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Author Topic: Druid Variants  (Read 1610 times)
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« on: April 05, 2006, 01:25:35 AM »

I want to make a druid variant for Sulos that doesn't have the clunky wildshape class ability. However I find myself wondering what kind of abilities I could replace it with that would be themeatically fitting with the druids of Sulos. To give you the basic idea...

The druids of Sulos are much closer to traditional pagan druids, with an evangelical war-like past, that they would prefer were forgotten. They were the first people to reach across the planes and contect creatures of extraplanar origon, from whom the elves (the first druids) learned arcane magic. They used summoning circles, plannar binding, and other means to contact the elseworld. I would like the class to have abilities reflect this aspect of their history, rather than shapeshifting which seems rather clunky and uninspired.

Any good suggestions?

-Nasty-

P.S. I can also see something based around extraplanar posession fitting well
« Last Edit: April 05, 2006, 01:28:01 AM by nastynate » Logged

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« Reply #1 on: April 05, 2006, 01:34:05 AM »

Hmm...well, you could always take aspects of outsiders and have them apply to the druid as they grow more attached to the extraplanar realms. (Think Warlock, Fiend-Blooded, and Alcolyte of the Skin)
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« Reply #2 on: April 05, 2006, 02:06:34 AM »

I guess, but that seems really weak in comparison to what they're losing in wildshape.

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« Reply #3 on: April 05, 2006, 04:00:08 AM »

True, true...hmm...what about the option to Wild Shape into Outsiders instead of animals?
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« Reply #4 on: April 05, 2006, 04:24:33 AM »

That would be kind of cool actually. Then if a druid were possessed by a fiend, the subjugating outsider could assume their "natural" form too. I wonder what kinds of forms would be possible...

Maybe I'll write up my own demons with a low power-level but a good advanced monster table, so that druids will have options that mirror their level advancement.

-Nasty-

EDIT: Or I could just make an "Elseworld" template that grows in power as the base creature advances. Applied to a generic demon base form (with claws, wings, horns, etc.), that grows in size from medium up to gargantuan, based upon HD advancement; this generic base form and the elseworld template could be the basis for demons throughout the whole setting.

The druids could assume the abilities of this template through "elseworld-shape (this needs a better name)," which would function for some sort of level based duration, and give them the benefits of the template, according to their own HD. Quite akin to wildshape in power level but without the mechanical nightmare. They would only have one form.

I could even make a handful of feats that have this class feature as a prerequisite. Maybe wings, horns, claws, and so on, that could further augment the druid's form, from what would essentially look human at first, into something truly "demonic."

How does that sound?
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« Reply #5 on: April 05, 2006, 06:18:17 AM »

"Otherworldly form", "nether-shape", "warp form", "corrupted form".  Just some suggestions, and I like the idea too, sounds cool.  I'm just not very good w/ mechanics so there ya go.
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« Reply #6 on: April 05, 2006, 06:18:35 AM »

Take a look at the Thaumaturgist (sp?) PrC in the DMG. It has some divine-based summoning/binding abilities that might be useful.
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« Reply #7 on: April 05, 2006, 06:20:47 AM »

Quote

Take a look at the Thaumaturgist (sp?) PrC in the DMG. It has some divine-based summoning/binding abilities that might be useful.


Forgot about that...

*goes to grab DMG...*

-Nasty-

EDIT #1: I like "netherform," and I'll probably use that name if I decide to explore this option.  

EDIT #2: Thaumaturgist seems like a good PrC for the ancient druids, or modern era evil druids, but not something that would be universally beneficial to the druid class. The abilities of the PrC could be adapted and added to a druid's, but I don't think they'd they'd really be all that useful today, since the druidic culture of the modern era has banned contact with the creatures of the elseworld (sure for evil druids it would be cool, but the good ones would get the shaft).

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« Reply #8 on: April 05, 2006, 06:32:48 AM »

That sems to suggest certian other topics though, so watch using it around immature players.  The first and last part of each title are pretty much interchangeable, so use them how you see fit.
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« Reply #9 on: April 05, 2006, 06:42:51 AM »

Quote

That sems to suggest certian other topics though, so watch using it around immature players. The first and last part of each title are pretty much interchangeable, so use them how you see fit.

I'm not worried about that. I'm an old fart, but a little immature humor doesn't bother me in the slightest. Then again I don't want my demon possessed druids to turn into a joke either...nether-shape it is.

-Nasty-
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« Reply #10 on: April 05, 2006, 08:45:56 AM »

The Demon Type

A demon is at least partially composed of the essence (but not necessarily the material) of the Elseworld. They are the most evil creatures to dwell within the elseworld, and they frequently seek to subvert and subjugate the creatures of the prime material plane. All demons are incapable of adapting to the environment of the prime material plane; it slowly eats away at their force of personality, until they completely cease to exist. while on the prime material plane they lose ther ability to heal naturally, and suffer two points of charisma ability burn, for every 24 hours spent away from the Elseworld. If reduced to zero or fewer charisma in this way, the demon fades away and reappears back within the Elseworld.

A demon has the following features.

€¢   8-sided Hit Dice.

€¢   60€„¢ dark vision

€¢   Base attack bonus equal to total Hit Dice (as fighter).

€¢   Good Fortitude, Reflex, and Will saves.

€¢   Claws, Horns, and a Tail with natural attacks that deal damage according to their size as outlined within the monster manual. The tail slap attack has reach.

€¢   Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

€¢   Wings with a movement rate of 60€„¢ and good maneuverability. For each increase in size a demons flying speed increases by 30€„¢, though maneuverability decreases by one category for every two size increases.
 
€¢   Natural immunity to fire based damage and attacks

€¢   Fast healing equal to their hit dice.

€¢   Spell casting ability equal to a wizard of the same level as their hit dice. Demons must adhere to all the normal rules that wizards have to in order to cast their spells.

€¢   Ability score adjustments of +4 to strength, +2 to Intelligence, +2 to wisdom, and +2 to charisma

€¢   Natural size increases with HD progression. At 1-5 hit dice a demon is medium sized, at 6-10 hit dice a demon is large sized, at 11-15 hit dice a demon is huge sized, at 16-20 hit dice a demon is gargantuan sized, and at 21 or more hit dice a demon is colossal in size.
 
The Elseworld Template

Creatures native to the Elseworld (and occasionally those born on the prime within lands touched by the power of the otherworldly plane) have the following features.

€¢   Other-worldly aura: all creatures with the elseworld template are noticeably special. All creatures with the template have an aura of power and confidence. Good aligned creatures with the template have an aura of good, while evil aligned creatures have an aura of evil, just as clerics from the players€„¢ handbook do.

€¢   Other-worldly strength: all creatures with the elseworld template are stronger than their natural frames indicate. At 1-5 hit dice the creature gains a +2 strength bonus, at 6-10 hit dice this bonus increases to +4, at 11-15 hit dice this bonus increases to +6, at 16-20 hit dice this bonus increases to +8, and at 21+ hit dice the strength bonus increases to +10

€¢   Damage reduction which improves with hit dice. At 1-5 hit dice the creature has damage reduction of 5/magic, at 6-10 hit dice 10/magic, at 11-15 hit dice 15/magic, at 16-20 hit dice 20/magic, and at 21+ hit dice 20/epic.

€¢   A natural armor bonus which improved with hit dice. At 1-5 hit dice the creature has a natural armor bonus of +2, at 6-10 hit dice +4, at 11-15 hit dice +6, at 16-20 hit dice +8, and at 21+ hit dice +10.

€¢   Spell resistance equal to 10 + their hit dice.

Nether-shape class ability: The druids of Sulos have been able to tap into the elseworld for strength, resiliency, and resistance to magical effects. Starting at level one a druid may assume their nether-shape, as a move action, which grants them the elseworld template. They may use this ability 1/day at levels 1-5, 2/day at levels 6-10, 3/day at levels 11-15, 4/day at levels 16-20, and 5/day at levels 21+. The duration of the nether-shape ability is 1 minute per level. (this class feature replaces wildshape)

*Sample Demonic Nether-Shape Feats*

For each demonic nether-shape feat selected, a druid grows ever more fiendish in appearance, when they choose to assume their nether-shape. While a druid who takes these feats does not have to be evil, they often attract the attention of the demonic entities of the Elseworld, who frequently see them as fine candidates for demonic possession.  

Demon Claws
Prerequisites: the nether-shape class feature
Benefit: While in nether-shape a druid grows dark demonic claws that deal damage appropriate for their size. For example a small druid will deal 1d3 damage with their claws, a medium druid will deal 1d4 damage, and a large druid will deal 1d6 damage.

Demonic Sight
Prerequisites: the nether-shape class feature
Benefit: While in nether-shape a druids eyes glow with fiery passion and anger. They gain dark vision with a range of 60'

What do you folks think?

-Nasty-

P.S. What kind of level adjustment should the elseworld template have? I'm leaning towards something like +4, but does that seem too high?
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« Reply #11 on: April 05, 2006, 11:37:17 AM »

You got fast healing on the demon equal to its HD and both magic/epic DR on the elseworld when it has a bit of HD. I think +4 is the minimum.
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« Reply #12 on: April 05, 2006, 12:33:51 PM »

isn't DR x/magic & epic redundant? (magic=+1-+5, epic=+6 and up). i dunno how you'd hit something with a sword that was both +1 and +6.
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« Reply #13 on: April 05, 2006, 12:39:47 PM »

Quote

You got fast healing on the demon equal to its HD and both magic/epic DR on the elseworld when it has a bit of HD. I think +4 is the minimum.

Fast healing is part of the demon subtype, not the elseworld template, so that should have no bearing upon the LA. The demon subtype is not a PC option...not only are they way too powerful, but they cannot live on the prime material plane for very long. As it currently stands I gave the template a +4 level adjustment anyway.

Quote

isn't DR x/magic & epic redundant? (magic=+1-+5, epic=+6 and up). i dunno how you'd hit something with a sword that was both +1 and +6.

Yes this is redundant. Changed to epic only.

-Nasty-
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« Reply #14 on: April 06, 2006, 06:31:07 AM »

I moved the demon type, elseworld template, feats, and druid variant to the main Sulos thread. I like them enough to include them in the world, but I still would like feedback and suggestions that may help improve them.

-Nasty-
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