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====Class Features==== As a druid, all of the following are class features. '''Weapon and Armor Proficiency:''' You are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. You are also proficient with all natural attacks (claw, bite, and so forth) of any form you assume with wild shape (see below). You are proficient with [[Yagura:SRD:Armor Proficiency (Light)|light]] and [[Yagura:SRD:Armor Proficiency (Medium)|medium]] [[Yagura:SRD:Armor|armor]] but are prohibited from wearing metal armor; thus, you may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ''[[Yagura:SRD:Ironwood|ironwood]]'' spell so that it functions as though it were steel. See the ''[[Yagura:SRD:Ironwood|ironwood]]'' spell description) Druids are proficient with [[Yagura:SRD:Shield Proficiency|shields]] (except [[Yagura:SRD:Tower Shield Proficiency|tower shields]]) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like [[Yagura:SRD:Class|class]] abilities while doing so and for 24 hours thereafter. '''<span id="Spells">Spells</span>:''' You cast divine spells, which are drawn from the [[Yagura:SRD:Druid Spell List|druid spell list]]. You must choose and prepare your spells in advance (see below). To prepare or cast a spell, you must have a [[Yagura:SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + ½ your caster level + your [[Yagura:SRD:Wisdom|Wisdom]] modifier. Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Druid. In addition, you receive bonus spells per day if you have a high [[Yagura:SRD:Wisdom|Wisdom]] score. You meditate or pray for your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the druid spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation. '''Spontaneous Casting:''' You can channel stored spell energy into summoning spells that you haven’t prepared ahead of time. You can “lose” a prepared spell in order to cast any ''summon nature’s ally'' spell of the same level or lower. <!-- '''Chaotic, Evil, Good, and Lawful Spells:''' A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. --> '''Bonus Languages:''' Your bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available because of race. You also know Druidic, a secret language known only to druids, which you learn upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, you know it in addition to your regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. '''<span id="Animal Companion">Animal Companion</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You may begin play with an [[#The Druid's Animal Companion|animal companion]] selected from the following list: [[Yagura:SRD:Badger|badger]], [[Yagura:SRD:Camel|camel]], [[Yagura:SRD:Dire Rat|dire rat]], [[Yagura:SRD:Dog|dog]], [[Yagura:SRD:Riding Dog|riding dog]], [[Yagura:SRD:Eagle|eagle]], [[Yagura:SRD:Hawk|hawk]], horse ([[Yagura:SRD:Light Horse|light]] or [[Yagura:SRD:Heavy Horse|heavy]]), [[Yagura:SRD:Owl|owl]], [[Yagura:SRD:Pony|pony]], snake ([[Yagura:SRD:Small Viper|Small]] or [[Yagura:SRD:Medium Viper|Medium viper]]), or [[Yagura:SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[Yagura:SRD:Crocodile|crocodile]], [[Yagura:SRD:Porpoise|porpoise]], [[Yagura:SRD:Medium Shark|Medium shark]], and [[Yagura:SRD:Squid|squid]]. This [[Yagura:SRD:Animal Type|animal]] is a loyal companion that accompanies you on your adventures as appropriate for its kind. A 1st-level druid’s companion is completely typical for its kind except as noted below. As you advance in druid levels, the [[Yagura:SRD:Animal Type|animal]]’s power increases as shown on the table. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an [[Yagura:SRD:Animal Type|animal]] companion that has perished. At 4th level or higher you may select from the [[#The Druid's Animal Companion|alternative lists of animals]] (see below). Should you select an [[Yagura:SRD:Animal Type|animal]] companion from one of these alternative lists, the creature gains abilities as if your druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from your druid level and compare the result with the druid level entry on the table to determine the animal companion’s [[Yagura:SRD:Powers|powers]]. (If this adjustment would reduce your effective level to 0 or lower, you can’t have that [[Yagura:SRD:Animal Type|animal]] as a companion.) '''<span id="Nature Sense">Nature Sense</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You gain a +2 bonus on [[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) and [[Yagura:SRD:Survival Skill|Survival]] checks. '''<span id="Wild Empathy">Wild Empathy</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can improve the attitude of an [[Yagura:SRD:Animal Type|animal]]. This ability functions just like a [[Yagura:SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. You roll 1d20 and add your druid level and your [[Yagura:SRD:Charisma|Charisma]] modifier to determine the wild empathy check result. The typical domestic [[Yagura:SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[Yagura:SRD:Animal Type|animals]] are usually unfriendly. To use wild empathy, you and the [[Yagura:SRD:Animal Type|animal]] must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an [[Yagura:SRD:Animal Type|animal]] in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a [[Yagura:SRD:Magical Beast Type|magical beast]] with an [[Yagura:SRD:Intelligence|Intelligence]] score of 1 or 2, but you take a –4 penalty on the check. '''<span id="Woodland Stride">Woodland Stride</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. '''<span id="Trackless Step">Trackless Step</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 3rd level, you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. '''<span id="Resist Nature’s Lure">Resist Nature’s Lure</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, you gain a +4 bonus on [[Yagura:SRD:Saving Throw|saving throws]] against the [[Yagura:SRD:Spell-Like Ability|spell-like abilities]] of [[Yagura:SRD:Fey Type|fey]]. '''<span id="Wild Shape">Wild Shape</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, you gain the ability to turn yourself into any Small or Medium [[Yagura:SRD:Animal Type|animal]] and back again once per day. Your options for new forms include all creatures with the [[Yagura:SRD:Animal Type|animal]] type. This ability functions like the [[Yagura:SRD:Alternate Form|alternate form]] special ability, except as noted here. The effect lasts for 1 hour per druid level, or until you change back. Changing form (to [[Yagura:SRD:Animal Type|animal]] or back) is a [[Yagura:SRD:Standard Actions|standard action]] and doesn’t provoke an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. Each time you use wild shape, you regain lost [[Yagura:SRD:Hit Points|hit points]] as if you had rested for a night. Any gear worn or carried by you melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet. The form chosen must be that of an [[Yagura:SRD:Animal Type|animal]] with which you are familiar. You lose your ability to speak while in [[Yagura:SRD:Animal Type|animal]] form because you are limited to the sounds that a normal, untrained [[Yagura:SRD:Animal Type|animal]] can make, but you can communicate normally with other [[Yagura:SRD:Animal Type|animals]] of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) You can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid''.'' In addition, you gain the ability to take the shape of a Large [[Yagura:SRD:Animal Type|animal]] at 8th level, a Tiny [[Yagura:SRD:Animal Type|animal]] at 11th level, and a Huge [[Yagura:SRD:Animal Type|animal]] at 15th level. The new form’s [[Yagura:SRD:Hit Dice|Hit Dice]] can’t exceed your druid level. At 12th level, you become able to use wild shape to change into a [[Yagura:SRD:Plant Type|plant creature]] with the same size restrictions as for [[Yagura:SRD:Animal Type|animal]] forms. (You can’t use this ability to take the form of a [[Yagura:SRD:Plant Type|plant]] that isn’t a creature.) At 16th level, you become able to use wild shape to change into a Small, Medium, or Large [[Yagura:SRD:Elemental|elemental]] (air, earth, fire, or water) once per day. These [[Yagura:SRD:Elemental Type|elemental]] forms are in addition to your normal wild shape usage. In addition to the normal effects of wild shape, you gain all the [[Yagura:SRD:Elemental Type|elemental]]’s extraordinary, supernatural, and [[Yagura:SRD:Spell-Like Ability|spell-like abilities]]. You also gain the [[Yagura:SRD:Elemental Type|elemental]]’s [[Yagura:SRD:Feats|feats]] for as long as you maintain the wild shape, but you retain your own creature type. At 18th level, you become able to assume [[Yagura:SRD:Elemental Type|elemental]] form twice per day, and at 20th level you can do so three times per day. At 20th level, you may use this wild shape ability to change into a Huge [[Yagura:SRD:Elemental Type|elemental]]. '''<span id="Venom Immunity">Venom Immunity</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, you gain immunity to all poisons. '''<span id="A Thousand Faces">A Thousand Faces</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, you gain the ability to change your appearance at will, as if using the ''[[Yagura:SRD:Disguise Self|disguise self]]'' spell, but only while in your normal form. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance, within the limits described for the spell. '''<span id="Timeless Body">Timeless Body</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After attaining 15th level, you no longer take [[Yagura:SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.
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