Druid

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Druid Empty Druid

Mensagem  TlTl Ter Set 14, 2010 1:14 pm

Druid Ir_druid
Druid
(BASE CLASS)
Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their tradition.

WARNING: To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. For example, to cast a 4th-level spell, a druid must have a Wisdom of 14.

- Alignment Restrictions: Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil.
- Hit Die: d50.
- Proficiencies: Proficient with druidic weapons, as well as light and medium armor and shields.
- Skill Points (*4 at 1st level): 4 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored).
- Ex-Druids: A druid who is no longer neutral cannot gain levels.


LEVEL:

1. Animal Companion: An animal companion may be summoned once per day, until killed or unsummoned.
Nature Sense: The druid gains a +10 bonus on all attack rolls made while fighting in wilderness areas.
Weapon Proficiency (druid): This feat allows the character to use the club, dagger, scimitar, sickle, spear, quarterstaff, dart, and sling.
2. Woodland Stride: Immune to the Grease, Web, and Entangle spells.
Jump: A successful check allows a character to jump over pits, vault low fences.
3. Trackless Step: This feat grants a +10 competence bonus to Hide and Move Silently checks when in wilderness areas.
4. Resist Nature's Lure: This feat grants a +10 insight bonus on saving throws against fear spells and effects.
5. Wild Shape: The druid can take the shape of an animal at will.
8. Elemental Shape:  The character with this ability can take the shape of a Huge Elemental.
9. Venom Immunity: The druid is immune to all poisons.
15. Infinite Wildshape: Gains unlimited uses of his Wildshape ability. Shape is now a Dire Animal.
20. Improved Elemental Shape: Shape is now a Huge Elemental.
Infinite Elemental Shape: Gains unlimited uses of his Elemental Shape ability. Shape is now an Elder Elemental.

Wild Shape Special Powers:

Badger: Haste, Freedom of Movement, Evasion, Immunity to Fear;
Boar: Haste, Freedom of Movement, Immunity to Disease and Level/Ability Drain;
Wolf: Powerful Enchanted Attack, Keen, On Hit Slow, Immunity to Knockdown;
Panther: Enchanted Attack, Keen, Haste, On Hit Stun;
Bear: 25% Immunity to Physical Attacks, Immunity to: Critical, Death, Fear, Knockdown, Mind-Affecting Spells, Paralyze.

Elemental Shape Special Powers:

Fire Elemental: High fire damage and On Hit Fireburst;
Water Elemental: High cold damage and On Hit Snow Ball;
Air Elemental: High electrical damage and On Hit Gust of Wind;
Earth Elemental: High Bludgeoning damage and resistances.


INFO:

- Main attribute: Wisdom (WIS);
- Must have 19 base WIS to cast all the 9 spell ranks;
- Best races: Humano, Half-Elf, Elf, Gnome;
- Recommended Equipment: Scimitar, Sickle, Quarterstaff, Staff, Spear, Halberd, Medium Armor, Large Shield.


Druid Prestige Classes (3):

Shifter
Talontar Blightlord
Werewolf


Última edição por TlTl em Ter Ago 30, 2022 8:08 pm, editado 4 vez(es)
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Druid Empty Shifter

Mensagem  TlTl Ter Set 14, 2010 1:15 pm

Druid Ir_shiftr
Shifter
(PRESTIGE CLASS)
A shifter has no form they call their own. Instead, they cloth themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.

- Hit Die: d80
- Skill Points: 4 + Int Modifier
- Divine Caster Level: 1/5.

REQUIREMENTS:

Class: Druid
Divine Spellcasting: Able to cast 3rd level spells
Feats: Alertness, Wildshape
Spellcasting: Level 3 or higher

ABILITIES:

Level
1: Greater Wildshape I - Can change into a chromatic wyrmling dragon: Red, Blue, Black, White and Green and gain use of their breath weapon: 8d8 chromatic damage per shifter level.
3: Greater Wildshape II - Can change into Harpy, Minotaur and Gargoyle.
4: Infinite Greater Wildshape I - Can use Greater Wildshape I unlimited times per day.
5: Greater Wildshape III - Can change into a Drider, Basilisk and Manticore, gaining some of the creatures special abilities.
6: Infinite Greater Wildshape II - Can use Greater Wildshape II unlimited times per day.
7: Greater Wildshape IV - Can change into Medusa, Huge Dire Tiger and Mindflayer forms, gaining some of the creatures special abilities.
8: Infinite Greater Wildshape III - Can use Greater Wildshape III unlimited times per day.
9: Humanoid Shape - Can change into humanoid type creatures: Drow Warrior, Lizardfolk Whipmaster and Kobold Commando.
10: Infinite Greater Wildshape IV - Can use Greater Wildshape IV unlimited times per day.

EPIC:

11: Epic Shifter.
12: Infinite Humanoid Shape.
13: Outsider Shape - Can assume different outsider shapes: an Azer Chieftain, a Rakshasa or a Death Slaad.
15: Undead Shape - Can transform into a selection of powerful undead creatures: Risen Lord, Vampire and Spectre.
18: Construct Shape - Can shift into the following construct forms: Mithral Golem, Stone Golem, and Demonflesh Golem.
20: Dragon Shape - May use wild shape to change into a dragon: Red, Blue, Green or White.

INFO:


Última edição por TlTl em Ter Abr 23, 2024 10:59 am, editado 5 vez(es)
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Druid Empty Talontar Blightlord

Mensagem  TlTl Ter Set 14, 2010 1:15 pm

Druid Ir_cleric
Talontar Blightlord
(PRESTIGE CLASS)
Corrupt priests who revel in decay, the blightlords of Talona are feared and reviled through out the Unapproachable East. Their plagues have transformed the western reaches of the Rawlinswood into a foul green hell of diseased monsters and deadly poisons. Worse yet, the blightlords seek to infect the healthy forests and lands nearby with the same sickness. Under the tutelage of the horrible Rotting Man, the Talontar Blightlords marshal the Rawlinswood's black horde, leading their infect minions forth to scourge the nearby lands.

- Hit Die: d80
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Druid
Alignment: Evil
Divine Spellcasting: Able to cast 4th level spells
Feats: Great Fortitude, Weapon Proficiency (Martial or Halberd)

ABILITIES:

Level
1: Blightbringer Prestige Domain - Rebuke or command blightspawned creatures and evil-aligned animals.
2: Illmaster - Animal companions gain the blightspawned template: immunity to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks.
3: Blight Touch - Melee touch attack to infect a victim with Talona's Blight (2d6 negative damage every 5 seconds for 20 seconds plus 1d4 Constitution and Charisma damage until saved or Constitution equals 0 and the victim dies. DC: 20 + Blightlord level + Wisdom modifier.
4: Blightmind - The Blightlord gains the ability to dominate an evil animal or a blightspawned creature. The creature must make a saving throw vs 20 + Blightlord level + Wisdom modifier or be dominated for 1 minute per Blightlord level.
5: Blightblood - Immune to Disease.
6: Black Glaive - Any Halberd the blightlord wields gains 10d10 cold damage and 10d10 negative damage.
8: Corrupting Blows - Any Halberd the blightlord wields gains a DC 40 Wounding.
10: Winterheart - type changes to "plant" which means that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only.

INFO:



Última edição por TlTl em Sáb Set 10, 2022 7:52 am, editado 3 vez(es)
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Druid Empty Werewolf

Mensagem  TlTl Ter Set 14, 2010 1:15 pm

Druid Ir_wildwolf
Werewolf
(PRESTIGE CLASS)
Werewolves are humanoids who can transform themselves into wolves. In its natural form, a werewolf looks like any other member of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of a wolf, but on close inspection, its eyes show a faint spark of unnatural intelligence.
The werewolf prestige class consists of two different classes the werewolf class and the wolf class. The first level you take in the werewolf prestige classes will always be a werewolf level. After that, every time you take a level in the werewolf prestige class, you must choose whether to level in the wolf or werewolf class.
In general leveling in the wolf class will improve your stats in your wolf and werewolf form. Leveling in the werewolf class, will give you additional abilities to use.

- Hit Die: d200
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 0.

REQUIREMENTS:

Class: Epic Druid
Alignment: No Lawful and No Good

WEREWOLF CLASS:

Level
1: Alternate Form Wolf - Able to transform himself into a wolf: STR + 2, CON + 2, Natural AC + 2, Regen +100, +500 HP, Increased Movement Speed +90%.
Lycanthropy - Lycanthropes gain special abilities due to their animal like nature. They gain the following abilities in all their forms: WIS + 2  Natural AC + 2.
Weapon Proficiency (Creature): Grants proficiency in the creature weapon.
Skill Affinity (Spot) - This feat grants a +2 racial bonus to Spot checks.
Low-light Vision - Grants the ability to see in the dark, but not as far as darkvision.
Iron Will - The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
2: Alternate Form Perfect Wolf - Able to transform himself into a wolf: STR + 2, DEX + 30, CON + 4, Natural AC + 2, Regen + 250, Freedom of Movement, +1000 HP, Movement Speed +90%.
Wolf Empathy: A werewolf in any form can communicate and empathize with wolves. This ability allows a werewolf to call a wolf to aid them.
Weapon Focus (Creature/Unarmed): Gains a +1 attack bonus.
3: Alternate Form Hybrid - A werewolf can assume a hybrid form, a shape between their humanoid and wolf form: Damage Reduction (5/+3), Movement Speed +70%.
Improved Critical (Creature/Unarmed).
Weapon Specialization (Creature/Unarmed).
4: Alternate Form Greater Hybrid - A werewolf can assume a hybrid form, a shape between their humanoid and wolf form: Damage Reduction (5/+7), Spot +5, +2000 HP, Movement Speed +70%. Claw: +20 attack bonus, 10d12 slashing damage, +7 enhancement, keen, 5d20 monster damage, massive critical 10d12, on hit: hold DC 30 25% 1 round. Bite: 10d10 piercing damage, 10d20 monster damage, massive critical 20d10 damage, on hit: disease and hold DC 50 25% 1 round, lifesteal +250.
Epic Weapon Focus (Creature/Unarmed).
Alertness: +2 bonus to Spot and Listen checks due to finely tuned senses.
Knockdown: A character with this feat can attempt to knock his melee opponents to the ground.
5: Alternate Form Perfect Hybrid - A werewolf can assume a hybrid form, a shape between their humanoid and wolf form: Damage Reduction (10/+9), Spot +10, Listen +10, +3000 HP, 70 STR, 60 CON, 30 DEX, Haste, Movement Speed +70%.
Epic Weapon Specialization (Creature/Unarmed).
Improved Knockdown - A character with this feat counts as one size category larger when he makes a knockdown attack.

INFO:

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