested by druidic magic and used only natural components.

Condemnation: Once each week, the nature's avenger may lay down a terrible curse upon one he believes hasinjurednaturein someway. This ability requiresa standard action to use and is considered a spell-like ability. Unlike a normal spell-like ability, it has a

Spells Per Day: The nature's avenger continues his study of druidic magic. Whenever a new nature's avenger level is gained, the character gains new spells per day as if he had also gained a level in the druid class. He does not, however, gain any other benefits a character of the druid class would have gained. This essentiallymeansthe characteradds his nature's avenger and druid levels before calculating spells per day and caster level. If the character was not a member of the druid class before taking this prestige class, he now advances as a druid with a caster level equal to his nature's avenger class level.

verbalcomponent,soa silence

spell or similar can

prevent the curse from being delivered. The nature's avenger needs to honestly believe the creature is gnilty of some crime against nature. He does not need to be right. Condemnation functions as though two bestow curse spells had been simultaneously cast on the same target. The avenger must choose two different effects from the table included in the spell's description. The target receives a Fortitude saving throw (DC 16 + the avenger's Charisma modifier) against each effect. Ifhe passes the saving throw, he ignores that effect. He must pass both saving throws to ignore the effects of Condemnation completely. The effects of Condemnation manifest in a natural manner. For example, a character may sprout painful thorns, inflicting him with a -6 to Strength and Dexterity.

Grow Claws: The nature's avenger can grow claws. These claws do I d6 point of damage, plus the avenger's Strength modifier. He may retain the claws for as long as he wants them and may retract the claws as a full round action at any time. Growing the claws is a move-equivalent action that inflicts Id4 points of

25

THE PRESTIGE DRUID powerful leader with a nation that not only prospers but shines as a beacon to all others as to how mankind can live with nature without harming her. Often, though, the druid lord is reduced to being a puppet of others, finding it impossible to fulfil all his committnents.

A single break enchantment, limited wish, miracle, remove curse or wish spell will remove all the effects ofa single use of Condemoat ion.

NOBLE

DRUID

Druids are often simply uninterested in civilisation, being more interested in solitary meditation in the wild. Yet, from time to time, druids do become involved in the affairs of normal civilisation and, sometimes, their ideas begin to filter into the general attitude of the public. Rarely, in the past, druids have risen in importance to become not only the spiritual leaders of a community but its aristocracy as well. These are the noble druids. The noble druid can be born to the position in a form of a royalty or elected from the local priesthood but, in all cases, the noble druid has cultivated his skills as a leader and diplomat.

Hit Dice: d8.

Requirements To become a noble druid, a character must fulfil the following criteria: Diplomacy: 13 ranks Knowledge (nature): 10 ranks Feats: Leadership level Spells: The character must be able to cast 5'" spells as a druid. Special: The character must have recognised authority within a city, state or nation. A character with levels in the aristocrat or noble class (see Power Classes IV: Noble by Mongoose Publishing) does not have to fulfil this requirement.

Noble druids often find themselves inundated with obligations. Though they remain a part of the druid order, they are also the leaders of people. The druidic order often presents itself as advisor to the noble druid but, in truth, its members are his peers and superiors. The noble druid has commitments to maintain the wilderness of his land while simultaneously allowing his people to prosper. When done right, the noble druid can rise above these obligations to become a

Class Skills The noble druid class skills (and the key ability for each skill) are Bluff(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Read Lips (Int, exclusive skill), Ride (Dex), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language, Spellcraft (Int) and Wilderness Lore (Wis). See chapter 4 in Core Rulebook I for skill descriptions. Skill Points at Each Level: 4 + Int modifier.

Class Features The following are all the class features of the noble druid prestige class: Weapon and Armour Proficiency: The noble druid receives no additional proficiency with any armour, weapon or shield. The character must abide by the normal druid restrictions with regard to what types of weapon and armour he can use. Spells Per Day: The noble druid continues his study of druidic magic. When a new noble druid level is gained, the character gains new spells per day as though he had also gained a level in his druid class. He does not, however, gain any other benefits a character of the druid class would have gained. This

26

THE PRESTIGE Noble Druid A:llacl< Bonus +0 I"

~Iass Level 1'23" HIm

5"

'1'1 +1

-'f'T

+2

-

l'ort ReI WQI Save Save Save +2 +0 +2

...!L. +3

"'" +1

"">

~ +4

+.r +1

'f4: +4

+3

Special Dual Life £alia J$ona Foundations of Spirit lDYOIcetIlel:ilJtnt

Speakerfor theLand

essentially means the character adds his noble druid levels and druid levels before calculating spells per day and caster level.

DRUID

_Spells Per Day+I druid level :"I!'r'Oi'iiiC!'Iev~r+ I druid level

+1 dnil{llevel+I druid level

.

caster levels. This may increase the number of attacks the noble druid can make using a full attack action. Speaker for the Laud: Once each year, the noble druid may invoke the spirit of the land to back his proclamation. The druid's declaration must be a prohibition against a certain action or group of related actions. It cannot be dangerous to the land itself and it cannot be intended to harm the people or the sovereignty of the nation. For example, the druid could declare that one should not steal or that one should not be in the city streets after dark. He could not declare that a group of people must come to his court. He could not declare that people should not breathe or that people allow a rival army to occupy the nation without resistance.

Dual Life: A noble druid leads a double existence; one in his court and one out in the wild. From the moment the character attains entrance into this class, he has two leadership ratings. One leadership rating is used to acquire cohorts and followers in his court and in the cities and the other is used for animal cohorts and specialallies in the wilderness. Possessingan animal companion does not affect the noble druid's leadership score in the cities but it does in the wild. Land Bond: The noble druid can establish a powerful mystical bond with any land in which he has recognised authority. This bond allows the druid to sense the feel and flow of the kingdom. The noble druid may use his Wisdom modifier in place of the normal ability modifier for the following skills while within the borders of his own nation: Appraise, Bluff, Diplomacy, Disguise, Gather Information, Intimidate and Scry (target area or person must be within the borders of the druid's domain).

This ability can only be used within a realm, city or state in which the druid is a recognised figure of authority. The area of effect for this spell-like ability is centred on the druid at the time he makes his declaration. There must be at least 50 people to hear his declaration and carry news of it to the rest of the druid's land. The power of the declaration travels outward ITom this point in all direction at a rate of one mile each day until it reaches its maximum range of one mile per druid caster level ofthe noble druid or until it reaches the borders of the area where the druid's authority is recognised. The power of the declaration is a mind-affecting influence. Spells that block or offer resistance against mind-affecting influences protect against this power.

Foundations of Spirit: All construction endorsed by the noble druid prior to the work beginning can benefit ITom his spiritual connection to the land. This ability only operates in a nation or state where the noble druid has recognised authority. These constructions, once completed, have double the hit points and hardness normal for their design. This ability only works with large, non-magical, foundations and building. A bridge or tower could benefit but a sword or magical statue would not.

Anyone within the area of the effect must make a Will saving throw (DC 10 + Y, the noble druid's class level + his Charisma modifier) to resist the prohibition. He may attempt this check once each day. Should he pass the check, a character is free of the prohibition for 24 hours or until he has finished his one current act of transgression, whichever is longer. After that, the character must make a second Will saving throw. The character may only make a saving throw once each day.

Invoke the Power: Once each day, a noble druid may invoke the power of his land. He may only use this ability to protect his own life or to defend his land. The druid may only use this power while within an area where his authority is recognised. For one round per druid caster level, the noble druid receives a +2 bonus to his Strength and Constitution and a + I competence bonus to his base attack bonus per 4

27

THE PRESTIGE DRUID The effects

of Speaker

of the Land

last for one year

Requirements

and

one day.

To become

a tree dancer,

following

TREE dancing

is one of the most

respected

traditions

in

a tree,

the tree dancer

in any shape moment

he desires.

The tree dancer

items

of incredible

beauty.

the tree dancer

can produce

intricate

he can convince magical

trees

energies

he can even

previously

to give

produce

items

can create

the

items

powers

with

10 ranks.

Invest Magic, The character

The tree dancer's

up to him and physical

skill)

are Appraise

Craft

(Int),

Diplomacy

(Dex)

tree dancer to reshape

most

druid

in their wood

ranks.

to a limited

can do it with

sacrifice

some

circles

such

like to have

Though

all druids

degree, ease,

of his spellcasting

at least

only

though ability

one

Skill

Points

(and

(Int),

Concentration

(Int),

and Wilderness Ru/ebook

skills (Cha),

(nature)

Core

Escape

for

(Con),

Artist

(Dex),

Profession

(Int),

Use Rope

(Wis).

See chapter

Lore

J for skill

the key ability

4 in

descriptions.

are able

the tree

at Each

Level:

4 + Int modifier.

he must

Class

to do so.

The Rit Dice:

class

each

Knowledge

If possible,

any other item creation feat. must be able to cast wood shape.

Class Skills

ease,

with

of incredible

9 ranks.

in a

As he advances, invested

those

Feats: Spells:

resilience.

dancer

fulfil

9 ranks.

Diplomacy:

the tree to grow

can cause

(nature):

Spellcraft:

the druidic order, the art of cajoling a tree into giving up part of itself to the druid. By dancing and singing about

must

DANCER Knowledge

Tree

a character

criteria:

d8.

Features

following

dancer

are all the class

prestige

Weapon

features

of the tree

class:

and

Armour

Proficiency:

The tree dancer

has no additional proficiency with any form of weapon, armour or shield. The character must abide by the normal druid strictures against the uses of certain

weapons

and armour

once

he takes

this prestige

class. Spells

Per

druidic

Day:

magic.

the character

The tree dancer When

gains

new

had also

gained

a level

however,

gain

any other

druid

class

would

adds

levels

before

level.

If the tree dancer

druid

class,

caster

level

spells benefits

This

spells

he not,

of the

essentially levels

means and druid

per day and caster

previously

had no levels

cast spells

to his levels

of

is gained

He does

a character

gained.

he can now equal

class.

his tree dancer

calculating

his study level

per day as though

in his druid

have

that the character

continues

a new tree dancer

as a druid

in the

with

a

in this class.

(sp): By touching a tree, the tree dancer Tree Craft may use a special form of the wood shape spell on the tree.

The tree will be unharmed

some

portion

dancer

desires.

ability

works

that the wood

by the Tree

of the tree will exude Though in all ways form

a living

tree must

as a wood

Craft

the form shape

has no size limitation

be used, spell

28

of the tree dancer's

character

this

except

bar that of

the tree from which it is crafted. This spell-like requires a standard action to use and functions cast by a druid

but

the tree

ability as if

level.

THE PRESTIGE DRUID

-

- ---

Treedancer ass Level

Attack Bonus +{)

I" ~~I

+2 +3 +3

3" 14" 5" Creating

particularly

Craft checkat Heal

(sp):

been damaged

Tree

Draw

"11J +1 +,1

items

Master's

When

may

require

a wooden

-

object

and watching may

Vitiate maidensarevery often recruited from city dweller druids. Rangers with closeaffiliations with the druid order are sometimes accepted into the vitiate maidens but this is vety rare.

that has

over

heal

it for

the object

of

operation.

the tree dancer

is no chance

that

Forth

the Power

uses

Hit Points: d6

his Tree

something

he

for details

full round

trees

a fully-formed tree.

wand

or staff with

The tree will retain

the tree dancer

must

its magical

distribute

the item he creates be left at least

causes

the tree's and the tree.

can use

as though

permanent cannot antimagic

magical

be dispelled

Profession

As a

Feats:

the tree to power

poison

but

from

when

Immunity

she enters the class.

This

of the wood.

but it is suppressed

The vitiate maiden's class skills are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft

his

(Int),

is a

Diplomacy

(nature)

It

(Int),

Lore (Wis).

in an

(Cha),

Disguise

Scry (Int), See chapter

(Cha),

Knowledge

(Int) and Wilderness

Spellcraft

4 in Core Ru/ebook

I for skill

descriptions.

field.

VITIATE

must have the Venom

The character

adaptation

The tree must

Class Skills

ironwood.

enhancement

9 ranks.

Poison.

spell.

Special:

charges

one charge.

made

(Herbalist):

Brew

Druidic Magic: The character must be able to cast the

all the powers

Tree's Resilience: Once a tree dancer has perfected craft, any item he produces using Tree Crafting benefits

To become a vitiate maiden, the character must fulfil the following criteria:

(see Living

and stajJtrees).

the tree dancer

ofthe

always

The tree dancer

tree or stajJtree

on wand

action,

exude

between

Requirements

(sp):

on any wand

-..;I,;j,~. +1 druid level +1 rlmi7l:r;;;v;.C+ I druid level

to separate themselves from the maidens is the means by which they often find employment as assassins.

a

discretion.

it to perfect

Craft: there

"t"j

+3 +4 +4

+1

SpeDs Per Day + 1 druid level

S eciaJ Tree Craft ttearuan Perfect Tree Craft T>mw~M'th the Pow", Tree's Resilience

will fail to operate.

this power Magic

"t"j +3 +4. +4

the tree dancer

returning

ability,

creates

Save +2

in the ground

all damage,

Craft

WUI

Save +{)

By planting

at least one hour,

Perfect

ReI

Save +2

intricate

the Games

Craft

tort

Skill

MAIDEN

The vitiate maidens form a small but growing order within the druids. Commonly, they are referred to as the poison ivy. Most maidens arewomen,thougha fewmenhavejoined this branchofthe druids. This feminist attitude may have something to do with poison having been the weapon of choice for many famous woman murderers downthecenturies.They have a strong connection to nature, like all druids, but theyare intimately connectedwith what other druids mightconsiderthe darkeraspectsof the wilderness. Their companions tend to be snakes, spiders or other venomouscreatures.They cultivate gardensfilled with deadly blossoms most people would never have heard of. The realieaSon why some druids feel a need

Points

at Each

Level:

2 + Int modifier

Class Features The following are maiden prestige

and Armour

Weapon has much She may

more

Proficiency:

restrictive

vows

not use any weapon poisons.

a new

maidens least

by the vitiate dagger

masterwork

quality

druid.

The vitiate maiden has

maidens.

she must

to be sanctified.

a normal

a dagger, with

except

that she may

dagger

The vitiate maiden

than

which she can deliver

desire

of the vitiate

features

one sanctified provided

29

all the class

class:

use. Should

take

This

the dagger

All sanctified and the Maiden

dagger

is

the maiden daggers

to the are at

is forbidden

THE PRESTIGE DRUID Vitiate Maiden Base

Attadr.

Ref -Will Save Save Save SDecial

I" ;:;1=

+0

+2

3" :4" 5"

+1 mall.mOl1$lrousspider, mol1$trouispider

monstrous

centipede,

colossalmonsttous

These

large

centipede,hugemoustrou$

,

ISpider

E:i(tra Y'ermin;;;Giant queen ant,

double shape

of a To use this

the normal power.

multiples

The times

but

PATHS OF THE SHAPESHIFTER its effects

do not stack,

different

power

each

it must

be bought

for a

time.

Extra Wild Shape (Special) The

druid

often

may

than

Benefit: wild

use one of his wild

shape

abilities

more

normal. The druid

shape

may

abilities

choose

that ability

once

more

specialised

in the ability,

each day to assume to use three

daily

anyone

he has access each

day.

he may

to.

to assume

now

If the druid

is

use it twice

more

the specialised uses

of the basic He may

form a form

use

but will need outside

his

specialisation. Special: times.

The druid Each

the same

time

wild

may

purchase

the character

shape

ability,

this power purchases

its effects

multiple

the power

for

stack.

Fine Wild Shape (General) The druid

may

assume

a fine form

using

his wild shape

abilities. Prerequisites: S"

level

The

ability

to assume

diminutive

size,

druid.

Benefit:

The druid

creatures

may now

of a fine size using

assume

the form

his wild

shape

of abilities.

Gargantuan Wild Shape (General) The druid wild

may

shape

assume

Prerequisites:

the ability

colossal

size,

Benefit:

The druid

creatures

a gargantuan

form

using

his

either

huge

or

abilities.

15"level

to assume

Prerequisites:

druid.

may

now

of a gargantuan

assume

size using

the form his wild

Benefit:

of

The druid

incorporeal

shape

under

abilities.

The druid

may

Prerequisites: gargantuan Benefit: creatures

assume

a huge

form

using

benefits

his wild

abilities.

modifier

and penalties

druid.

the form

he otherwise

wild shape bonus

14"level

power.

The

character

to his armour and receives

ofany qualifies

class

equal

all the other

of his incorporeal

nature.

Large Wild Shape (General) the ability

to assume

size,

IS" level

The druid

may

of a huge

Incorporeal

assume

for which

a deflection

to his Charisma

Huge Wild Shape (General)

wild shape,

can now

undead

the undead

receives

shape

Undead

either

large

The druid

or

shape

druid.

now

size using

assume

the form

his wild

shape

may

Prerequisites: huge size,S"

of abilities.

Benefit:

Wild Shape (Undead)

creatures

The druid may now assume the formal of incorporeal undead.

93

assume

a large

form

using

his wild

abilities. The ability level druid.

The druid of a large

to assume

may now size using

assume

either

medium

the form

his wild shape

of abilities.

or

PATHS OF THE SHAPESHIFTER When the druid transfonns into a swann, he compares his natural size to the size of the creatures into which he is transfonning on the following table. The character rolls the indicated number of dice to detennine the number of creatures in the swann and divides his hit points equally among the members of the swann (minimum: one hit point per creature). All members of the swann must remain within 150 ft. of all other members or the creature withers up and dies and its hit points are lost. Each member of the swann is a separate creature for purposes of targeting a spell or similar effect and resists the effect separately. Mindaffecting spells work against all members of the swann equally if even one member is targeted.

Medium Wild Shape (General) The druid may assume a medium fonn using his wild shape abilities. Prerequisites: large size.

The ability to assume either small or

Benefit: The druid may now assume the fonn of creatures of a medium size using his wild shape abilities.

Small Wild Shape (General) The druid may assume a small fonn using his wild shape abilities. Prerequisites: tiny size.

The druid requires a full round action to refonn. As the druid refonns, he adds together all the hit points from all the creatures that are still alive to detennine his total. He may choose not to absorb a member of the swann back into himself but loses its hit points ifhe does so. He is immediately affected by any spell or effect currently influencing a member of his swann when he reabsorbs it. The druid may not reabsorb a member of his swann that has been turned into stone or similarly made non-living. After refonning, a druid may not have more hit points than his maximum and a druid assuming a swann fonn does not regenerate hit pointsasnonnal whenusing wild shape.

The ability to assume either medium or

Benefit: The druid may now assume the fonn of creatures of a small size using this wild shape ability

Swarm Form (Animal, Beast, Vermin) The druid becomes a swanning mass of creatures instead of just one. Prerequisites: S" level druid, the ability to assume the fonn of an animal, beast or vennin two-size categories smaller than the druid's natural size.

Tiny Wild Shape (General) The druid may assume a tiny fonn using his wild shape abilities.

Benefit: The druid may choose to apply this ability to his animal, beast or vennin wild shape power. He may take the power multiple times, applying it to a different wild shape type each time. The druid can now choose one creature at least two size categories smaller than him but no more than five size categories smaller and tum into a small swann of these creatures. Nonnally, the druid's clothes and equipment are absorbed and inactivated as the transfonnation occurs. Druids with the Equipment Mastery feat can swann out of their clothes if they so desire but they cannot carry equipment over into the swann fonn without absorbing it.

.

IDe

. Medium2d% Uu e ~lIttgtgan

Benefit: The druid may now assume the fonn of creaturesof a tiny sizeusing his wild shape abilities.

True Form (General) The druid with this ability has acquired a true fonn. This is describedlaterin this chapter. A charactermay

Sizeof Swarming Creature

Druid

Tiny a

Prerequisites: the ability to assume either diminutive or small size,S" level druid.

!1Unu ye

Bm

ID

ar e

5dS

5dS _£

4d%

IdS+1 I 6dlO

Colossal 94

',j. 2dS+ I

2dS+ I

2d%

2d%

-

u~

4dS 6d20

-4dS -

PATHS OF THE SHAPESHIFTER only purchase this ability a number of times equal to his Charisma modifier.

have rituals to promote the transfer of spirit to their bodies, they are rarely used and they do not guarantee success but instead simply provide a means for the spiritual transformation. Though a druid retains control of his true form, it is a separate entity. It has its own desires and wishes. It will have its own alignment and its own skills and nom time to time, it may come into active conflict with the druid in who it resides.

Prerequisites: Cha 13+, the ability to assume the form ofa creature nom the true form's race. Benefit: The druid may create a true form version of creature into which he can transform.

TRUE

Unlike a normal druidic wild shape, a true form is not generic. If the druid assumes the form of his true form, he takes on the same form every time, the same gender, appearance and so on. These forms are dictated by forces other than the druid's own will. On the other hand, a true form advances as a druid does, increasing in power as the vessel that contains it does.

FORMS

Most people have a particular fondness for certain animals and it is the same with druids. Through exposure to their environment, druids have an extensive appreciation of the endless diversity of nature. Commonly, a druid will develop a particular appreciation for a certain animal or creature and will use his wild shape ability to mimic his favoured creature. Many druids have a particular fondness for dragons while others favour a particular element of nature and respect above all others spells that use that element and the elementals that embody its power. Druids who are more traditional have deep respect for all manner of animals and plants, seeing a hidden beauty and prowess that other more civilised folk cannot appreciate.

A druid transforming into a true form retains some sense of his own will but is also subject to the form's spirit. The form will have an alignment suitable to its own species. This can differ nom the druid that contains it by up to one step along one of the two alignment axes. The druid acquires the type of the true form (animal, beast, dragon etc.) when he takes its form. In all other ways, transforming into a true form follows all the normal rules for a creature of its type and uses up a daily use of the appropriate wild shape ability.

The flexibility of the wild shape powers allows each druid to define his own peculiar relationship with the forcesthat cantransformhis body into the likenessof another creature. A lot of druids specialise in a particular creature, greatly increasing the number of times each day they can assume that form but other druids go much further, learning not only to specialise in one particular type of creature but to draw on some deep and instinctual spiritual bond and to literally create a specific member ofthat race whose persona and form they can take.

Most true forms are more powerful than normal membersof thesamespecies.Eachdruid can acquire one true form each time he purchases the true form power and he may only have one true form for each point of Charisma bonus he has. The character can only take a creature as a true form if its challenge rating is equal to or less than his level (using druid levels + any other suitable class or classes that allow wild shape progression).

A true form is almost a new creature, given life at the expense of the druid's own. Many druids believe that a true form is the personification of a living being which existed before, a creature whose spirit was either reincarnated as the druid or which has, through some process, become a part of the druid. Among some circles, special rituals exist that allow a druid to seek out and absorb the sprit of a creature they kill, binding it as a sorcerer might bind a familiar. However, the spirit of this creature became a part of the druid, it can now only exist through an act of the druid's magic as he transforms, mind, body and spirit into the creature.

The druid can apply a +2 bonus to anyone of the true form's physical stats for every point by which his level exceeds the challenge rating of the base creature. For creatures with a challenge rating of Y. or less, the druid can apply an additional +4 to one ability score or +2 to two. For creatures with a challenge rating between y. and I, the druid can apply a +2 bonus to one physical score. If the druid desires, he can increase the creature's natural armour by I point instead of applying a +2 modifier to an ability score but he may only do this 4 times for anyone true form. In addition, the druid is limited to spending four points on anyone score more than any other. For example, if the druid has already increased the true form's Strength by +4, he cannot increase this to +6 until he has increased the true form's Dexterity and Constitution by at least +2.

To acquire a true form, a druid must purchase the True Form Advanced Wild Shape power. Though this may seem simple, the process of finding a true form is a highly spiritual one for a druid. Though the druids do

95

PATHS OF THE SHAPESHIFTER transformations normal

do not allow abilities

to use in wild traits

access

he would shape

from

not be able

but he may

any number

limitation

to the druid's

otherwise

fuse

any

of creatures

without

to size.

Once

the druid

partial

has decided

or combination

he must

decide

which

creatures

include

in the mixture.

limited

to choosing

forms shape

a

to

The druid creatures

is

whose

he can assume using wild normally. If the druid is

attempting

a partial

he is limited same

transformation,

to creatures

size category

form. true

to attempt

transformation,

A druid form

with

cannot

incorporate

into a partial

combination

the

as his natural a

or

transformation.

The

druid must sacrifice one daily wild shape use of the appropriate type for each

creature

to be incorporated

transformation.

If the druid

incorporating require

As a druid advances

and

his level he may

for his true form.

one true form,

he gains

If the druid

the same

has

bonuses

to

all of them.

(due to specialisation,

The

druid

may

freely

take

from

each

creature.

the abilities. advantages

PARTIAL

AND

COMBINATION TRANSFORMATIONS druids

develop

but they

are usually

creatures.

Some

ability

to partially

animals

or beasts

creatures

some

form

limited

druids,

Druids

have

minor

physical

to certain

though,

transform

simultaneously,

I

he

using

wild

shape

creatures

transformations

The druid

check

to successfully

initiate

Partial

transformations

allow

his normal ability attacks, movement

must

scores, types

spell-like

access

the best

even

light

not need

over

I

he will

to take

all

own

by an increase give

types

assume

and,

and assume

in partial

significant

qualities

in Strength

will be

in height

the druid

require

they

by the physical

they

An increase

will

the significant

of the form

but are limited by their

vision

movement

into certain

control

of the abilities

accompanied the

He does

abilities

such

and build, loweyes,

the animal's

the legs,

wings,

fins etc.

of multiple aspects from

When

of

the details

decided,

different

of the transformation

the druid

must

make

have

been

a Concentration

check

to control the conflicting forces working to change his body. The difficulty for a partial transformation is 15

or combination

(extraordinary,

mastered

the form

fusing

perhaps

action.

to his natural

to

number of uses. which

characteristics

age and gender.

ability

specific

have

themselves

round

complete

usually

for example),

designate

complete

transformation, of wild shape

or to assume

various creatures, type categories. Partial

would

He may not stack similar abilities and but must instead choose which to use.

constraints

Most

that

one use of wild shape

to

the bonuses

than

a form than

must surrender the appropriate

increases, continue

increase more

assume

more

into the

is

make

+ the challenge

a full

to retain

combination of each

any of

Challenge

natural armour, natural and speeds, special abilities and supematural)

rating

of each

into the transformation.

the transformation. the druid

to his equipment

size category.

require

a Concentration

one.

ratings

he again

form

form

rating

into the combination.

of less than

and acquires

changes

incorporated for a

is 5 + the challenge

incorporated

If the roll is successful,

chosen

and

but he is restricted

transformation

creature

creature

The difficulty

one should the druid

all the desired

or reverts

be treated

assumes abilities

to his natural

96

until

form

a standard action). A successful use of a partial or

Combination

as

the (as

I

PATHS OF THE SHAPESHIFTER combination transformation points

as a normal

fails,

the character

shape

daily

damage

not regenerate

still loses

uses

would.

all the required

and takes

Id6 point

by which

he failed

Id6 points

of subdual

damage).

is extremely

sum

hit

of the challenge

wild

druid has already maintained the transformation. As part of the same move equivalent action, the druid may

transform

He will attempt

bear

many

a partial

to replicate

strength

of a werewolf.

are both

medium

of a wolf

the look

As a black

sized

retain

fails to prolong

whatever

I d6 points

form

of subdual

the check

fails

and

and some

Using

prolonged

brute

concentration

and follows

concentrating

on a spell.

bear

creatures,

and a wolf

spell

he can incorporate

while

using

sum of the challenge

bite attack.

vision,

Theform

the wolfhybridform

retain

all his special

Concentration animal

wild

the bear

shape

and

werewolf.

one for

the wolf

motion

or violent

included

in the prolonged

the spell

level where

for

Concentration

the

checks

fail, the character

his transformation

and one for

declared

form. cannot

include

The druid

Bareris

available

for

of rounds forms

and moving

without

declare

wild

over

through

the

he begins.

abilities

bear

must

selects

a number

to include,

of creatures The more

access

to during

the more

to include creatures

likely

transforms

action

in the

the druid

the process

metamorphosis

will

difficulty

is equal

of all the creatures

choses

one creature

fail

metamorphosis. concentration

round,

action This check

requires

The

of the challenge The druid

then

of that round.

the character

to prolong

with

a full round

the form

may

use a

the

an additional

a difficulty

equal

shape

for

to initiate ape,

badge~

a single

(rounded

up).

bear

a second

Concentration

maintain

the effect

and

the prolonged bat, black The

In this first

In the following

transforms

Bareris

to 5 + the

97

in. daily

check is 5 + 2 + % +

the concentration

10 rounds,

he needs

his metamorphosis.

into a black

in

he is involved

check

(DC

into a bat.

is in his ape form

round,

he

round, 12) to After

a

andfails

his Concentration check (DC 21). He is stranded ape form and may not continue his transformations.

attempts

to initiate.

included.

to assume

the following

move-equivalent

check

to 5 + the total

ratings

Starting

requires

and a Concentration

not

or swarms

and spends

he makes further

completely. A prolonged

for

action

wild

1110 + 2 + % = II selects

the procedure and than spends one daily use for each type of creature he wishes to include. The druid transformation.

of

metamorphosis.

decides

the fight

He chooses

and porpoise

difficulty

for a prolonged

round

metamorphosis.

different

The druid

he wants

ajUll

use of his animal

the course

The character

selections

forms

He takes

to use a prolonged

before shape

takes

to prolong

features

on one.

his intention

usually

are able

their

seamlessly

settling

metamorphosis which

into a creature

but some

in place

his last

true forms

several

shifting

the

any hit points.

For example;

action

uses

may

and retains

METAMORPHOSIS transformation,

of

If any of these

PROLONGED one standard

The druid

metamorphosis

his creature

transformation

and

for all the creatures

necessary.

continue

for

not cast a

against the effects vigorous motion,

weather.

ratings

will

rules

may

metamorphosis

checks or pinned,

He will

The character

A druid's

by

requires

The druid

to use two

He will need

will not regenerate

violent

ability

The difficulty

is 18. uses,

scent

he assumes

ofa

abilities.

check

5 points

Id6).

all the normal

a prolonged

extraordinary resemble

he

and takes

for every

metamorphosis

must make Concentration injury, spells, crippling

and natural

his metamorphosis,

(minimum:

into his form. He declares that he will take on the wolf's Dexterity, the black bear's strength, Constitution, natural armou~ speed, trip low-light

the

creatures.

he is currently

damage

which

them

ability,

round

transformation

of the aspects

in an attempt

+ I for every

into any of the pre-selected

If the character

painful.

For example; A druid decides to use his wild shape power to convince a pack of werewolves that he is one incorporating

an additional

The must

of them.

of all the selected

creatures

the check

with

ratings

If the roll

of subdual

per five points

(minimum: process

does

use of wild shape

in

GROVES

SACRED

the unusual

T

otherworld

the energy into great the very strain

Energy

reinvigorating

their

drift path

reform

slowly

while,

across

unexpectedly

times,

miles

and animals.

Druid

strain

through

this

things

empowering

all in

dissipate

their

Preparation:

A druid

requires

his spells while

while

half as much times within

the borders

of the grove.

time,

As the flow of these nexuses of they

from

the

and then

of energy

pours

the land,

at other

Over

light

all the living

with which it comes into contact. energy in the otherworld changes, energy

water.

of pure

These nexuses

of reality.

in reality,

of the plants

as usual to prepare

with raw natural that energy through

it were

into streams

reservoirs. fabric

Spell

overflows lines carry as though

pools

health

and fey characters receive the following benefits within the borders of the sacred grove.

GROVES he otherworld energy. Ley

signs of invigoration in the local wildlife,

the subtle

SACRED

or

original

location.

Enhanced

Magic:

Druid

and fey magic

used within

the borders ofthe sacred grove is more powerful than normal. Fey spell-like abilities and druid spells are considered

maximised

used within

and empowered

the borders

when cast or

of the sacred grove.

Though

the druid must be within the borders of the grove, the spells effects can reach beyond the sacred groves borders. The spells do not require a higher-level spell slot to store them. In addition, a fey's use of one of its spell-like abilities does not count against any daily limitation.

Sometimes, place.

a powerful

Over

transforms grow

the course the area.

rampant,

animals perfect. open. wonders

nexus

for a time

of a few months,

Trees

springs

rests

grow

in one

the nexus

tall and strong,

flow with crystal-clear

plants water,

bath in the sunlight and the seasons are In these places, the doors into the otherworld Sprites,

unicorns

can be found

Druids

call these

groves.

Natural

They rarely

and all manner wondering

nexus-invigorated sacred

groves

of natural

the woodland. areas

sacred

are difficult

to find.

last more than a few years as the nexus

slowly moves on. A druid who stumbles

on a natural

sacred grove is entitled to a Knowledge (nature) check (DC 20). If the check is successful, the druid notices the sudden

increase

in natural

energies

and recognises

ANCHORING

A SACRED

GROVE To anchor available

a sacred to druids.

understanding

grove

is one of the greatest

Only

of nature

druids

with

can attempt

powers

the utmost such a thing.

By

using his own life energies as a tether, a druid can bind an otherworld nexus to one place, preventing it from drifting

off.

In performing

these rituals,

the druid

becomes the seneschal of the sacred grove;

its spiritual

harbinger.

The rituals for anchoring a sacred grove do not require the druid find a natural sacred grove but it is a faster process if the druid can find a place where a natural nexus touches

his plane.

The rituals

call out to any unanchored

nexus

on

the same plane and draw the closest to the druid's location. The rituals must be performed

where

the sacred

grove

to be located.

Once

the rituals

are

complete,

the sacred grove

is

is not only

anchored

in the place of the seneschal's

choosing

but it is also magically

awakened, powers

gaining

in addition

otherworldly Each

sacred

be considered

nexuses grove,

various

special

to those all produce. once

an enormous

anchored,

can

and

magic item. Only characters with the Anchor Sacred Grove feat can perform the ritual to anchor a grove. powerful

GROVES

SACRED Once the grove

is anchored,

that detennines

many

character

grove

detennine

at anyone

the caster

time. level

his own

druidic

ritual

the physical

use either weighing

large

size (at least

to ft. tall).

a single

the grove,

its life will

1,000

The ritual

piece

value

be magically

purchase value

a number

of special

secondary

the anchor

with

the druid

must

ingredients

making

end of the ritual,

of

must

expend

x the caster

level

of the grove.

The ritual

requires

two days

per caster

grove

to complete.

spend

eight

the character

During

hours

each

that time,

day with

the druid

more

time

per day on the grove

to its development. the ritual

The

of anchoring

the manufacture else

periods,

he can engage

or walking

forced

while

tasks.

spells,

boundaries

of a natural

immediately

bonds

is perfonned

in a suitable

I d 10 + 4 days

in

rest

as talking

especially

an equivalent the anchor.

amount Only

then

of time does

within

grove,

not to

lifeless

power,

the

the poisonous powerful

depth

natural

of their

of humankind

forces

because

to extinguish

own prosperity

their

all other

life

and the growth

grove

applies

a modifier

and artificial

will

be found

level

or less, the grove nexus

construction

within

of an anchored

will vanish a sacred

sacred

a modifier,

the druid

must

experience

and materials

caster

of I or more

invest to give after

grove

to

and its

immediately. grove

sacred

If the modifier

will be destroyed

anchor

its

no natural

the domain.

successfully

level

of civilisation,

is -5 or more,

within

the caster

to its effective

on the extent

To

in an area with it with

such

sufficient

it an effectively

the modifier

has been

applied. The

following

different

if

more

the

place,

the magic a new

to bring

the seneschal

that

nexus nexus

will and to

feel his

awaken.

99

includes

of settlement. mile

Should

between a grove

than one settlement,

modifier.

Ifthe

table

sizes

one for every

the grove

seneschal.

to find or create

consider

creations

living

attempt

If the modifier

settlement.

the new

represent

dependent

otherworld

on

is often

of the ritual,

sacred

does

or mentally

the druid

is perfonned

with

level

zero

use magic

physically

sacred

caster

reduces

in the wildemess. of anchoring

grove

cast

such

Each

grove

He can do During

activity

For this reason,

If the ritual

take

fight,

any other

item.

the grove.

in light

to fast for the duration

he is deep

ritual

magic

This

of natural even

and the other

actively

domain. the

himself

of

of life are unlikely

humans

to otherworld

deforestation

must

work

involve

places

by civilisation

of the metropolis.

be detrimental

can only

he cannot

anchoring

but cannot

or perfonn

demanding

character

-

of any other

nothing

would

however,

at the expense

refining

its magical properties, because of the need to allow grove to develop as naturally as possible, spending

all ofthese

inhabitants

of the

the anchor,

things.

an excess

of the desert,

are repellent

400

level

The natural toward

and repelled

be the epitome

openness

Cities,

up the final

points

venture.

Places

in

forces that attract power from the otherworld, though perhaps not as strongly as a vast and lush woodland.

or

experience

groves.

of salt lakes,

of the incorporated material components to gp x the caster level of the grove. Finally, at the

1,000

items,

vast

a gold

level

gather

sacred

with

or in the deep

and a few wandering

are drawn

of living

that places

can themselves

extended. remains

ever

in cities

are found

druids

and beauty

and the destruction

groves

of them

only

would

wonder

mean have

sacred

of the otherworld

natural

a tree to

as the grove

where

or rangers

energies

or

A druid

uses

100 gp x the caster

In addition,

stone

are some

OF

of civilis at ion, most

the wilderness

tree of

If the druid

to activate

no less than

the grove.

there

midst

than

of non-sedimentary Ibs or a single

requires

ingredients

large

of the anchor.

chunk

at least

It will not age a day so long anchored.

a single

portion

rock

primary

no higher

bards

requires

must

anchor

Though

he

level.

of anchoring

tree to fonn

can

when

level

THE RAVAGES CIVILISA TION

of one

The seneschal

it but he can set the caster caster

level A

anchor

of the grove

anchors

The

a caster

properties.

ever be the spiritual

can only

sacred

it develops

of its special

These

penalties

the modifiers Reduce the sacred be under simply

for

this penalty grove

the influence

use the worse

do not stack.

by

and the of

GROVES

SACRED

Settlement Thorp Hamlet ViIJage I Small town Large town Small city ,I Large city !Metropolis Larger settlements

I

For example; major

metropolis grove

investiture grant

should

.1

grove

-2 -4 -0 .8

I d6 x 10 and randomly

of some

in such

later would

some

30,000

a caster

grew,

moving

just

its population

be destroyed

would

an initial

experience of9.

a mile

have

A natural centred through grove days, a grove

grove

on the point

where

into the other will usually as the nexus is initially

small, plane.

usually The

a grove

the Games

roll /Tom

zero

feet,

can never

it grow

to more

its radius caster

becomes level

fixed

at

of the grove.

as a druid.

no druid grove

A SACRED

against

and eventually

effect of the

made

against

sacred

grove

destroyed.

Master

100

would

except

all know

attacks

oscillate over the course of several waxes and wanes in strength. When discovered,

is anchored,

had training

sacred

breaks

boundaries

the result

300 feet in radius.

Though

Grove

a circular

the otherworld

of the

should

GROVE

to the

or more,

immediately.

of a Sacred

is quite

ever reach The grove

DESTROYING

to

closer

fades.

stances,

The Boundaries

Master

add or subtract

100 ft. + 10 ft. x the effective

If the

to 50,001

diameter

immediately

Once

suffer

require

level

the radius

day, the Games

A sacred grove is never very large and the borders are rarely immediately obvious to travellers unless they

a

and

x 10 to determine

Each

the grove's than

a

Constructing

would

materials

grove

-12 -16 -20 Subtract an additional -5

people

roll 3dl0 in feet.

the radius of the grove. In addition, he might have the grove move one foot in a random direction. Should

12 milesfrom

level.

a place

of sufficient

or increasing

the grove

grove

to its caster

the sacred

metropolis grove

MOdifier

20'80 81-400 4(1j-.900 90l.;2,Ooo 2,001-5,000 5,001-12,000 12,001 -2?,OOO 25,001-50,POO 2?,Poopeople 'iI'

A sacred

an .8 modifier sacred

Population

actively

under

how

it might

the anchor

try to destroy

the most stone

be done.

whose

seneschal

a

of circumPhysical

or tree will damage

kill the seneschal. the seneschal

terrible

Obviously,

directly dies

attacks

can kill 'him. is immediately

A

SACRED GROVES

SACRED POWERS

GROVE

SPECIAL

Once a sacred grove has been anchored, the seneschal or any other druid with the Anchor Sacred Grove feat can invest it with additional magical properties. Each of the following special power can be granted to a sacred grove. This process uses the normal rules for creating a magic item but the rituals must all be performed within the sacred groves boundaries. A sacred grove can receive any number of the following enchantments assuming the druid pays the experience and material cost. An enchantment, though, will only function if the effective caster level of the sacred grove is equal to or greater than its caster level. As a sacred grove is degraded by the encroachment of civilisations, it loses its higher-level enchantments first. These enchantments are only suppressed, they will reactivate as soon as the effective level of the grove increases again. Should the grove be destroyed, the enchantments are destroyed with it. Earth of Eternity: This enchantment causes any creature buried within the boundaries of the sacred grove to be reincarnated within 2dlO + 10 days as per the spell cast by a 7ili level druid. Caster level: 7ili, Prerequisites: Anchor sacred grove, reincarnate, Market Price: 30,000gp Eternal Mist: The seneschal of the sacred grove may invoke mists to protect his grove. This ability is useable at will. These mists function asfog cloud spell cast by a 5" level sorcerer except that they fill the whole grove and IdlO ft. beyond its boundaries. These mists can be dispersed as normal for the spell but the mists rekindle in Id4 rounds. Caster level: 5ili,Prerequisites:Anchor SacredGrove, control

weather,

Market Price: 9,000gp

Grove Gate: A grovegateallowsa druid andhis

Each enchantment only forms half of the two-way gate but the same caster is not needed to create both halves. A character could create the first half of the gate and than travel to the other grove to complete the gateway. Alternatively, two druids could agree to create this enchantment and travel separately to each grove to create their half of the gate.

Casterlevel:

l7ili, Prerequisites:

Anchor

Sacred

Grove,

tree stride, transport via plants, word of recall, master earth, Market Price: 140,000gp (for eachgrove)

Hall of Seeing:A sacredgrovewith this enchantment grants all who enter it the power to see the truth at all times. All creatureswithin the grovereceivethe benefits of a true seeingspell ascastby a l4ili level druid. This ability cannot be suppressed for an individual but the seneschal can cause the effect to ceasefor every living creaturewithin the grove. Caster level: 14", Prerequisites: Anchor Sacred Grove, Market Price: 83,000gp

trueseeing;

Healing Spring: This enchantment can only be placed on a sacred grove with a natural spring or fresh pool of water within its boundaries. Any creature who drinks from one of these natural springs receives the benefits of a cure light wounds spell as cast by a 5" level druid (healing Id8 + 5 hit points). This waterlosesall its powerif it is takenout of the sacred grove. Caster level: 5", Prerequisites:

Brew Potion,cure light

wounds;

Anchor Sacred Grove, Market

Price:

5,000gp Nature's

Blessing:On enteringthegrove,a character

may attempt a Knowledge (nature) check (DC 20). If the check succeeds, the character receives a +2 resistance bonus to all saving throws so long as he or she remains in the grove. This blessing can only be shutdown for all characters;it cannotbe shutdownfor a particular individual.

companions to travel instantly from one sacred grove to another. The enchantment needs to be invested in both sacred groves and each enchantment allows for the creation of a gate to only one other sacred grove. A single grove could be enchanted multiple times to allow for travel to more than one other sacred grove. Only one gate can be open at one time and only the seneschal can change which gate is operating. A character enters the gate by stepping into the stone or tree anchor at the heart of the grove (limiting travel to large or smaller creatures). The character exists the gate out of the destination grove's anchor.

Casterlevel: 6", Prerequisites: Anchor sacred grove, resistance, Market Price: 1,600gp Pool: This enchantment canonly be placed on a sacredgrove with a naturalspring. Any character Scrying

with the Scry skill who touches the pool with the tip of his finger and makes a successful Scry check may use the pool asthoughhe hadcasta scrying spell uponthe pool. There is no limit to how oftenthis enchantment can be used or how many characters can use the pool simultaneously, though each user requires an area of

101

SACRED GROVES anchor

a sacred

admired position

anchor

more

than

one grove

or even

death

place

force

itself.

that

and that burden of the grove abdication

seneschal

seneschal

Grove

template

water

with a radius

no less than

5 ft. for his own

Font

level: 10", Prerequisites: Anchor Market Price: 20,OOOgp of Magic:

boundaries at a grossly every

Any

Staff or Wand

of the sacred accelerated

grove rate,

Sacred

Special

Attacks:

special

attacks

tree within

rekindling

IdlO

Craft

level: Staff,

Anchor Price:

Sacred

A grove

action,

(sp):

In addition, qualities

druid

hierarchy.

real political

holds

a very

special

The position power

but a druid

does

position not come

willing

the seneschal

the grove

This

ability

the boundaries

Grove

(sp):

works

As a full round

action,

the seneschal

the sacred

grove.

as though

using

the scrying

spell

or somatic need

components

only

The scry grove alarm)

for the

the seneschal

of the grove.

within

the grove

only

while

anyone vocal

the

can use any

has that work

only

attacks:

find

ability

ability that

function

no matter

a pool

of water

can be used

detects

even

has never

Special special within

the

with

any

and able

Qualities: qualities

of binding

to

102

where

entering

is.

seneschal

retains

A grove

but receives

to performing

the following

special

to see

to scry the grove

met them

the seneschal

he had prior

no

are required

seneschal ifhe

This except

This ability is blocked by mind blank and similar abjuration spells that protect against divinations

THE POWERS AND PRIVILEGES OF THE SENESCHAL seneschal

all the the ritual

As a standard

(see grove

The

retains

to performing

can control any of the grove's special causing them to either be suppressed or

anyone

180,OOOgp

seneschal

Grove

through.

Grove,

type

The creature's

seneschal abilities,

material,

14'\ Prerequisites: Craft Wand, Market

is automatically

as the druid).

he had prior

and the seneschal Caster

that

creature that has used the ritual and bind a sacred grove

Control

works

year.

his

special

can scry

charges

he die while intact.

the following

Scry

the

its charges

and the

but receives

is within

regenerates

template

grove

binding

seneschal.

Grove,

seneschal

should

is a template

to hereafter

special Caster saying;

in

off by the

not change.

activated.

scrying.

nexus

the position.

is still

added to any corporeal of anchoring to anchor

does

is the

SENESCHAL

seneschal

(referred

can

nor planar

be shrugged

to the sacred

to the grove

GROVE

Nothing

seneschal

the grove

his spirit Spirit

connection

bond

or by the seneschal's from

receives

on anchoring

real

that he can never

the otherworldly

can only

intentional

some spiritual

not distance,

The

holds

is greatly

with

at a time.

not magic,

destruction

The

not come

It is for this reason him,

spiritual

spirit

is not to say that the

has an unbreakable

that from

travel

his own

That

does

A seneschal his grove.

take

using

druids.

of seneschal

power. with

grove

by other

before. and

all the the ritual qualities:

GROVES

SACRED Grove Alarm (su): The grove informed

if any creature

greater

enters

the grove.

the seneschal before,

is.

Ifthe

by mind

that protect matter

Continuance on into either when

is.

This

functions

special

Resistance

(su):

seneschal

receives

The grove

spells

Hit Dice: Increase

seneschal

does

grove

where

AC:

A seneschal

(minimum:

seneschal,

within

his grove,

resistance

Once

he develops

has been

a strong

His soul

away

from

a druid

must

the grove if this means

seneschal's

body.

If the grove

his grove

for more

his soul Any

becomes

damage

stone

inflicted

(after

than

leaving

ifhe

one year

the grove strays

and day, he dies

on the sacred

and

The seneschal attacks.

grove's

central

hit points.

the sacred returns

grove

Once

Once

If the grove

is destroyed,

the grove

the character succeeds,

instantly check

as though

If this is sufficient

druid,

he dies anyway.

template

loses

Seneschal

to kill the Either

way, of this

the grove

fails.

Spirit

Seneschal

spirit

be applied

to any grove

that dies

his

energy

all benefits

the moment

or tree

If the

he has failed

while

is a template retaining

normal

or tree.

The seneschal of the druid

spirit

retains

all the

it once was, including

all

qualities: Manipulation

(su): A seneschal

spirit

can

manipulate physical objects as a standard action. Its ability to manipulate objects is limited to what can be accomplished using a mage hand spell. This allows the druid to use material components for spells and to

Id4 levels

a negative

level.

the character

dies.

stone

Qualities: qualities

Corporeal

must

simply

make

the

throw (DC 5 If the check

he loses

to remove

Special

by any

seneschal

make a Fortitude saving + the level of the grove). check

is destroyed,

and the stone

to normal.

means,

fails,

the spirit

is destroyed

cannot

Special Attack: The seneschal spirit retains all the special attacks of the druid it once was, including all the special attacks from the grove seneschal template. The druid gains no additional abilities at death.

special

to the

for toughness).

spirit

the special qualities from the grove seneschal template. In addition, the druid acquires the following

seneschal dies, he becomes a seneschal spirit and the damage continues to be transferred to his newly regenerated

bonus

+I).

Damage: The seneschal spirit's touch is useless and simply passes through anything except for the sacred

special

transferred

deductions

creatures,

to its charisma

from

instantly

spirit.

or tree is immediately

seneschal

dependence

seneschal

a seneschal

like all incorporeal equal

a grove

to the grove

for more

and one day, even

a year

becomes

spiritual

return

bonus

the

5 + the sacred

level.

on the grove.

and

his soul Attacks: physical

spell

Dependence:

statistics

here.

to dl2

spirit,

has a deflection

or the outer

grove's anchor Spiritual

as noted

no

his soul returns

While

all the character's

except

ability

spirit.

Spell

It uses

abilities

referred to as the to undead

Speed: Fly 10 ft.

Instead,

grove

to his grove (hereafter type changes

The druid's

(incorporeal).

is.

to the sacred

caster

druid).

where

abjuration

and

(ex):

a seneschal

grove's

the creature

the otherworld

he dies.

immediately

no matter

and similar

the seneschal

connection

of 6 or

has met the creature

divinations

not pass

becomes

works

who

Spiritual planes

This

blank

against

where

an Intelligence

seneschal

he is informed

is blocked

is mentally

seneschal

with

that can

seneschal his

103

GROVES

SACRED

activate enchantments touch.

The

druid

to use this ability, components needing

within

needs

so it must

it wishes those

his grove

to make

components.

to use magic

items

with

be touching

the

to use in order This

seneschal spirit bring him back

that require

contact

the item

if they are using the resurrection or true spells and the seneschal is willing.

to cast spells

also

that do not need

allows

Abdication:

to

perform

The

controlled The

(so):

osing

seneschal

outside

cannot

positive

or negative

either spirit

of these

Otherworld

A seneschal is a manifestation

in both

sacred

grove

incorporeal

druid

energy.

of nature

the otherworld

The seneschal though

He does

a spirit

Over

The seneschal

completely visible

invisible

spirit

should

but is always

Grove

Dependence:

equivalent grove

The seneschal

confines space

cannot

grove

in the otherworld)

be destroyed,

automatically

spirit

of his sacred

spirit

the

stone

inflicted

or tree is immediately

seneschal

(after

deductions

seneschal

dies,

he becomes

damage

continues

regenerated returns

grove

transferred

to the

a seneschal

Once

the

spell that

to bring

themselves

accomplished spirit's buried cast

back

spirits

have

This

can be

to life.

in one of two ways.

spell,

he may

powerful

the millennia,

as normal.

to the grove, himself

Ifthe

character's

the seneschal

spirit

if he can cast the true

this case, the seneschal he normally

would

does

body

because

to

lose

a level,

not do so when

damage, massive

ability damage.

even

this spell

Undead: Immune to mind-influencing sleep, paralysis, stunning and disease. critical hits, subdual drain, or death from

spell.

the most

down

of seneschal other

power

on to

is a difficult it must

have

the time

be passed. so

druids

comes

been

known

for the

his post

to take

for a truly

venerable

site

powerful

enough

can

for the

from

druid

task. the

grown

experienced

on, it has even

to step

of body all

to be surrendered,

groves

When

to pass

their

to which

some

The

and eventually

the grove

only

up the

-

for he

to bind

the

does not need the Anchor Sacred Grove

but those with only

of seneschal

the knowledge they can improve

they are entrusted. The druid responsibility of an established prove himself

worthy.

from

are preferred

another over others

the grove with which hoping to take ~p the

grove will need to

This could

of tests or quests, decided

reincarnate

reincarnation

see their

eventually.

to hand

feat to take up the burden

is not returned

can only

who

the cleansing

of this other

be considered. druid

weary

does

the druid

that

A character

If the seneschal

reincarnate himself within the borders of his grove (the connection to his grove still intact). He loses a level

or

grove.

the power

cast the spell

death

powerful

Over

grand

original body is brought back to his grove and within its boundaries, the seneschal spirit can

the reincarnate

many

sacred elves

druids

not offer

feel the need

is the only seneschal

true

more

burden

Some

lived

of self-sacrifice.

grows does

The choosing

seneschal

or tree

to normal.

Reincarnation:

have humans,

by other

everyone

even

is destroyed,

and the stone

respected

reincarnate

powerful

and the

to his newly

the spirit

is destroyed

Once spirit

UP

to the same

as foxes,

Of course,

The more

central

for toughness).

to be transferred

hit points.

the sacred

grove's

lived

as the pinnacle

seneschals

on the sacred

have

are well

and soul

is

destroyed.

damage

seneschals

dedicated

dedication

another. Any

passes

and the new

leave

(or the

and should

the seneschal

planes

(TAKING

some

oflifetimes, They

souls

in the otherworld.

the physical

or outer

even unicorns, forever watchful over their peaceful glen or small stretch of serene dessert. These ancient

can appear

he so desire

spirit

he immediately

up his role as seneschal.

the centuries,

hundred

guide.

grove. Invisibility:

this ritual,

THE BURDEN)

of his

he remains

not attract

to

and

spirit

and the plane

is still able

If the seneschal

ABDICATION (ex):

simultaneously, in both.

performs

takes

spirit

ritual.

on into the otherworld

or

forces.

Connection

exists

be turned

seneschal

the abdication

successfuly Immunity

resurrection

the druid

to be worn

function. Turn

is undead, other spellcasters can only to life if they first destroy the spirit or

require

by the seneschal,

any number for only

he

is capable of truly knowing who is worthy to take over from him. He has an eternity of undeath to decide,

In

though

should

is used

the fates demand.

A seneschal can only abdicate if either he or the druid to replaces him has the Anchor Sacred Grove feat. The

effects, poison, Not subject to

process

damage, energy Since a

neither

104

requires

an eight-hour

the seneschal

ritual

nor the aspirant

during

which

can be disturbed.

SACRED GROVES At the endof the ritual, the aspirant expendsan amount of experience equal to 200 x the caster level of the grove (before modification due to nearby towns etc.) Once the grove has been handed over, the old seneschal is released of his burden and becomes a normal druid again. If the seneschal has already become a seneschal spirit by the time he performs this ritual, his soul departs for his next life. The new seneschal takes on the grove seneschal template and must attempt to salvage the enchantments of his new grove. For each enchantment the grove has, the druid must attempt a Will save (DC 5 + the caster level of the enchantment). If the check is successful, the enchantment passes over to its new owner unharmed. If the check fails, the enchantment is destroyed.

DRUID

CIRCLE

MAGIC

All alone, a druid has the power of the elements and nature at his command. Even the lowliest druid can heal the sick, call small animals to aid him in times of need or even pour forth fire from his hands but a single druid is limited in the amount of energy he can draw from the otherworld to power his magic. Even the most powerful druid can only siphon so much power safely from the otherworld. A group of druids, working in concert within the magically-rich boundaries of a sacred grove, is not so limited. The druid order has used circle magic to protect their domains from the constant march of civilisation for centuries. Sacred groves all allow the druids to focus incredible mystical energies and cast them forth across the land to bring forth the power of nature to protect and avenge the cause of the druid order.

studying the spell. At the end of that time, the druid makes a Spellcraft check (DC 30) to learn it. For every additional month spent studying the spell, the character receives a + I bonus to this check. This bonus can never exceed +10. While studying the spell, the druid must spend at least eight hours each day meditating on the nature of the power, simultaneously immersed in the otherworld, discussing the matter with his spirit guide. For the duration of the study, the character's spirit guide will remain the same creature. While not studying the spell, the character cannot perform any magical activity at all.

Learning Circle Magic A druid wishing to cast a circle magic spell must first study the enchantment. Even finding the details of a circle spell can be difficult. In the most ancient sacred groves, some of these spells have been written down in Ogham for other druids to discover. Among the philosophers, some of these spells have been written down in tomes and on great stone ledgers. Even the archanix do not have access to all the circle magic Spells in existence. These spells are not prepared by the archanix and released for other druids to use. Instead, they must be spun from the very stuff of the otherworld directly.

Creating a circle magic spell is even more difficult. The character may spend at least a month trying to piece together the nature of the spell. At the end of this time, the character makes a Spellcraft check (DC 40) to learn the spell. For every additional month spent studying the spell, the character receives a + I bonus to this check. This bonus can never exceed +10. In all other ways, this is the same as studying under a tutor or learning the spell from a written text.

A character wishing to learn a circle magic spell must search out a written copy, find a master druid who has already learnt the spell or attempt to create the spell himself. Assuming a druid can find a master or a written copy of the spell, the druid must spend one full month

It must be possible to cast the circle magic spell to be learnt at a level the druid could feasibly cast (y:.his caster

level). 105

GROVES

SACRED

Unless magic

t

specifically stated otherwise, casting a circle spell is the same as casting a normal a spell.

Spell

level.

more

than

All druid

available

is outlined

the spell

level

casting

circle

one level. heading.

begin

lie within higher

their

The

The range

the casting

circle's

under

leading

of the spell

casting.

levels

description

druid

the indicated

than

can be cast at of spell

in the spell's

can set the level

druids

spells

The range

the

when

chosen

the

level

must

but it cannot strength.

be If the

circle's strength is lower than the minimum possible spell level for the spell, the druids cannot cast the spell.

t

Caster

level.

the spell

t

The level

Casting

time.

spells requires level.

During

dedicate would

energies

They

level.

for all circle

magic

all the druids grove.

The involved

They

perform

must

to the casting

any action

to perform

spell

x the spell's

and actions

cannot

not be able

level.

10 minutes

in the sacred

their

the spell.

plus

this time,

remain

time

in which

caster

by the spell's

30 minutes

grove

the spell's

The casting

is determined

must

of the sacred

is cast determines

while

of

they

concentrating

on a spell.

Casting

circle

It is unlikely

magic

magic

spell

within

the boundaries

mystical

will be able to cast

that a druid on his own.

energies

The druid

of a sacred

Usually,

to cast his spell.

other

druids

to know

other

druids

caster adds

and divides

strength

have

been

the total

The level

strength

of a circle

t

the

the circle

is actually

endless

chant

magical

energies

who

heads

Aiming

as powerful

magical

verbal

that the druids as they

energies.

All

components,

the

use to focus

draw

them

do not have

material

that can be collected

grove

and they

have

the

from

those

spells.

the components

from

within

no somatic

t

have.

and area rules

With

targeted

possible

head

druid

must

place

to be affected spell,

spells circle

include

define

exactly

magic

spells, Instead,

the person,

by the spell. must

many

Spell

resistance level

of a target

creature's

the spell's modifier.

lead.

106

and saving

the caster

of the spell

When

specify

throws

spell against

level + the head

throws.

it is the

object

using

exactly

The

to overcome resistance. these druid's

of

that normal

to see the target.

the character

for all saving

Y, the caster In the above example, could

magic

effect

an where

the area starts.

down).

as Falcon

Circle

target,

not usually

area

exceed it.

have

They

than

the same

to cast his weather

cannot

for their

spells

components.

in the

He is a

by 10 = 2.5. rounded

of the druid

magic

The character

of all the druids

casting of the spell. He gathers the head of the circle (a J level druid), a 4" level druid and 4 aspiring 2" acolytes (1" level druids) to help him. The eircle strengthfor the casting is 2 (5 + 12 + 4 + J + I + J+ J = 25. Divide

circle

the sacred

5" level druid and has a of J 9, so he can lead six other druids in the

Charisma

as the focus

other of

his druid

by ten to determine

wishes

spell.

All circle magic spells use the sacred

grove

spells

Falcon

eircle

Components.

otherworld.

druid

a number

modifier.

levels

aid from

the head

to half

the

of the circle.

For example; mastery

equal

his Charisma

the caster

where

will need Only

t

a circle

cast the spell

and he can lead

in the casting

level plus

circle

a character

the spell

together

grove

of the otherworld

channelled. needs

must

druids

use

the effects The

effects Wisdom

difficulty are

10 +

or

SACRED

CIRCLE The

MAGIC

following

common

is a partial

circle

magic

SPELLS

list of some

spells

a druid

of the most could

search

out

Hit

.~evel 3 ,:.t

~.Ints 2d4 4.3 +3 "1>4 '1>4 +5 +5

"':;3 +3 ~on ReSISt IImres ",4 "" +4 H WildSh~ Ct-2 Ct-5 WltiiSli +5 +2 Wild~

"'" +1

4{;

+2

9 Lw II

+6/+1 +11+2 +8/+3

+6 +7 +7

+3 ,.1 +3

tl2

Ct-9t+4 +9i +4

+8 +8

T4

L~1 15 16 17

+tlif~

?'!:9

+\1/+6/+1

+9

+121+7" +12/+7/+2 + + +14 +9 +4 ,",,1~1'+IOf'l'5

'" +10 + +\1 +12

Wild Shane Basic Abilities

2nd rrainAdaDlatl0n

+6'

Wild S1uI

+6 ificl +7

4th TerrainAda,itation WShimP.

..8

if11l.Sh

WildSh'!:,

A thousand faces '1>4 +8 .~ +9~n'" +5 +9 Wild Sha e, timelessbod + WildSha '1'1 +5 +10 Wild Shape e +11 Wi Shape +12 WIW!:JllaJ!f' +6

- - - - - 4 2 - . - - - . 4 2 I - - - - 5:::IJ . . - . 5 3 2 I - - - . 5 3 3 2 6 4 3 2 I - 6 4 3 3::] - - 6 4 4 3 2 I - n. .
Advanced Abilities

lDire"Form Empower Form

I

4 3 3 2 4 4 3 2 I

Ootions

Animal Wild Shape BelU>t~ Dragon Wild Shape a 1 Fey Wild Shape eas "WiIij"Snaoe II I Monstrous Humanoid oze wlld~ Plant Wild Shane . Vndead Wild Shane Vermin Wild Shape

I

RULES SUMMARY Vermin Specialisations

I SnecialisaHon

~ Beetle l.M..antis as enupe

r:: e

Giant Giant Giant Giant

-

- W'W'tW'~~

-

--

Giant !!ueen ant,

-

These

A small

-

-

~¡.!J?i22:.colossal m~n~lrous scorpion Ttny monstrousspid er large monstrous monstrous

or medium

-

Bird

~

Cat ~~-

-

Fish

.Lizard Primate

~ .

~

...

monstrous

spider .

-

to any small

size druid

needs

-

or medium

---

~~ssal

size druid

to take one or more

Druid Tiny

~iI1 Medium

rnBn!'e

~

L

Baleen

spider,

monstrous

that takes

advanced

Eagle

whale,

Vermin

powers

--

Shape.

to transform

--

whale,

orca

himself

into these

forms.

--

--.

whale

--

--

smaJDI02.alrewol[

-

--

~pider Wild

spider, huge spider,

monstrous

.

- --- - -

cachalot

Owl, raven, hawk

~z

CLASS ~

I

DAMAGE REDUCTION

CHARISMA

ARMOUR ARMOUR

MAX

I

D

RANKS

~

-

LVL

FORTITUDE

C)'"

~~ ~~ "'1:

REFLEX

BASE

ABILlTV MAGIC

~~ i:a:;J ::Ez 00 Ui:a

TEMP

(CON)

(DEX)

WILL (WIS)

=.. '"

MISC

..,.."

..0"

0

CLASS

..,or --

INT

ANIMAL EMPATHY

Y I N

CHA

APPRAISE"

Y I N

INT

BALANCE"

Y INDEX' YIN

CHA

Y I N

STK'

Y I N

CON

Y I N

INT

Y I N

INT

Y I N

INT

DECIPHER SCRIPT

Y I N

INT

DIPLOMACY

YIN

CHA

... ,:0 ~ 1.+" v.t " '0,,+ ,p"&~v ~'if:'~ ~ c~, ~~~ 1.4