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
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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