Druid 2
Class Group | Priest |
---|---|
Ability Score Requirements |
Aerial Druid
Intelligence 13
Wisdom 12 Charisma 15
Wisdom 12
Constitution 13 Charisma 15
Wisdom 12
Constitution 12 Charisma 15
Wisdom 12
Charisma 15
Wisdom 12
Charisma 15
Wisdom 12
Charisma 15
Strength 9
Wisdom 12 Charisma 15
Wisdom 12
Charisma 15
Wisdom 12
Charisma 15 |
Prime Requisites | Wisdom, Charisma |
Races Allowed | Humanoids |
Alignments Allowed | Must be part Neutral (Most are Absolute Neutral) |
The Druid | Spell | Slots | per | Spell | Level | |||||
---|---|---|---|---|---|---|---|---|---|---|
Level | XP Needed | Hit Dice (d10) | THAC0/BAB | 1 | 2 | 3 | 4 | 5 | 61 | 72 |
1 | 0 | 1 | 20/+0 | 1 | — | — | — | — | — | — |
2 | 2,000 | 2 | 20/+0 | 2 | — | — | — | — | — | — |
3 | 4,000 | 3 | 20/+0 | 2 | 1 | — | — | — | — | — |
4 | 7,500 | 4 | 18/+2 | 3 | 2 | — | — | — | — | — |
5 | 12,500 | 5 | 18/+2 | 3 | 3 | 1 | — | — | — | — |
6 | 20,000 | 6 | 18/+2 | 3 | 3 | 2 | — | — | — | — |
7 | 35,000 | 7 | 16/+4 | 3 | 3 | 2 | 1 | — | — | — |
8 | 60,000 | 8 | 16/+4 | 3 | 3 | 3 | 2 | — | — | — |
9 | 90,000 | 9 | 16/+4 | 4 | 4 | 3 | 2 | 1 | — | — |
10 | 125,000 | 9+2 | 14/+6 | 4 | 4 | 3 | 3 | 2 | — | — |
11 | 200,000 | 9+4 | 14/+6 | 5 | 5 | 4 | 3 | 2 | 1 | — |
12 | 300,000 | 9+6 | 14/+6 | 6 | 6 | 5 | 3 | 2 | 2 | — |
13 | 750,000 | 9+8 | 12/+8 | 6 | 6 | 6 | 4 | 2 | 2 | 1 |
14 | 1,500,000 | 9+10 | 12/+8 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
15 | 3,000,000 | 9+12 | 12/+8 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
16 | 3,500,000 | 9+14 | 10/+10 | 63 | 63 | 63 | 63 | 43 | 23 | 13 |
17 | 4,000,000 | 9+16 | 10/+10 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
18 | 4,500,000 | 9+18 | 10/+10 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
19 | 5,000,000 | 9+20 | 8/+12 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
20 | 5,500,000 | 9+22 | 8/+12 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
Class Features
Hit Points
Hit Dice (Levels 1-9): 1d8 + HP Adjustment per levelHit Dice (Levels 10+): +2 HP per level
Starting Equipment
Start with 3d6 x 10 gp to purchase starting equipment with. Must return all gold excess of 3 gp prior to starting. Using the Alternate Starting Wealth house rule, the druid can instead begin play with 100 gp or the following pre-selected equipment. All excess of 3 gp must still be returned:Combat Proficiency
- Can only wear "natural" armors—padded, hide, or leather armor and wooden shields, including those with magical enhancements
- Aerial and Jungle druids cannot wear armor.
- Can only use clubs, sickles, darts, spears, daggers, scimitars, slings, and quarterstaves made from "natural" weapons, such as wood, stone, and bone, but not refined metal.
- Aerial druids can use shortbows and longbows.
- Jungle druids can use blowguns.
- Can use most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any allowed weapons (Cannot use written items such as books and scrolls).
Proficiencies
Non-Weapon Proficiencies
- Starts with 4 Non-Weapon Proficiencies
- Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
- Can chose a Non-Weapon Proficiency at normal cost in the General and Priest categories.
- Can chose a Non-Weapon Proficiency at +1 cost from any other category
Weapon Proficiencies
- Starts with 2 Weapon Proficiencies
- Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20)
- -3 Penalty to Attack Roll if using Non-Proficiency Weapon
Major Access
- All
- Animal
- Elemental Air
- Elemental Fire
- Elemental Water
- Healing
- Plant
- Travelers
- Weather
Minor Access
- Divination
- Elemental Earth
Major Access
Minor Access
- Divination
- Plant
Major Access
Minor Access
- Divination
Major Access
Minor Access
- Divination
Druids Powers
Aerial DruidDruid Organization
At 12th level, the druid character acquires the official title of "druid" (all druid characters below 12th level are officially known as "initiates"). Druids have a worldwide structure. At their upper levels (12th and above), only a few druids can hold each level. These structures are made up of all branches of druids, and thus an aerial druid and a mountain druid may come into competition for these positions, for example.- There can be only nine 12th-level druids in any geographic region. A continent may consist of three or four such regions.
- There can be only three 13th-level druids (archdruids) in any geographic region.
- There can be only one 14th-level druid (The Great Druid) in any geographic region.
- There can be only one 15th-level druid (The Grand Druid) in the world.
Underlings
12th-Level Druid
- When a character becomes a 12th-level druid, they gains three underlings. Their level depends on the character's position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates.
13th-Level Druid (Archdruid)
- Each of the three archdruids is served by three initiates of 10th level.
14th-Level Druid (Grat Druid
- They are served by three initiates of 11th level.
15th-Level Druid (Grand Druid)
- The Grand Druid is attended by nine other druids who are outside hierarchy of any specific land or area.
- Three of these nine are archdruids who roam the world, acting as their messengers and agents. Each of them receives four additional spell levels.
- The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve them and often considers applications from humble aspirants.
Grand Druids
The Grand Druid knows has six spell slots of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose levels total to six (for example, one 6th-level spell, six 1st-level spells, three 2nd-level spells, etc.). Any druid character of any level can seek the Grand Druid and ask to serve them. A player character who wants to become the Grand Druid (15th Level) must be- Named successor by the current Grand Druid
- A current Great Druid (14th Level)
Hierophant Druids
After reaching 16th level, the Grand Druid can step down from their position at any time, provided they can find a suitable successor (another druid with 3,000,000 experience points). Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of their experience points but 1 (they keeps the rest of their abilities & levels). They are now a 16th-level hierophant druid, and begins advancing anew. The character may rise as high as 20th level as a hierophant druid (almost always through self training). Beyond 15th level, a druid never gains any new spells. Casting level continues to rise with experience. Rather than spells, spell-like powers are acquired.16th-Level
At 16th level, the hierophant druid gains four powers:- Immunity to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison gas.
- Vigorous health for a person of their age. The hierophant is no longer subject to the ability score adjustments for aging.
- The ability to alter their appearance at will. Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50% is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
17th-Level
The character gains the biological ability to hibernate. Their body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hibernation. They awakens either at a preordained time ("I will hibernate for 20 days") or when there is a significant change in their environment (the weather turns cold, someone hits them with a stick, etc.). A 17th-level hierophant druid can also enter the Elemental Plane of Earth at will. The transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material Plane at will. It does not confer similar abilities or immunities on the Prime Material Plane.18th-Level
The character gains the ability to enter and survive in the Elemental Plane of Fire.19th-Level
The character gains the ability to enter and survive in the Elemental Plane of Water.20th-Level
The character gains the ability to enter and survive in the Elemental Plane of Air.Saving Throws
Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
---|---|---|---|---|---|
1-3 | 10 | 14 | 13 | 16 | 15 |
4-6 | 9 | 13 | 12 | 15 | 14 |
7-9 | 7 | 11 | 10 | 13 | 12 |
10-12 | 6 | 10 | 9 | 12 | 11 |
13-15 | 5 | 9 | 8 | 11 | 10 |
16-18 | 4 | 8 | 7 | 10 | 9 |
19+ | 2 | 6 | 5 | 8 | 7 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
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