Druid
Jun 22, 2014 22:28:46 GMT
Post by Tel Vinrae on Jun 22, 2014 22:28:46 GMT
Druids follow the guidelines as detailed in the 3.5e Player's Handbook. For more information on Druids, please see the following link: dndtools.eu/classes/druid/
Starting Gold: 80gp.
Druids are highly discriminated within Tel Vinrae because of their secretive ways and knowledge. Merchants will often refuse to conduct trades with them or raise prices because of what they are. Commoners will often avoid these people and a general fear is felt towards those known to be Druids. Those looking to hire adventurers for various services might even refuse offered help if such parties have druids amongst them. Despite such hatred, Druids are the only ones able to heal Faithless or people associated with any walk of Faith and bring them back to life. Because of this, Adventurers will often go to great lengths to seek out a Druid, and hide them amongst the ranks for the mercenary groups.
Starting Gold: 80gp.
Druids are highly discriminated within Tel Vinrae because of their secretive ways and knowledge. Merchants will often refuse to conduct trades with them or raise prices because of what they are. Commoners will often avoid these people and a general fear is felt towards those known to be Druids. Those looking to hire adventurers for various services might even refuse offered help if such parties have druids amongst them. Despite such hatred, Druids are the only ones able to heal Faithless or people associated with any walk of Faith and bring them back to life. Because of this, Adventurers will often go to great lengths to seek out a Druid, and hide them amongst the ranks for the mercenary groups.
Druid Variants
Currently, we approve the following variants:
- Shapeshifter (Player's Handbook II)
- Wild Shape Variant: Aspect Of Nature (Player's Handbook) [ www.d20srd.org/srd/variant/classes/classFeatureVariants.htm ]
- Druid Variant: Druidic Avenger [ www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm ]
House Variants
You may treat the following wizard spells as druid spells, at the following spell levels.
Any additional variant requires a build approval to be reviewed by the DM Team prior to Sanction. Faewitch
In the wilderness, raw power is not the only way to survive. Natural and supernatural guile are reflected in some druids with a less martial focus. Though you have learned the art of druidry, you have either watched or befriended the fae found hidden within the forests of the Elven Nations. Though, because of your strange ways and learnings, even your nature brethren within the druid circles take caution around you. You are revered and loved as one would a fae, but your presence and sporadic nature make few willing to trust you by their side - as a Faewitch, you are more misunderstood in your ways than other druids.- You gain a familiar instead of an animal companion, as a wizard of equivalent level. This animal understands Druidic and one additional language of your choosing.
- You get d6 HD instead of d8, and lose proficiency with all armour.
- You gain Perform, Bluff, Escape Artist, Use Magic Device and Stealth as class skills.
- Your BAB progresses as a wizard instead of at 2/3 rate.
You may treat the following wizard spells as druid spells, at the following spell levels.
- 1: Disguise Self
- 2: Charm Person
- 3: Invisibility
- 4: Deep Slumber
- 5: Break Enchantment
- 6: Veil
- 7: Insanity
- 8: Irresistible Dance
- 9: Freedom
ACF: Deceive Item [5th Level]
Ability: At 5th Level or Higher, A Faewitch has the ability to utilize wands with greater ease. She can take 10 on a Use Magic Device check with a Wand of a spell not already on her spell list (Arcane or Divine) even when distracted or threatened.
Lose: Wild Shape [1/Day]: The Faewitch continues to gain wild shape normally after 5th level, but with one fewer use per day for each level of the ability she gains.