Druid
TABLE OF CONTENTS
I. CLASS INFORMATION
II. BASELINE ABILITIES
III. DISTINGUISHING PATHS
- Balance Druid (Mage-like offensive, ranged spell caster) [Aspect Path: Owlkin]
- Feral Druid (Warrior & Rogue-like Offensive Melee attacker) [Aspect Path: Great Cat]
- Guardian Druid (Warrior-like Defensive, Melee tank) [Aspect Path: Grizzly Bear]
- Restoration Druid (Priest-like Utility and Healer) [Aspect Path: Treant]
- This section contains general information about the Druid class. This includes background, class features, and restrictions.
II. BASELINE ABILITIES
- This section contains information about abilities that every type of Druid can learn.
III. DISTINGUISHING PATHS
- This section contains information about unique abilities that each of the four druid Paths can learn. Only Druids of a specific Path can learn these distinguishing abilities. The four Druids paths are as follows:
- Balance Druid (Mage-like offensive, ranged spell caster) [Aspect Path: Owlkin]
- Feral Druid (Warrior & Rogue-like Offensive Melee attacker) [Aspect Path: Great Cat]
- Guardian Druid (Warrior-like Defensive, Melee tank) [Aspect Path: Grizzly Bear]
- Restoration Druid (Priest-like Utility and Healer) [Aspect Path: Treant]
I. Class Information
The following changes apply to Druids from 2nd edition rules.
1. Druids will follow the same experience table as Priests.
2. Druids will use a mana pool to cast spells, as per house rules.
3. Druids gain expanded shape shifting abilities, see Paths for details.
4. Druids gain the Animal lore non weapon proficiency as a free slot.
5. Druids gain the Survival non weapon proficiency as a free slot (One free environment).
6. Different types of Druids can learn different types of weapon skills in terms of mastery, focus, specialization, or proficiency. Check house rules for details.
7. Druids can choose one of 4 paths of specialization. they may become Balance, Feral, Guardian, or Restoration druids.
1. Druids will follow the same experience table as Priests.
2. Druids will use a mana pool to cast spells, as per house rules.
3. Druids gain expanded shape shifting abilities, see Paths for details.
4. Druids gain the Animal lore non weapon proficiency as a free slot.
5. Druids gain the Survival non weapon proficiency as a free slot (One free environment).
6. Different types of Druids can learn different types of weapon skills in terms of mastery, focus, specialization, or proficiency. Check house rules for details.
7. Druids can choose one of 4 paths of specialization. they may become Balance, Feral, Guardian, or Restoration druids.
A) Background:
Druids are carefully selected and trained individuals that receive their power directly from a combination of the light, the void, and the arcane. These specialized practitioners self identify as preservers of life. A Druid's efforts are always in concert with goals that will bring about the return of the world as it was, prior to the death of Yggdrassil. Honing their skills based on natural talents, druids choose one of four paths.
B) Class Features:
1) 8 sided dice for hit dice until 9th level. +2 hP (+4 for Guardian) per level after 9th level.
2) Priest Thaco and proficiency progression for Restoration.
3) Mage Thaco and Proficiency progression for Balance.
4) Warrior Thaco and Proficiency Progression for Guardian and Feral.
5) Priest saving throw chart for all Druids.
6) Priest experience progression chart for all druids.
7) Unique Class Spells, based on druid path.
8) Druids mana is based on path. D8 for Balance and Restoration. D4 for Guardian and Feral.
9) After 9th level, Resto gains 3 mana per level, Balance gains 2, Guardian & Feral gain 1.
10) Druids gain Expanded Shape shift abilities.
11) Unique aspect form, based on chosen path.
C) Restrictions:
1) Druids May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: All Druids: 15 CON, 11 WIS.
- Balance also needs: 13 INT.
- Feral also needs: 13 DEX.
- Guardian also needs: 13 STR.
- Restoration also needs: 13 WIS.
3) Allowable races:
* Federation: Human (all), Kal-Dorei, Half Dorei (Kal), Worgen.
* Insurrectionist: Syn-Dorei, Half Dorei (Syn), Troll, Tauren.
* Dissidents: Lupin, Quel-Dorei, Half Dorei (Quel), Lionian
4) Alignment: Can be anything that is not Lawful. (NG, CG, TN, CN, NE, CE)
5) Prime Requisites: CON and Aspect path specific attribute.
6) May never employ Lawful beings. Prefers animals and sylvan based followers.
7) After 12th level, a Druid must add an additional 25,000 xP per level to advance.
8) Druids may only wear Cloth, Padded, or Leather armor.
II. Baseline Abilities
Baseline abilities are:
- All Druids are Immune to polymorph effects while in aspect form.
- All Druids gain a Plus one to all saving throws while in aspect form.
- All Druids automatically Remove root and snare affects while changing forms.
- all druids can cast cure light wounds 1 time per day (+1 time per 4 level) at no mana cost.
- all druids can cast speak with animals 1 time per day at no mana cost.
- all duids can cast speak with plants 1 time per day at no mana cost.
- All Druids gain the ability to polymorph into different forms, depending on level.
- From any form a druid is in, shifting back to their humanoid form will cost 1d4 mana.
- Mana costs for shifting into a form, from any form they are in will only cost mana for the new form.
- The schedule for attaining new forms is as follows:
LEVEL 1: ASPECT FORM: This form grants druids the ability to shapeshift into an entity that represents their chosen Druid Path. See each path for details. Aspect forms are as follows:
a) Balance: Shapeshift into an owlkin.
b) Feral: Shapeshift into a great cat.
c) Guardian: Shapeshift into a grizzly bear
d) Restoration: Shapeshift into a treant
Mana Cost: 1d4 per shift.
a) Balance: Shapeshift into an owlkin.
b) Feral: Shapeshift into a great cat.
c) Guardian: Shapeshift into a grizzly bear
d) Restoration: Shapeshift into a treant
Mana Cost: 1d4 per shift.
LEVEL 3: CRITTER FORM: This form allows the druid to shapeshift into a small ground-based mammalian critter of the player's choice. Potential choices include rabbit, chipmunk, squirrel, mouse, rat, weasel, ferret, ground hog, or similar animals. The choice of animal can weigh no more than 5 pounds. The druid's choice is locked in and cannot be changed once chosen.
Benefits:
a) Get into small spaces.
b) Escape & evade capture.
c) Communicate fully with other critters of its kind.
d) Pose as a common critter, to spy on others.
Hindrances:
a) The Druid's hit points in critter form are equal to his or her level.
b) Armor class is reset to 6 (adjust for Dexterity modifiers, if any).
c) Movement rate is set 75% of their normal movement rate.
d) Cannot speak until back in humanoid form.
Mana Cost: 2d4 per shift.
Benefits:
a) Get into small spaces.
b) Escape & evade capture.
c) Communicate fully with other critters of its kind.
d) Pose as a common critter, to spy on others.
Hindrances:
a) The Druid's hit points in critter form are equal to his or her level.
b) Armor class is reset to 6 (adjust for Dexterity modifiers, if any).
c) Movement rate is set 75% of their normal movement rate.
d) Cannot speak until back in humanoid form.
Mana Cost: 2d4 per shift.
lEVEL 5: TRAVEL FORM: This form allows the druid to shapeshift into a medium sized, ground-based woodland creature of the player's choice. The travel form will be of a creature that has a fast movement rate. Potential choices include dear, elk, gazelle, or similar animal. Note that horse-like animals cannot be chosen.
Benefits:
a) Triple the character's normal movement rate.
b) Maintain movement rate for a number of rounds equal to the character's Con + Level.
c) Communicate fully with other creatures of its kind.
d) Pose as a common creature, to spy on others.
e) Transport up to 100 pounds (+1 pound per level & strength over 8) at no loss to travel form movement rate.
e) Transport up to 101 - 125 pounds (+2 pound per Strength over 10) at 75% travel form movement rate.
e) Transport up to 126 - 150 pounds (+2 pound per strength over 10) at 50% travel form movement rate.
f) Transport up to 151 - 175 pounds (+2 pound per strength over 10) at 10% travel form movement rate. (no movement beyond this limit.
Hindrances:
a) The Druid's hit points in travel form are equal to his or her CON.
b) Armor class is reset to 10 (adjust for Dexterity modifiers, if any).
c) Cannot speak until back in humanoid form.
Mana Cost: 3d4 per shift.
Benefits:
a) Triple the character's normal movement rate.
b) Maintain movement rate for a number of rounds equal to the character's Con + Level.
c) Communicate fully with other creatures of its kind.
d) Pose as a common creature, to spy on others.
e) Transport up to 100 pounds (+1 pound per level & strength over 8) at no loss to travel form movement rate.
e) Transport up to 101 - 125 pounds (+2 pound per Strength over 10) at 75% travel form movement rate.
e) Transport up to 126 - 150 pounds (+2 pound per strength over 10) at 50% travel form movement rate.
f) Transport up to 151 - 175 pounds (+2 pound per strength over 10) at 10% travel form movement rate. (no movement beyond this limit.
Hindrances:
a) The Druid's hit points in travel form are equal to his or her CON.
b) Armor class is reset to 10 (adjust for Dexterity modifiers, if any).
c) Cannot speak until back in humanoid form.
Mana Cost: 3d4 per shift.
lEVEL 8: AQUATIC FORM: This form allows the druid to shapeshift into A medium sized marine mammal. The player however, does not have a choice in what form is taken. The aquatic form is based on the character's chosen Path. Aquatic forms are as follows:
a) Balance: Otter
b) Feral: Seal
c) Guardian: Walrus
d) Restoration: Dolphin
Benefits:
a) Double the character's normal movement rate in water.
b) Hold breath under water for a number of rounds equal to 10 + Constitution + Level
c) Communicate fully with other creatures of its kind.
d) Pose as a common creature, to spy on others.
e) Balance druids can transport up to 20 pounds in aquatic form.
F) Feral druids can transport up to 40 pounds in aquatic form.
f) Guardian druids can transport up to 100 pounds in aquatic form.
G) Restoration Druids can transport up to 60 pounds in Aquatic form.
NOTE: for transportation purposes, the weight of an object in water is 1/3 its normal weight on land. Prerequisite for this form is the Swimming Proficiency.
Hindrances:
a) The Druid's hit points in aquatic form are equal to his or her Con + level.
b) Armor class is reset to 8 (adjust for Dexterity modifiers, if any).
c) Cannot speak until back in humanoid form.
Mana Cost: 4d4+2 Per shift.
a) Balance: Otter
b) Feral: Seal
c) Guardian: Walrus
d) Restoration: Dolphin
Benefits:
a) Double the character's normal movement rate in water.
b) Hold breath under water for a number of rounds equal to 10 + Constitution + Level
c) Communicate fully with other creatures of its kind.
d) Pose as a common creature, to spy on others.
e) Balance druids can transport up to 20 pounds in aquatic form.
F) Feral druids can transport up to 40 pounds in aquatic form.
f) Guardian druids can transport up to 100 pounds in aquatic form.
G) Restoration Druids can transport up to 60 pounds in Aquatic form.
NOTE: for transportation purposes, the weight of an object in water is 1/3 its normal weight on land. Prerequisite for this form is the Swimming Proficiency.
Hindrances:
a) The Druid's hit points in aquatic form are equal to his or her Con + level.
b) Armor class is reset to 8 (adjust for Dexterity modifiers, if any).
c) Cannot speak until back in humanoid form.
Mana Cost: 4d4+2 Per shift.
lEVEL 12: DIRE FORM: To attain Dire form (At level 12), all druids must seek the blessing of the archdruid for their region. druid Regions tend to follow the state or province borders, but certainly not always. Archdruids do not involve themselves in the affairs of a state, unless the state is harming nature in some way.
When found, The archdruid will offer the rising druid a special quest, test, or task. Once completed, the archdruid will give his or her blessing. At that point, the rising druid will attain dire form. Dire form will allow the druid to shapeshift into an advanced version of their standard Path form.
Mana Cost: 1d4 per shift.
When found, The archdruid will offer the rising druid a special quest, test, or task. Once completed, the archdruid will give his or her blessing. At that point, the rising druid will attain dire form. Dire form will allow the druid to shapeshift into an advanced version of their standard Path form.
Mana Cost: 1d4 per shift.
lEVEL 16: FLIGHT FORM: This form allows the druid to shapeshift into a medium sized bird. The player does choose what form is taken. The flight form is based on the character's chosen Path. Flight forms are as follows:
a) Balance: Great Horned Owl
b) Feral: Black Hawk
c) Guardian: Bald Eagle
d) Restoration: Crowned Crane
Benefits:
a) Double the character's normal movement rate in flight.
b) Fly for a number of rounds equal to 10 + Constitution + Level, afterwords, must rest for 1 turn.
c) Communicate fully with other creatures of its kind.
d) Pose as a common creature, to spy on others.
Hindrances:
a) The Druid's hit points in flight form are equal to his or her Con + level.
b) Armor class is reset to 4 (adjust for Dexterity modifiers, if any).
c) Cannot speak until back in humanoid form.
Mana Cost: 6d4 per shift.
a) Balance: Great Horned Owl
b) Feral: Black Hawk
c) Guardian: Bald Eagle
d) Restoration: Crowned Crane
Benefits:
a) Double the character's normal movement rate in flight.
b) Fly for a number of rounds equal to 10 + Constitution + Level, afterwords, must rest for 1 turn.
c) Communicate fully with other creatures of its kind.
d) Pose as a common creature, to spy on others.
Hindrances:
a) The Druid's hit points in flight form are equal to his or her Con + level.
b) Armor class is reset to 4 (adjust for Dexterity modifiers, if any).
c) Cannot speak until back in humanoid form.
Mana Cost: 6d4 per shift.
III. Distinguishing Paths
PATH OF BALANCE
balance Druids are specialized offensive spell casters that rely on the Sun, moon, Stars, and nature to empower their abilities. As such, they are similar to mage spell casters. balance druids transform into a slow moving owlkin humanoid for their aspect path.
Synergy:
Aura of Clarity: While in Owlkin form, the Balance druids may opt to radiate an aura of Clarify. There is no cast required for this and may be turned off at anytime. However, their is a mana maintenance cost of 1d4 mana per round. This aura affects anyone casting a direct damage spell while within the aura. For every '4' that is rolled on mana dice, add the druid's level as direct damage. Radius: 20 feet, plus 1 foot per 2 levels of the druid. In addition, every time anyone within the aura (not including the druid) rolls a 4 for mana, add +1 spell power to the druid's spell power for next round (1 round). this rewards high level spell casting. There is no limit to the number of allies that may be affected by aura of clarity.
Benefits of owlkin form:
1) +1 to Cast Baseline balance spells. (+1 per 4 levels when Dire form is acquired, does not stack with original +1 from non dire form).
2) -1 mana cost per dice (minimum of 1) to cast baseline balance spells. (no change in Dire form)
3) +1 to damage per dice for baseline balance spells (no change in Dire form).
4) +1 to critical casting (1-2) while in owlkin form. This becomes +2 while in Dire form. the critical cast is also applied to allies in both forms while they are affected by aura of clarity.
Other benefits:
1) The druid Can cast select wizard spells of up to 4th level from one school. The Player must choose from either the invocation or Illusion school. once made, the choice can never be changed.
2) The druid Can cast select priest spells of up to 3rd level. the player gets the Astral, weather, and Sun spheres. In addition, the player can choose one sphere from the plant, animal, or healing spheres. once made, the change can never be changed.
Hindrances of owlkin form:
1) Large bones and feathers: Movement rate reduced by 25%.
2) slow movement: No dex, martial training, or tumbling bonus to armor class while in owlkin form.
3) finicky bird form: +25% damage from poison or cold attacks.
4) nature's communion. A Balance druid must spend at least 1 hour per day meditating among trees. all Balance druids must make their homes near forests. for every day that the druid does not conduct nature's communion, she suffers a -2 penalty to all game mechanics. this penalty is cumulative until the communion is complete.
Baseline Balance Druid Spells.
Level 1: Nature's Wrath
Level 4: Moonfire
Level 7: Sunfire
Level 9: Tip the Scales
Level 11: Starsurge
Level 13: Eclipse
Level 15: Starfall
Level 1: Nature's Wrath. Can be used twice per round. Fires a bolt of pure energy that takes the appearance of a ball of green lightning.
Effect: 1D12 (+1 dice per 4 levels) + double the caster's level.
Duration: 1 round.
Range: 30 Feet, plus 2 foot per level
mana cost: 1D4+1 per casting level.
Casting Level: This spell starts at spell level 1. Each Dice added to damage increases spell level by 1. for example, an 8th level druid would cast nature's wrath as if it were a 3rd level spell for the purposes of casting dice. as such, the spell would be cast at INT - 3.
Speed Factor: Speed factor is equal to the casting level.
Level 4: Moonfire. Calls down a beam of concentrated moon light upon the druid's enemy.
Effect: Moonfire causes 3d4 + half the druid's level in initial damage. This ability also causes a damage over time (DOT) effect. The DOT is equal to half the druid's level.
Range: 30 feet, plus 2 foot per level.
Duration: The dOT persists for 1 round, plus 1 round per 4 levels of the caster. If moonfire is recast on a target with the dOT effect in place, the first dOT's expiration timer is reset. New Moonfire DOTs will stack with each other. There is no limit to how many times the dOT can be refreshed or stacked. Targets with a Moonfire DOT receive a -1 to all game mechanics per stack of Moonfire. This penalty persists until DOT effect expires. Moonfire DOTs can be removed with clense spirit, dispel magic, bard songs, shaman totems, and similar effects if they are available. However, each application of a debuff removal will only remove one DOT at a time.
Upon Reaching 5 stacks of moonfire's DOT, moonfire transforms into Lunarstorm. When Lunarstorm is cast upon a target with 5 stacks of Moonfire, all potental dOT damage will occur all at once on the target. Casting Lunarstorm requires twice the amount of mana that Moonfire will cost the druid.
Upon reaching 7th level, and After casting Lunarstorm 2 times in one day, the Druid acquires a debuff called 'Balance of power'. This debuff will require the druid to cast solarstorm on a target, before they can recast Moonfire.
mana cost: 1D4 per 2 Caster levels, rounding down. Example: a 5th level druid will pay 2d4 mana per cast.
Casting Level: This spell starts at spell level 1. Add 1 casting level per 4 levels of the Druid.
Speed Factor: Speed factor: -2.
Level 7: Sunfire.
Effect: sunfire causes burns the target with solar energy. Easily combustible material within 5 feet of the target will automatically ignite. The target will suffer 1d4 points of damage, per level of the caster, up to a maximum of 10d4 at 10th level. Sunfire also applies a Damage over time (DOT) effect on the target. Sunfire's DOT damage is equal to half the caster's level, rounding down.
Range: 30 Feet, plus 1 foot per level
Duration: The duration of Sunfire's Dot is equal to 3 rounds, plus 1 round per 4 levels of the caster. A target may only have 1 Sunfire DOT at a time. When there are 3 active Sunfire DOTS within 30 feet (+ 1 foot per level) of the caster, Sunfire will transform into Solarstorm. When Solarstorm is cast by the Druid at any of the targets with a sunfire DOT, all damage remaining on the DOTs will occur all at once. In addition, Any enemy within 5 feet of a target (+1 foot per druid's level) with Sunfire DOTs when Solarstorm is cast, will acquire the base one stack level of Sunfire. any time that 3 DOTs of Sunfire are active, Sunfire will remain transformed as Solarstorm. Casting Solarstorm costs the druid twice as much mana as it does to cast Sunfire. Sunfire also does 1.5 damage on undead and demons.
After casting Solarstorm 2 times in one day, the Druid acquires a debuff called 'Balance of power'. This debuff will require the druid to cast Lunarstorm on a target, before they can recast Sunfire.
mana cost: 4d4
Casting Level: This spell is cast as a 4th level spell.
Speed Factor: 5
Level 9: Tip the Scales.
Effect: This powerful spell allows the Balance druid to acquire one of two self buffs. The druid can gain "Solar Wrath", or "New Moon":
Solar Wrath: Upon a successful cast, Solar Wrath causes all of a druid's baseline spells to be treated as a critical strike. In addition, the mana used to cast the baseline spell is also added to the total damage. Note that the additional mana damage is additive, not multiplied as part of the critical damage. However, ALL spells (including non baseline spells) cost double mana while under the effects of solar wrath. During Solar Wrath, the druid's entire body glows, shedding light up to 30 feet away. This creates a light source similar to the light spell. This effect makes it impossible for the druid to become concealed in darkness. If aura of clarity is also being used, add an additional +1 to critical cast in both forms (Owlkin and Dire Owl kin) for their next spell casted to all casters affected by the aura, so long as they remain in the aura.
New Moon: New moon allows the balance druid's owlkin and dire owl kin form to also radiate an aura of mana restoration to all allies affected by aura of clarity. Every time the druid cast a spell while under the effects new moon & also radiating aura of clarity, the druid and effected allies that make a prime requisite casting check (unmodified intelligence or wisdom, respectively) will gain half the Druid's level in mana. A total number of allies equal to half the druid's level may be affected by new moon.
Range: Self Buff
Duration: Tip the scales lasts for a number of casting attempts equal to 1d4+1/2 the druid's level. Tip the scales may only be casted once per day.
mana cost: 4d4+2
Casting Level: This spell is cast as a 5th level spell.
Speed Factor: 5
Level 11: Starsurge.
Effect: this Balance Druid only spell has several potential effects. This spell directly affects all other balance druid baseline spells. The druid will roll 1D6 to determine the affect created by starsurge. On the next round, the druid's baseline spell will be affected by one of the options below. Possible affects are as follows:
1) Make your next druid baseline spell cast zero mana.
2) Make your next druid baseline spell be treated as if it was cast as a critical success.
3) Make your next druid baseline spell have a casting time bonus of -3 for initiative.
4) Makes your next druid baseline spell have double the range, and other factors pertaining to distance.
5) Allows you to cast 2 spells in the next round (note that if one of the choices is Nature's wrath, it will be cast 3 times, 4 times if both
selections are nature's wratch.
6) Allows You to choose any affect above.
Note that if a critical success is achieved while casting Starsurge, the druid may roll 2D6, and select both respective results.
Range: Self cast.
Duration: 1 round.
mana cost: 5D4
Casting Level: This spell is cast as if it were a 5th level spell.
Speed Factor: 8
Synergy:
Aura of Clarity: While in Owlkin form, the Balance druids may opt to radiate an aura of Clarify. There is no cast required for this and may be turned off at anytime. However, their is a mana maintenance cost of 1d4 mana per round. This aura affects anyone casting a direct damage spell while within the aura. For every '4' that is rolled on mana dice, add the druid's level as direct damage. Radius: 20 feet, plus 1 foot per 2 levels of the druid. In addition, every time anyone within the aura (not including the druid) rolls a 4 for mana, add +1 spell power to the druid's spell power for next round (1 round). this rewards high level spell casting. There is no limit to the number of allies that may be affected by aura of clarity.
Benefits of owlkin form:
1) +1 to Cast Baseline balance spells. (+1 per 4 levels when Dire form is acquired, does not stack with original +1 from non dire form).
2) -1 mana cost per dice (minimum of 1) to cast baseline balance spells. (no change in Dire form)
3) +1 to damage per dice for baseline balance spells (no change in Dire form).
4) +1 to critical casting (1-2) while in owlkin form. This becomes +2 while in Dire form. the critical cast is also applied to allies in both forms while they are affected by aura of clarity.
Other benefits:
1) The druid Can cast select wizard spells of up to 4th level from one school. The Player must choose from either the invocation or Illusion school. once made, the choice can never be changed.
2) The druid Can cast select priest spells of up to 3rd level. the player gets the Astral, weather, and Sun spheres. In addition, the player can choose one sphere from the plant, animal, or healing spheres. once made, the change can never be changed.
Hindrances of owlkin form:
1) Large bones and feathers: Movement rate reduced by 25%.
2) slow movement: No dex, martial training, or tumbling bonus to armor class while in owlkin form.
3) finicky bird form: +25% damage from poison or cold attacks.
4) nature's communion. A Balance druid must spend at least 1 hour per day meditating among trees. all Balance druids must make their homes near forests. for every day that the druid does not conduct nature's communion, she suffers a -2 penalty to all game mechanics. this penalty is cumulative until the communion is complete.
Baseline Balance Druid Spells.
Level 1: Nature's Wrath
Level 4: Moonfire
Level 7: Sunfire
Level 9: Tip the Scales
Level 11: Starsurge
Level 13: Eclipse
Level 15: Starfall
Level 1: Nature's Wrath. Can be used twice per round. Fires a bolt of pure energy that takes the appearance of a ball of green lightning.
Effect: 1D12 (+1 dice per 4 levels) + double the caster's level.
Duration: 1 round.
Range: 30 Feet, plus 2 foot per level
mana cost: 1D4+1 per casting level.
Casting Level: This spell starts at spell level 1. Each Dice added to damage increases spell level by 1. for example, an 8th level druid would cast nature's wrath as if it were a 3rd level spell for the purposes of casting dice. as such, the spell would be cast at INT - 3.
Speed Factor: Speed factor is equal to the casting level.
Level 4: Moonfire. Calls down a beam of concentrated moon light upon the druid's enemy.
Effect: Moonfire causes 3d4 + half the druid's level in initial damage. This ability also causes a damage over time (DOT) effect. The DOT is equal to half the druid's level.
Range: 30 feet, plus 2 foot per level.
Duration: The dOT persists for 1 round, plus 1 round per 4 levels of the caster. If moonfire is recast on a target with the dOT effect in place, the first dOT's expiration timer is reset. New Moonfire DOTs will stack with each other. There is no limit to how many times the dOT can be refreshed or stacked. Targets with a Moonfire DOT receive a -1 to all game mechanics per stack of Moonfire. This penalty persists until DOT effect expires. Moonfire DOTs can be removed with clense spirit, dispel magic, bard songs, shaman totems, and similar effects if they are available. However, each application of a debuff removal will only remove one DOT at a time.
Upon Reaching 5 stacks of moonfire's DOT, moonfire transforms into Lunarstorm. When Lunarstorm is cast upon a target with 5 stacks of Moonfire, all potental dOT damage will occur all at once on the target. Casting Lunarstorm requires twice the amount of mana that Moonfire will cost the druid.
Upon reaching 7th level, and After casting Lunarstorm 2 times in one day, the Druid acquires a debuff called 'Balance of power'. This debuff will require the druid to cast solarstorm on a target, before they can recast Moonfire.
mana cost: 1D4 per 2 Caster levels, rounding down. Example: a 5th level druid will pay 2d4 mana per cast.
Casting Level: This spell starts at spell level 1. Add 1 casting level per 4 levels of the Druid.
Speed Factor: Speed factor: -2.
Level 7: Sunfire.
Effect: sunfire causes burns the target with solar energy. Easily combustible material within 5 feet of the target will automatically ignite. The target will suffer 1d4 points of damage, per level of the caster, up to a maximum of 10d4 at 10th level. Sunfire also applies a Damage over time (DOT) effect on the target. Sunfire's DOT damage is equal to half the caster's level, rounding down.
Range: 30 Feet, plus 1 foot per level
Duration: The duration of Sunfire's Dot is equal to 3 rounds, plus 1 round per 4 levels of the caster. A target may only have 1 Sunfire DOT at a time. When there are 3 active Sunfire DOTS within 30 feet (+ 1 foot per level) of the caster, Sunfire will transform into Solarstorm. When Solarstorm is cast by the Druid at any of the targets with a sunfire DOT, all damage remaining on the DOTs will occur all at once. In addition, Any enemy within 5 feet of a target (+1 foot per druid's level) with Sunfire DOTs when Solarstorm is cast, will acquire the base one stack level of Sunfire. any time that 3 DOTs of Sunfire are active, Sunfire will remain transformed as Solarstorm. Casting Solarstorm costs the druid twice as much mana as it does to cast Sunfire. Sunfire also does 1.5 damage on undead and demons.
After casting Solarstorm 2 times in one day, the Druid acquires a debuff called 'Balance of power'. This debuff will require the druid to cast Lunarstorm on a target, before they can recast Sunfire.
mana cost: 4d4
Casting Level: This spell is cast as a 4th level spell.
Speed Factor: 5
Level 9: Tip the Scales.
Effect: This powerful spell allows the Balance druid to acquire one of two self buffs. The druid can gain "Solar Wrath", or "New Moon":
Solar Wrath: Upon a successful cast, Solar Wrath causes all of a druid's baseline spells to be treated as a critical strike. In addition, the mana used to cast the baseline spell is also added to the total damage. Note that the additional mana damage is additive, not multiplied as part of the critical damage. However, ALL spells (including non baseline spells) cost double mana while under the effects of solar wrath. During Solar Wrath, the druid's entire body glows, shedding light up to 30 feet away. This creates a light source similar to the light spell. This effect makes it impossible for the druid to become concealed in darkness. If aura of clarity is also being used, add an additional +1 to critical cast in both forms (Owlkin and Dire Owl kin) for their next spell casted to all casters affected by the aura, so long as they remain in the aura.
New Moon: New moon allows the balance druid's owlkin and dire owl kin form to also radiate an aura of mana restoration to all allies affected by aura of clarity. Every time the druid cast a spell while under the effects new moon & also radiating aura of clarity, the druid and effected allies that make a prime requisite casting check (unmodified intelligence or wisdom, respectively) will gain half the Druid's level in mana. A total number of allies equal to half the druid's level may be affected by new moon.
Range: Self Buff
Duration: Tip the scales lasts for a number of casting attempts equal to 1d4+1/2 the druid's level. Tip the scales may only be casted once per day.
mana cost: 4d4+2
Casting Level: This spell is cast as a 5th level spell.
Speed Factor: 5
Level 11: Starsurge.
Effect: this Balance Druid only spell has several potential effects. This spell directly affects all other balance druid baseline spells. The druid will roll 1D6 to determine the affect created by starsurge. On the next round, the druid's baseline spell will be affected by one of the options below. Possible affects are as follows:
1) Make your next druid baseline spell cast zero mana.
2) Make your next druid baseline spell be treated as if it was cast as a critical success.
3) Make your next druid baseline spell have a casting time bonus of -3 for initiative.
4) Makes your next druid baseline spell have double the range, and other factors pertaining to distance.
5) Allows you to cast 2 spells in the next round (note that if one of the choices is Nature's wrath, it will be cast 3 times, 4 times if both
selections are nature's wratch.
6) Allows You to choose any affect above.
Note that if a critical success is achieved while casting Starsurge, the druid may roll 2D6, and select both respective results.
Range: Self cast.
Duration: 1 round.
mana cost: 5D4
Casting Level: This spell is cast as if it were a 5th level spell.
Speed Factor: 8
Level 13: Eclipse.
Effect: This spell has 2 abilities. First: Darkness turns to light; light turns to darkness for one round. In addition - cloud cover, thunder, and lightning fill the area immediately above the balance druid for one round. All beings within 40 feet (plus 1 foot per level) - Friend and foe alike with an intelligence of 12 or less, or 10 hit dice or less must make a saving throw vs Rods, staves, and wands. Targets with 10 intelligence or less automatically fail despite their hit dice. Failure indicates that the target believes omens of worldwide doom are on the brink of happening. affected targets will receive a 1D4 penalty to all game mechanics for 1 round per 6 levels of the caster.
Eclipse's second ability directly affects a Druid's 'balance of power' debuff. Eclipse will force a shift in the balance of power, thus allowing the druid to make their debuff turn from solar to lunar, or lunar to solar as necessary. In addition, Which ever spell becomes available (moonfire or Sunfire), the next cast will do automatic double damage, and cost zero mana. if a critical success is achieved, then the damage will be times triple. Eclipse can only be cast outdoors, or in areas where the sky is visible.
Range: Self Cast.
Duration: 1 round.
mana cost: 6d4
Casting Level: This spell is cast as if it were a 6th level spell.
Speed Factor: 10
Level 15: Starfall.
Effect: This spell calls upon the stars to rain down magical spheres that resemble falling stars, and magic missiles. The spheres cover an area of effect that has a radius of 30 feet (plus 1 foot per level). starfall crashes on friend and foe alike in the area. Damage caused by starfall to anyone in the area of impact is 1d6 per the caster's level, up to a maximum of 15d6. Friendly forces caught in the area may make a saving throw vs breath weapon to take half damage.
Range: The center of impact can be cast up to 45 feet away (+2 foot per level).
Duration: The area of effect stays in place for 1 round per 4 levels of the caster. Once targets leave the area of effect, they will no longer take damage. Targets may take no actions but leave the area.
mana cost: 8d4 + level.
Casting Level: this spell is cast as if it were an 8th level spell.
Speed Factor: 10
Effect: This spell has 2 abilities. First: Darkness turns to light; light turns to darkness for one round. In addition - cloud cover, thunder, and lightning fill the area immediately above the balance druid for one round. All beings within 40 feet (plus 1 foot per level) - Friend and foe alike with an intelligence of 12 or less, or 10 hit dice or less must make a saving throw vs Rods, staves, and wands. Targets with 10 intelligence or less automatically fail despite their hit dice. Failure indicates that the target believes omens of worldwide doom are on the brink of happening. affected targets will receive a 1D4 penalty to all game mechanics for 1 round per 6 levels of the caster.
Eclipse's second ability directly affects a Druid's 'balance of power' debuff. Eclipse will force a shift in the balance of power, thus allowing the druid to make their debuff turn from solar to lunar, or lunar to solar as necessary. In addition, Which ever spell becomes available (moonfire or Sunfire), the next cast will do automatic double damage, and cost zero mana. if a critical success is achieved, then the damage will be times triple. Eclipse can only be cast outdoors, or in areas where the sky is visible.
Range: Self Cast.
Duration: 1 round.
mana cost: 6d4
Casting Level: This spell is cast as if it were a 6th level spell.
Speed Factor: 10
Level 15: Starfall.
Effect: This spell calls upon the stars to rain down magical spheres that resemble falling stars, and magic missiles. The spheres cover an area of effect that has a radius of 30 feet (plus 1 foot per level). starfall crashes on friend and foe alike in the area. Damage caused by starfall to anyone in the area of impact is 1d6 per the caster's level, up to a maximum of 15d6. Friendly forces caught in the area may make a saving throw vs breath weapon to take half damage.
Range: The center of impact can be cast up to 45 feet away (+2 foot per level).
Duration: The area of effect stays in place for 1 round per 4 levels of the caster. Once targets leave the area of effect, they will no longer take damage. Targets may take no actions but leave the area.
mana cost: 8d4 + level.
Casting Level: this spell is cast as if it were an 8th level spell.
Speed Factor: 10
PATH OF THE FERAL
Feral Druids are specialized melee warriors that attack enemies with stealth and deception. As such, they are similar to warrior-Rogues. All Feral druids transform into a great cat to maximize their abilities.
Synergy:
Aura of Savagery: While in Feral form, Feral druids radiate an aura of Savagery. This aura affects anyone that uses physical damage weapons. upon a successful hit with a physical weapon, allies do 1/2 of the druid's level as additional damage. Radius: 20 feet, plus 1 foot per 2 levels of the druid.
Benefits of Feral Form:
1) Rogue trade skills in Feral Form:
Hide in shadows: 30%
Move silently: 30%
Detect noise: 25%
Climb walls: 20%
All trade skills gain plus 3% per level after first level. adjust for dexterity and race where applicable.
2) Plus 1 to damage with claws and bite per 3 levels in feral form (+2 when Dire form is acquired, does not stack with original +1 from non dire form).
3) Receives 2 free weapon proficiency slots, that must be devoted as follows: 1 slot is dual wield, 1 slot is paired weapons.
4) 2 Claw attacks possible for 1d6 damage each, with a zero speed factor (Damage becomes 1D10 in Dire form).
5) 1 Bite attack possible for 1d12 damage, but it takes the place of 2 claw attacks. Critical strike on 18-20. (Damage becomes 1D20 in Dire form, with critical on 16-19, and 2.5 on a roll of 20).
Hindrances in Feral Form:
1) light and finicky bone structure: The Druid's total hit points are reduced by 25% in Feral form.
2) Aversion to Water: 25% additional damage from water, cold, or frost based attacks while in feral Form.
3) feline's Rest: For every 4 cumulative hours spent in feral form, the druid must sleep for a full day. If more than one day passes without rest, the druid will suffer a -2 penalty to all game mechanics. this penalty stacks until the rest period is met.
Baseline Feral Druid Spells.
Level 1: Savage Rake
Level 4: Savage Swipe
Level 7: Ferocious bite
Level 9: Berserk
Level 11: Nightstalker's Prowl
Level 13: Savage Laceration
Level 15: Call of the Wild
Level 1: Savage Rake
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Level 11: Nightstalker's Prowl:
If a successful Hide in shadows roll is achieved, the Feral druid may enter a "prowl" state. while prowled, druid does not attack for at least 2 rounds. For every round that the druid remains in a state of prowl, and remains hidden in shadows, the druid builds up stacks of "prowl power" Each stack of prowl power adds +1 to strike, and plus 2 to damage. Maximum stacks of prowl is equal to 1D6 + half of druid's level.
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Synergy:
Aura of Savagery: While in Feral form, Feral druids radiate an aura of Savagery. This aura affects anyone that uses physical damage weapons. upon a successful hit with a physical weapon, allies do 1/2 of the druid's level as additional damage. Radius: 20 feet, plus 1 foot per 2 levels of the druid.
Benefits of Feral Form:
1) Rogue trade skills in Feral Form:
Hide in shadows: 30%
Move silently: 30%
Detect noise: 25%
Climb walls: 20%
All trade skills gain plus 3% per level after first level. adjust for dexterity and race where applicable.
2) Plus 1 to damage with claws and bite per 3 levels in feral form (+2 when Dire form is acquired, does not stack with original +1 from non dire form).
3) Receives 2 free weapon proficiency slots, that must be devoted as follows: 1 slot is dual wield, 1 slot is paired weapons.
4) 2 Claw attacks possible for 1d6 damage each, with a zero speed factor (Damage becomes 1D10 in Dire form).
5) 1 Bite attack possible for 1d12 damage, but it takes the place of 2 claw attacks. Critical strike on 18-20. (Damage becomes 1D20 in Dire form, with critical on 16-19, and 2.5 on a roll of 20).
Hindrances in Feral Form:
1) light and finicky bone structure: The Druid's total hit points are reduced by 25% in Feral form.
2) Aversion to Water: 25% additional damage from water, cold, or frost based attacks while in feral Form.
3) feline's Rest: For every 4 cumulative hours spent in feral form, the druid must sleep for a full day. If more than one day passes without rest, the druid will suffer a -2 penalty to all game mechanics. this penalty stacks until the rest period is met.
Baseline Feral Druid Spells.
Level 1: Savage Rake
Level 4: Savage Swipe
Level 7: Ferocious bite
Level 9: Berserk
Level 11: Nightstalker's Prowl
Level 13: Savage Laceration
Level 15: Call of the Wild
Level 1: Savage Rake
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Level 4: Savage Swipe
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Level 9: Berserk
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Level 11: Nightstalker's Prowl:
If a successful Hide in shadows roll is achieved, the Feral druid may enter a "prowl" state. while prowled, druid does not attack for at least 2 rounds. For every round that the druid remains in a state of prowl, and remains hidden in shadows, the druid builds up stacks of "prowl power" Each stack of prowl power adds +1 to strike, and plus 2 to damage. Maximum stacks of prowl is equal to 1D6 + half of druid's level.
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Level 13: Savage Laceration
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Level 15: Call of the Wild
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Level 15: Call of the Wild
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PATH OF THE GUARDIAN
Guardian Druids are specialized melee Tanks that protect their allies, and serve as front line defenders. Being masters of physical fitness and toughness, Guardian druids take great pride in their ability to protect the weak and innocent.
Synergy:
Aura of Vitality: While in Bear form, Guardian druids radiate an aura of Vitality. This aura affects any ally within the area of affect. Aura of vitality grants allies a bonus to their system shock damage threshold equal to the druid's level. Example: a 10th level guardian druid grants allies a threshold bonus of 10. thus, a character within the radius can take 60 points of damage from a single attack, before being forced to roll system shock. Radius: 20 feet, plus 1 foot per 2 levels of the druid. Note: This aura does not affect themselves.
Benefits of Bear Form:
1) Double Hit points in Bear form (no additional bonus for dire bear form).
2) Tough hide: Shapeshifting into bear form grants guardian druids a plus 1 to armor class per levels, so long as they wear Natural armors. This bonus becomes +2 AC per 1 level in dire bear form.
3) Expanded Healing: Benefits from 25% additional healing affects.
4) Physical toughness: While in bear form, damage thresh hold to system shock is increased to 75 hit points (+1 hP per level after 10th level).
5) natural Weapons: guardian Druids can use their natural weapons in bear form to attack their foes. They can use a Claw/Claw/Bite combo, to attack their foes. If they hit all 3 on a target, said target is required to stay on the bear for 1d4 rounds due to threat generation. Damage is 1d8/1d8/1d12. In dire Bear form, their dice damage doubles. In order to activate the Bite, the druid must claw, 2 times first.
Hindrances in Feral Form:
1) Takes damage as a large creature in bear form.
2) Elemental Spell vulnerability. Takes an additional 20% damage from all prime elemental spells.
3) Hibernation Recovery: Requires double the amount of sleep and calorie intake of a normal person for a full day, per 4 cumulative hours spent in bear form. If more than one day passes without recovery, the guardian druid will suffer a -2 penalty to all game mechanics. this penalty stacks until the recovery period is met.
Baseline Balance Druid Spells.
Level 1: Ursa Stomp
Level 4: Ursa Charge
Level 7: Mighty Dodge
level 9: Ironfur
Level 11: Mighty Tackle
Level 13: Mighty Roar
Level 15: Ursa Defense
Level 1: ursa Stomp
Effect: This specialized Guardian Druid spell creates a debuff zone around the druid. It also forces the target to focus their attention on the druid, as opposed to a weaker ally. Mechanically, Ursa Stomp is a taunt spell that redirects enemy attacks onto the caster. It also gives the target a -2 penalty to attack and casting rolls for the duration. Ursa Stomp provides threat capability for the guardian druid's standard kit. All targets within melee range are effected by this spell. The target is allowed a saving throw to resist. If successful, the duration is reduced to 1 round, and the attack penalty is negated. if the target fails the saving throw, they will be required to attack the druid for 2 rounds with a -2 penalty to attack. This spell can be cast two times in a single round. if this ability is recast before the prior debuff ends, the old attack penalty will stack with The new attack penalty. this process will continue until the ability is not refreshed. Although this ability is not intended to cause damage, it does do AOE damage to targets affected. All targets under the effect take 1 point of damage per round, until the debuff ends. note that this cannot be cast in bear form, until dire form is earned. while casting this spell, the Druid uses his or her surprised AC.
Range: 10 feet (melee range)
Duration: 2 rounds
mana cost: 1d4 (NOTE: for every enemy after the first 2, add +1 mana per enemy effected)
Casting Level: 1st level
Speed Factor: 1
level 4: Ursa Charge
Effect: this guardian druid spell allows the caster to enter combat, with a high level of front loaded threat on the target. The secondary purpose of this tactical ability is to close the gap between an enemy and the druid within a second round. Finally, this ability can be used to chase down a fleeing enemy. In terms of game mechanics, this ability is a standard game mechanics charge. However, this ability does not apply all of (but some do) the penalties normally associated with a mechanical charge. The druid will only be able to perform the charge for the round. On the Follow-Up round, the druid may perform a claw attack, or any other class specific abilities. However, the druid will not be able to perform other Spell-Like abilities. In addition to gap closure, this ability causes threat on the target of ursa charge. A threatened target is allowed a saving throw vs spells. Failure indicates that the target must attack the target for 1d4 rounds. Success still causes the target to spend one round on the guardian druid. After which, the target is allowed to choose their own actions. Ursa charge can only be used on an active and living opponent.
Range: Special. This ability allows the druid to charge at an opponent up to two and a half times their movement rate in distance away.
Duration: Single round.
mana cost: 2d4
Casting Level: 2nd level
Speed Factor: 5
Level 7: Mighty Dodge
Effect: This ability allows the druid to completely avoid a physical attack under certain conditions. This ability is considered a free action. Thus, it does not count as one of the druid's actions per round. On any round the druid won initiative over an enemy that is attacking the druid, the player may call for a mighty dodge. The call must be made before the enemy's attack dice has been rolled. Failure to do so will mean the mighty dodge attempt is not counted. If a successful spell check is performed, and the druid has the mana available, the druid will be able to perform one of the following actions, based on the attack mode:
1) Melee dodge. The druid will be allowed to add one & a half times his/Her level directly to armor class, as an armor class bonus.
2) Spell Dodge. If the druid is being attacked by a projected spell (example: Lightning bolt, and Even magic missiles), then the druid has a chance to dodge the spell entirely. The druid will be allowed to add their level directly to a saving throw vs spells, as a bonus. If the saving throw is successful, the druid completely dodges the projected spell. Note: This does not apply to area of Affect Spells.
3) Massive AOE Attack: If the druid is being attacked by a breath weapon, or AOE zone spell, such as Ice Storm, then the druid has a chance to also dodge this attack as well. The druid is allowed 2 saving throws, as normal. The first saving throw is for half damage. If a second one is also made, then the druid takes zero damage from the AOE attack. There is no bonus applies to this saving throw from might dodge.
If special note: There is a limitation on how often mighty dodge can be used. It can only be used once per turn. Any Opponents whose attack was negated by mighty dodge, are under threat, and must attack the druid on their next available round.
Range: Melee
Duration: Single round.
mana cost: 4d4
Casting level: 4th level
Speed Factor: 0
Level 9: Ironfur
Effect: (Melee based Crowd control Grapple)
Range: Self
Duration: Special
mana cost: 5d4
Casting Level: 5th Level
Speed Factor: 8
Level 11: Mighty Tackle
Effect: (Melee based Crowd control Grapple)
Range: Melee
Duration: Special
mana cost: 6d4
Casting Level: 6th Level
Speed Factor: 10
Synergy:
Aura of Vitality: While in Bear form, Guardian druids radiate an aura of Vitality. This aura affects any ally within the area of affect. Aura of vitality grants allies a bonus to their system shock damage threshold equal to the druid's level. Example: a 10th level guardian druid grants allies a threshold bonus of 10. thus, a character within the radius can take 60 points of damage from a single attack, before being forced to roll system shock. Radius: 20 feet, plus 1 foot per 2 levels of the druid. Note: This aura does not affect themselves.
Benefits of Bear Form:
1) Double Hit points in Bear form (no additional bonus for dire bear form).
2) Tough hide: Shapeshifting into bear form grants guardian druids a plus 1 to armor class per levels, so long as they wear Natural armors. This bonus becomes +2 AC per 1 level in dire bear form.
3) Expanded Healing: Benefits from 25% additional healing affects.
4) Physical toughness: While in bear form, damage thresh hold to system shock is increased to 75 hit points (+1 hP per level after 10th level).
5) natural Weapons: guardian Druids can use their natural weapons in bear form to attack their foes. They can use a Claw/Claw/Bite combo, to attack their foes. If they hit all 3 on a target, said target is required to stay on the bear for 1d4 rounds due to threat generation. Damage is 1d8/1d8/1d12. In dire Bear form, their dice damage doubles. In order to activate the Bite, the druid must claw, 2 times first.
Hindrances in Feral Form:
1) Takes damage as a large creature in bear form.
2) Elemental Spell vulnerability. Takes an additional 20% damage from all prime elemental spells.
3) Hibernation Recovery: Requires double the amount of sleep and calorie intake of a normal person for a full day, per 4 cumulative hours spent in bear form. If more than one day passes without recovery, the guardian druid will suffer a -2 penalty to all game mechanics. this penalty stacks until the recovery period is met.
Baseline Balance Druid Spells.
Level 1: Ursa Stomp
Level 4: Ursa Charge
Level 7: Mighty Dodge
level 9: Ironfur
Level 11: Mighty Tackle
Level 13: Mighty Roar
Level 15: Ursa Defense
Level 1: ursa Stomp
Effect: This specialized Guardian Druid spell creates a debuff zone around the druid. It also forces the target to focus their attention on the druid, as opposed to a weaker ally. Mechanically, Ursa Stomp is a taunt spell that redirects enemy attacks onto the caster. It also gives the target a -2 penalty to attack and casting rolls for the duration. Ursa Stomp provides threat capability for the guardian druid's standard kit. All targets within melee range are effected by this spell. The target is allowed a saving throw to resist. If successful, the duration is reduced to 1 round, and the attack penalty is negated. if the target fails the saving throw, they will be required to attack the druid for 2 rounds with a -2 penalty to attack. This spell can be cast two times in a single round. if this ability is recast before the prior debuff ends, the old attack penalty will stack with The new attack penalty. this process will continue until the ability is not refreshed. Although this ability is not intended to cause damage, it does do AOE damage to targets affected. All targets under the effect take 1 point of damage per round, until the debuff ends. note that this cannot be cast in bear form, until dire form is earned. while casting this spell, the Druid uses his or her surprised AC.
Range: 10 feet (melee range)
Duration: 2 rounds
mana cost: 1d4 (NOTE: for every enemy after the first 2, add +1 mana per enemy effected)
Casting Level: 1st level
Speed Factor: 1
level 4: Ursa Charge
Effect: this guardian druid spell allows the caster to enter combat, with a high level of front loaded threat on the target. The secondary purpose of this tactical ability is to close the gap between an enemy and the druid within a second round. Finally, this ability can be used to chase down a fleeing enemy. In terms of game mechanics, this ability is a standard game mechanics charge. However, this ability does not apply all of (but some do) the penalties normally associated with a mechanical charge. The druid will only be able to perform the charge for the round. On the Follow-Up round, the druid may perform a claw attack, or any other class specific abilities. However, the druid will not be able to perform other Spell-Like abilities. In addition to gap closure, this ability causes threat on the target of ursa charge. A threatened target is allowed a saving throw vs spells. Failure indicates that the target must attack the target for 1d4 rounds. Success still causes the target to spend one round on the guardian druid. After which, the target is allowed to choose their own actions. Ursa charge can only be used on an active and living opponent.
Range: Special. This ability allows the druid to charge at an opponent up to two and a half times their movement rate in distance away.
Duration: Single round.
mana cost: 2d4
Casting Level: 2nd level
Speed Factor: 5
Level 7: Mighty Dodge
Effect: This ability allows the druid to completely avoid a physical attack under certain conditions. This ability is considered a free action. Thus, it does not count as one of the druid's actions per round. On any round the druid won initiative over an enemy that is attacking the druid, the player may call for a mighty dodge. The call must be made before the enemy's attack dice has been rolled. Failure to do so will mean the mighty dodge attempt is not counted. If a successful spell check is performed, and the druid has the mana available, the druid will be able to perform one of the following actions, based on the attack mode:
1) Melee dodge. The druid will be allowed to add one & a half times his/Her level directly to armor class, as an armor class bonus.
2) Spell Dodge. If the druid is being attacked by a projected spell (example: Lightning bolt, and Even magic missiles), then the druid has a chance to dodge the spell entirely. The druid will be allowed to add their level directly to a saving throw vs spells, as a bonus. If the saving throw is successful, the druid completely dodges the projected spell. Note: This does not apply to area of Affect Spells.
3) Massive AOE Attack: If the druid is being attacked by a breath weapon, or AOE zone spell, such as Ice Storm, then the druid has a chance to also dodge this attack as well. The druid is allowed 2 saving throws, as normal. The first saving throw is for half damage. If a second one is also made, then the druid takes zero damage from the AOE attack. There is no bonus applies to this saving throw from might dodge.
If special note: There is a limitation on how often mighty dodge can be used. It can only be used once per turn. Any Opponents whose attack was negated by mighty dodge, are under threat, and must attack the druid on their next available round.
Range: Melee
Duration: Single round.
mana cost: 4d4
Casting level: 4th level
Speed Factor: 0
Level 9: Ironfur
Effect: (Melee based Crowd control Grapple)
Range: Self
Duration: Special
mana cost: 5d4
Casting Level: 5th Level
Speed Factor: 8
Level 11: Mighty Tackle
Effect: (Melee based Crowd control Grapple)
Range: Melee
Duration: Special
mana cost: 6d4
Casting Level: 6th Level
Speed Factor: 10
Level 13: Mighty Roar
Effect: (Group damage buff)
Range: Physical Damage
Duration: Special
mana cost: 7d4
Casting Level: 7th level
Speed Factor: 5
Level 15: Ursa Guardian
Effect: (Friendly Target damage Intercept & use of animal armor barding)
Range: Single Target
Duration: Special
mana cost: 8D4 for intercept
Casting Level: 8th
Speed Factor: 10
Effect: (Group damage buff)
Range: Physical Damage
Duration: Special
mana cost: 7d4
Casting Level: 7th level
Speed Factor: 5
Level 15: Ursa Guardian
Effect: (Friendly Target damage Intercept & use of animal armor barding)
Range: Single Target
Duration: Special
mana cost: 8D4 for intercept
Casting Level: 8th
Speed Factor: 10
PATH OF RESTORATION
Restoration Druids are specialized casters that heal and buff their allies. As such, they are similar to priests. Considered to be preservers and caretakers of nature, restoration druids have great respects for all life. Restoration druids can transform into a Treant to maximize their abilities.
Synergy:
Aura of Serenity: While in Treant form, Restoration druids radiate an aura of Serenity. This aura affects anyone that uses healing magic and proficiencies. When allied healers within the aura's radius successfully cast a spell, they will add half of the druid's level as direct healing when they roll a 4 for mana costs. Additionally, allies that use healing proficiencies and are within the aura's radius, will do an additional 1d4 healing per successful proficiency check. Radius: 20 feet, plus 1 foot per 2 levels of the druid. Note: This aura does affect the druid.
Benefits of Treant Form:
1) +1 to Cast baseline healing spells. (+1 per 4 levels when Dire form is acquired, does not stack with original +1 from non dire form).
2) -1 mana cost per dice (minimum of 1) to cast baseline healing spells. (no change in Dire form)
3) +1 to AC per 3 levels while in treant form as long as they wear leather, padded or no armor. (+2 to AC per 3 levels when Dire form is acquired. does not stack with +1 from non dire form).
4) the druid can cast select priest spells of up to 5th level from the All, animal, Divination, Healing, and Plant spheres.
5) The druid can also cast select priest spells of up to 3rd level from the elemental, necromantic, and summoning spheres.
Hindrances of Treant Form:
1) Movement rate reduced by 50% while in treant form.
2) -4 penalty saving throw vs fire, heat, or necromantic based attacks.
3) +25% damage from fire, heat, or necromantic based attacks.
4) nature's communion. A Restoration druid must spend at least 1 hour per day meditating among trees. all restoration druids must make their homes near forests. for every day that the druid does not conduct nature's communion, she suffers a -2 penalty to all game mechanics. this penalty is cumulative until the communion is complete.
Baseline Restoration Druid Spells.
Level 1: Rejuvenation
Level 4: lifebloom
Level 7: Tranquility
Level 9: Swiftmend
Level 11: Seed of Life
Level 13: Genesis
Level 15: Lifebinder's Regrowth
Level 1: Rejuvenation
Effect: rejuvenation is a slow to act, but long duration spell that restores health to a target. Rejuvenation heals for 2 hP (+1 HP per 3 levels) for every round that it is in effect. If a target also has lifebloom on them, Rejuvenation heals for 2 additional HP per stack of lifebloom.
Range: Touch
Duration: 6 rounds, +1 round per 3 levels of the caster.
mana cost: 1d4
Casting Level: This spell is cast as if it were a first level spell.
Speed Factor: 2
Level 4: Lifebloom
Effect: This spell causes several non-hindering thin vines to sprout on the target. These vines sprout magical leaves and flowers. The vines cause a heal over time (HOT) effect on the target. the target is healed for 2 HP per 3 levels of the caster, so long as the HOT remains active. Lifebloom can be stacked on a target up to 3 times. all lifebloom healing effects stack with each other for greater healing effects. If the duration of the spell is allowed to expire, Lifebloom will heal the target for the caster's level multiplied by the number of stacks of lifebloom.
Range: 30 feet + 2 foot per 2 levels.
Duration: 6 rounds (+ 1 round per 3 level). Casting any other healing spell on the target refreshes the duration, including another lifebloom spell. In addition, Lifebloom gives the recipient a plus 1 to armor class, and saving throw vs petrification, polymorph, and death magic per stack of lifebloom.
mana cost: 3d4
Casting Level: This spell is cast as if it were a third level spell.
Speed Factor: 8
Level 7: Tranquility
Effect: This channeled spell is an area of effect (AOE) healing spell. In addition, this spell grants a player a saving throw (whether or not they already failed one) to break fear and charm affects that cause a player to lose control of their character. The healing of this spell affects any allied target within the area of affect. The healing done by this spell is initially equal to 3D6 + twice the caster's level. so long as the caster maintains the channeling, every round after the first, allies within the area of affect will gain the 1 times the caster's level in HP, or until the spell expires. The caster cannot move or take any other actions whatsoever while the channeling is in affect. Damage equal to 10% of the caster's Base total hitpoints will cause the channeling to break. Movement or disruption of any kind will also cause the channeling to break.
Range: Centered on the druid, radiates outward 20 feet + 1 foot per 3 levels.
Duration: 1 round + 1 round per 3 levels.
mana cost: 5d4 + level.
Casting Level: This spell is cast as if it were a fifth level spell.
Speed Factor: 10
Level 9: Swiftmend
Effect: This powerful spell directly affects the Restoration Druid's healing over time effects (HOTs), spells, and abilities. when cast upon a target with at least one hOT, that was applied by the restoration druid, the HOT (All HOTS applied by the restoration druid) will have its timer reset. In addition, it will instantly reheal the target for the amount of healing over time that was already applied to the target. this spell can be highly efficienct if applied at the end of a HOT's time. conversely, it is very mana inefficienct if applied to soon.
Range: 10 feet (+1 foot per level of the caster)
Duration: Special
Mana cost: 5d4
Casting Level: 6th Level
Speed factor: 0
Level 11: Seed of Life
Effect: This powerful spell allows the druid to empower a natural acorn seed with the power to prevent death. The druid blesses the seed, then instructs a recipient to swallow it whole. The recipient has 1 round from the time of creation to consume the seed. Otherwise, it will lose its affect. Upon consuming the seed, the recipient will benefit from the spell.
Seed of life will protect the recipient from death. Upon receiving a mortal strike from magic, traps, physical attacks, falling, or any source that would kill the character - said character is instead reduced to 1 hit point. In addition, the character becomes cocooned in a large acorn for the remainder of the round. The character is not able to act in any way for the rest of the round, or the next. Healing spells can be placed upon the cocoon to save the character from future damage. any damage over time affects on the character once cocooned, are deemed negated. In addition, any buffs the character may have had are also negated.
The druid can only construct one see of life per day. In addition, a druid may only have one seed of life active at any time, despite the duration of a previous seed of life.
Range: Touch
Duration: 4 hours + 1 hour per 2 levels of the caster.
mana cost: 6d4
Casting Level: This spell is cast as if it were a 6th level spell.
Speed Factor: 8
Synergy:
Aura of Serenity: While in Treant form, Restoration druids radiate an aura of Serenity. This aura affects anyone that uses healing magic and proficiencies. When allied healers within the aura's radius successfully cast a spell, they will add half of the druid's level as direct healing when they roll a 4 for mana costs. Additionally, allies that use healing proficiencies and are within the aura's radius, will do an additional 1d4 healing per successful proficiency check. Radius: 20 feet, plus 1 foot per 2 levels of the druid. Note: This aura does affect the druid.
Benefits of Treant Form:
1) +1 to Cast baseline healing spells. (+1 per 4 levels when Dire form is acquired, does not stack with original +1 from non dire form).
2) -1 mana cost per dice (minimum of 1) to cast baseline healing spells. (no change in Dire form)
3) +1 to AC per 3 levels while in treant form as long as they wear leather, padded or no armor. (+2 to AC per 3 levels when Dire form is acquired. does not stack with +1 from non dire form).
4) the druid can cast select priest spells of up to 5th level from the All, animal, Divination, Healing, and Plant spheres.
5) The druid can also cast select priest spells of up to 3rd level from the elemental, necromantic, and summoning spheres.
Hindrances of Treant Form:
1) Movement rate reduced by 50% while in treant form.
2) -4 penalty saving throw vs fire, heat, or necromantic based attacks.
3) +25% damage from fire, heat, or necromantic based attacks.
4) nature's communion. A Restoration druid must spend at least 1 hour per day meditating among trees. all restoration druids must make their homes near forests. for every day that the druid does not conduct nature's communion, she suffers a -2 penalty to all game mechanics. this penalty is cumulative until the communion is complete.
Baseline Restoration Druid Spells.
Level 1: Rejuvenation
Level 4: lifebloom
Level 7: Tranquility
Level 9: Swiftmend
Level 11: Seed of Life
Level 13: Genesis
Level 15: Lifebinder's Regrowth
Level 1: Rejuvenation
Effect: rejuvenation is a slow to act, but long duration spell that restores health to a target. Rejuvenation heals for 2 hP (+1 HP per 3 levels) for every round that it is in effect. If a target also has lifebloom on them, Rejuvenation heals for 2 additional HP per stack of lifebloom.
Range: Touch
Duration: 6 rounds, +1 round per 3 levels of the caster.
mana cost: 1d4
Casting Level: This spell is cast as if it were a first level spell.
Speed Factor: 2
Level 4: Lifebloom
Effect: This spell causes several non-hindering thin vines to sprout on the target. These vines sprout magical leaves and flowers. The vines cause a heal over time (HOT) effect on the target. the target is healed for 2 HP per 3 levels of the caster, so long as the HOT remains active. Lifebloom can be stacked on a target up to 3 times. all lifebloom healing effects stack with each other for greater healing effects. If the duration of the spell is allowed to expire, Lifebloom will heal the target for the caster's level multiplied by the number of stacks of lifebloom.
Range: 30 feet + 2 foot per 2 levels.
Duration: 6 rounds (+ 1 round per 3 level). Casting any other healing spell on the target refreshes the duration, including another lifebloom spell. In addition, Lifebloom gives the recipient a plus 1 to armor class, and saving throw vs petrification, polymorph, and death magic per stack of lifebloom.
mana cost: 3d4
Casting Level: This spell is cast as if it were a third level spell.
Speed Factor: 8
Level 7: Tranquility
Effect: This channeled spell is an area of effect (AOE) healing spell. In addition, this spell grants a player a saving throw (whether or not they already failed one) to break fear and charm affects that cause a player to lose control of their character. The healing of this spell affects any allied target within the area of affect. The healing done by this spell is initially equal to 3D6 + twice the caster's level. so long as the caster maintains the channeling, every round after the first, allies within the area of affect will gain the 1 times the caster's level in HP, or until the spell expires. The caster cannot move or take any other actions whatsoever while the channeling is in affect. Damage equal to 10% of the caster's Base total hitpoints will cause the channeling to break. Movement or disruption of any kind will also cause the channeling to break.
Range: Centered on the druid, radiates outward 20 feet + 1 foot per 3 levels.
Duration: 1 round + 1 round per 3 levels.
mana cost: 5d4 + level.
Casting Level: This spell is cast as if it were a fifth level spell.
Speed Factor: 10
Level 9: Swiftmend
Effect: This powerful spell directly affects the Restoration Druid's healing over time effects (HOTs), spells, and abilities. when cast upon a target with at least one hOT, that was applied by the restoration druid, the HOT (All HOTS applied by the restoration druid) will have its timer reset. In addition, it will instantly reheal the target for the amount of healing over time that was already applied to the target. this spell can be highly efficienct if applied at the end of a HOT's time. conversely, it is very mana inefficienct if applied to soon.
Range: 10 feet (+1 foot per level of the caster)
Duration: Special
Mana cost: 5d4
Casting Level: 6th Level
Speed factor: 0
Level 11: Seed of Life
Effect: This powerful spell allows the druid to empower a natural acorn seed with the power to prevent death. The druid blesses the seed, then instructs a recipient to swallow it whole. The recipient has 1 round from the time of creation to consume the seed. Otherwise, it will lose its affect. Upon consuming the seed, the recipient will benefit from the spell.
Seed of life will protect the recipient from death. Upon receiving a mortal strike from magic, traps, physical attacks, falling, or any source that would kill the character - said character is instead reduced to 1 hit point. In addition, the character becomes cocooned in a large acorn for the remainder of the round. The character is not able to act in any way for the rest of the round, or the next. Healing spells can be placed upon the cocoon to save the character from future damage. any damage over time affects on the character once cocooned, are deemed negated. In addition, any buffs the character may have had are also negated.
The druid can only construct one see of life per day. In addition, a druid may only have one seed of life active at any time, despite the duration of a previous seed of life.
Range: Touch
Duration: 4 hours + 1 hour per 2 levels of the caster.
mana cost: 6d4
Casting Level: This spell is cast as if it were a 6th level spell.
Speed Factor: 8
Level 13: Genesis
Effect: genesis enables a druid that has sustained severe wounds to take advantage of their close tie to nature. the druid must find a secluded outdoor area in nature to cast this spell. any disturbance to the druid while genesis is active will ruin the casting. The spell can be cast while in treant or humanoid form. Either way, the caster's hands and feet will turn into roots that penetrate the ground around them. Genesis will restore 6D8 hit points (+ 4 per level). The druid will absorb nutrients and healing strength directly from the ground. Even the most egregious mortal wounds can be healed in this manner. After two hours has elapsed, the druid gains the hit points. the ground remains somewhat the same, other than the appearance of roots that have been dug up. Flowers and plants bloom in the holes and surrounding area, giving it the appearance of a plush oasis. This spell can be cast once per day. A druid's daily communion can be conducted in unison with genesis.
Range: caster only
Duration: 2 hours
mana cost: 7d4
Casting Level: This spell is cast as if it were a 7th level spell.
Speed Factor: 10
Level 15: Lifebinder's Regrowth
Effect: This powerful spell has 2 abilities. it will directly restore an area of nature that has been badly devastated by unnatural forces. The spell can also create a cocoon that will encapsulate a severely scared person, or someone who is missing limbs or other bodily functions.
the first ability of this spell calls for the druid to create a seed of life. the seed must be planted in the center of the area in nature that has suffered the devastation. Examples of devastation can be the after affects of a forest fire, severe logging, disasters such as hurricanes or tornadoes, weather natural or magical in origin. Similar affects that devastate nature are candidate targets for this spell. Once the seed of life is planted, the druid must spend 10 days in communion within the devastated area. After this period, the land will begin to regrow. It will take the land 6 months to restore itself. A druid can restore 3 square acres per level in this manner. After 6 months, the land will be restore to life as if it was never damaged, so long as the natural world allows it.
The second ability of this spell also calls for the druid to create a seed of life. The seed must be consumed by the recipient. note that the druid can be the recipient as well. as with the spell of the same name, the seed of life will encapsulate the recipient in a protective cocoon. The spell must be cast in a safe location in nature that is very familiar to the druid. This version of lifebinder's regrowth will restore lost limbs, severe scarring lost organs such as eyes, heal a broken spinal cord, or any other egregious injury to the body. this version of the spell also takes 6 months to complete. the recipient will be in a state of hibernation within the cocoon. any major disturbance to the cocoon will cause the spell to fail. After a period of 6 months, the recipient will slowly emerge from the cocooned, fully restored and devoid all of injury. This version of the spell will typically come at a hefty cost to the recipient. This is due to the fact that the druid typically uses this spell to restore nature. Only one version of this spell can be active at any one time.
Range: touch
Duration: 6 months
mana cost: 8d4
Casting Level: This spell is cast as if it were a 8th level spell.
Speed Factor: 10
Effect: genesis enables a druid that has sustained severe wounds to take advantage of their close tie to nature. the druid must find a secluded outdoor area in nature to cast this spell. any disturbance to the druid while genesis is active will ruin the casting. The spell can be cast while in treant or humanoid form. Either way, the caster's hands and feet will turn into roots that penetrate the ground around them. Genesis will restore 6D8 hit points (+ 4 per level). The druid will absorb nutrients and healing strength directly from the ground. Even the most egregious mortal wounds can be healed in this manner. After two hours has elapsed, the druid gains the hit points. the ground remains somewhat the same, other than the appearance of roots that have been dug up. Flowers and plants bloom in the holes and surrounding area, giving it the appearance of a plush oasis. This spell can be cast once per day. A druid's daily communion can be conducted in unison with genesis.
Range: caster only
Duration: 2 hours
mana cost: 7d4
Casting Level: This spell is cast as if it were a 7th level spell.
Speed Factor: 10
Level 15: Lifebinder's Regrowth
Effect: This powerful spell has 2 abilities. it will directly restore an area of nature that has been badly devastated by unnatural forces. The spell can also create a cocoon that will encapsulate a severely scared person, or someone who is missing limbs or other bodily functions.
the first ability of this spell calls for the druid to create a seed of life. the seed must be planted in the center of the area in nature that has suffered the devastation. Examples of devastation can be the after affects of a forest fire, severe logging, disasters such as hurricanes or tornadoes, weather natural or magical in origin. Similar affects that devastate nature are candidate targets for this spell. Once the seed of life is planted, the druid must spend 10 days in communion within the devastated area. After this period, the land will begin to regrow. It will take the land 6 months to restore itself. A druid can restore 3 square acres per level in this manner. After 6 months, the land will be restore to life as if it was never damaged, so long as the natural world allows it.
The second ability of this spell also calls for the druid to create a seed of life. The seed must be consumed by the recipient. note that the druid can be the recipient as well. as with the spell of the same name, the seed of life will encapsulate the recipient in a protective cocoon. The spell must be cast in a safe location in nature that is very familiar to the druid. This version of lifebinder's regrowth will restore lost limbs, severe scarring lost organs such as eyes, heal a broken spinal cord, or any other egregious injury to the body. this version of the spell also takes 6 months to complete. the recipient will be in a state of hibernation within the cocoon. any major disturbance to the cocoon will cause the spell to fail. After a period of 6 months, the recipient will slowly emerge from the cocooned, fully restored and devoid all of injury. This version of the spell will typically come at a hefty cost to the recipient. This is due to the fact that the druid typically uses this spell to restore nature. Only one version of this spell can be active at any one time.
Range: touch
Duration: 6 months
mana cost: 8d4
Casting Level: This spell is cast as if it were a 8th level spell.
Speed Factor: 10