Difference between revisions of "Class: Druid"

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#REDIRECT [[Class: Shaman]]
! colspan="9;" style="background:#228B22;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Druid</font></div>
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|-
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| colspan="6"|&nbsp;
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| colspan="3"|'''----------------- [[#Geomancy|Geomancy]] -----------------'''
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|-
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|width="6%"|'''Level'''
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|width="11%" align="left"|'''BAB'''
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|width="10%"|'''Fort'''
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|width="10%"|'''Ref'''
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|width="10%"|'''Will'''
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|width="20%" align="left"|'''Special'''
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|width="11%"|'''[[#Stress|Max Stress]]'''
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|width="11%"|'''[[#Terrains|Terrains]]'''
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|width="11%"|'''[[#Gifts|Gifts]]'''
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|-
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|1 || align="left"|+0 || +1 || +0 || +2 || align="left"|[[#Wild_Empathy|Wild Empathy]] || 2 || 2 || 3
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|2 || align="left"|+1 || +2 || +0 || +3 || align="left"|&nbsp; || 3 || 3 || 5
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|-
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|3 || align="left"|+1 || +2 || +1 || +3 || align="left"|[[#Animal_Companion|Animal Companion]] || 4 || 3 || 7
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|4 || align="left"|+2 || +2 || +1 || +4 || align="left"|&nbsp; || 6 || 4 || 9
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|-
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|5 || align="left"|+2 || +3 || +1 || +4 || align="left"|[[#Woodland_Stride|Woodland Stride]] || 7 || 4 || 11
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|6 || align="left"|+3 || +3 || +2 || +5 || align="left"|&nbsp; || 9 || 5 || 13
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|-
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|7 || align="left"|+3 || +4 || +2 || +5 || align="left"|[[#Trackless_Step|Trackless Step]] || 10 || 5 || 15
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|8 || align="left"|+4 || +4 || +2 || +6 || align="left"|&nbsp; || 12 || 6 || 17
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|-
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|9 || align="left"|+4 || +4 || +3 || +6 || align="left"|Geotrance || 13 || 6 || 19
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|10 || align="left"|+5 || +5 || +3 || +7 || align="left"|&nbsp; || 15 || 7 || 21
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|-
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|11 || align="left"|+5 || +5 || +3 || +7 || align="left"|[[#Talents|Druid Talent]] || 16 || 7 || 23
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|12 || align="left"|+6/+1 || +6 || +4 || +8 || align="left"|&nbsp; || 18 || 8 || 25
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|-
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|13 || align="left"|+6/+1 || +6 || +4 || +8 || align="left"|[[#Talents|Druid Talent]] || 19 || 8 || 27
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|14 || align="left"|+7/+2 || +6 || +4 || +9 || align="left"|&nbsp; || 21 || 9 || 29
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|-
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|15 || align="left"|+7/+2 || +7 || +5 || +9 || align="left"|[[#Talents|Druid Talent]] || 22 || 9 || 31
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|16 || align="left"|+8/+3 || +7 || +5 || +10 || align="left"|&nbsp; || 24 || 10 || 33
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|-
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|17 || align="left"|+8/+3 || +8 || +5 || +10 || align="left"|[[#Talents|Druid Talent]] || 25 || 10 || 35
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|18 || align="left"|+9/+4 || +8 || +6 || +11 || align="left"|&nbsp; || 27 || 11 || 37
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|19 || align="left"|+9/+4 || +8 || +6 || +11 || align="left"|[[#Talents|Druid Talent]] || 28 || 11 || 39
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|20 || align="left"|+10/+5 || +9 || +6 || +12 || align="left"|&nbsp; || 30 || 12 || 42
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|}
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&nbsp;
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=Druid=
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[[Image:Druid.jpg|thumb|300px|right|A druid]]
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: ''"I will as nature wills."''
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Nature is a harsh mistress. All that is in the world - in the universe itself - is an expression of nature's power. From peaceful glades to roaring volcanoes, from the crushing depths of the underground to the freedom of the skies, even to the reaches of space - all of these are but facets of existence.
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The path of the druid is one of harmony with nature. Though she lacks the overt intervention of the Saints and Lucavi, though she lacks the sublime maliciousness that is the essence of the Void, Gaia is not ignorant of those that seek to preserve the natural order against those that would subvert it. Those whose souls hope only for the continuance of life find their unvoiced prayers answered in the form of the druidic gift.
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As with others of the Trinity of Philosophy, however, druids must also be wary of the giver of their gifts: though she does not become wroth with those who abuse her gifts, and though she does not wish to destroy even those who wield her power, she does not tolerate excessive subversion of the natural order, even if such is necessary to forward the goals of her followers.
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==Game Rule Information==
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Druids have the following game statistics.
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'''[[ The_Forces#Force_Alignment | Force Alignment]]:''' Nature.
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'''[[ The_Forces#Force_Resistance | Force Resistances]]:''' DI 5 + level, VI 5 + level.
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'''Abilities:''' Wisdom is the most important ability for a druid.
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'''Hit Die:''' d6.
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'''Class Skills:''' The Druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (The Forces) (Int), Listen (Per), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Per), Survival (Wis), and Swim (Str).
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'''Skill Points at Each Level:''' 4 + Int.
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'''Alignment:''' Any neutral.
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: '''''Ethos:''' Green @ d10, and at least three ranks higher than either Black or Blue.
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'''Starting Age:''' As a rogue.
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'''Starting Gold:''' 4d4 x 10gp.
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'''Favored By:''' [[Adu-ja | Adu'ja]], [[Vulpine | Vulpines]].
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==Class Features==
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All of the following are class features of the druid.
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'''Weapons and Armor Proficiency:'''  Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth).
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Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
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A druid who wears prohibited armor or carries a prohibited shield is unable to use Nature abilities while wearing or wielding such an item and for 24 hours after.
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<div id="Geomancy">
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'''Geomancy (Na):''' The powers a druid wields are collectively known as geomancy, though it is not Magic by any stretch of the imagination. Rather, a druid who uses geomancy channels the raw essence of the force of Nature through the world around her, inducing powerful effects.
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</div>
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<div id="Terrains">
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'''Terrains (Ge):''' A druid learns how to pull power from the land around her; to do so, she must understand a specific kind of terrain to a level that most mortals never contemplate. Once she has acquired such understanding, however, she can use that - and her connection to the force of Nature - to summon forth aspects of Gaia herself, through expressions of the natural world.
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A druid need not have ever visited a specific terrain to select it as one for purposes of geomancy. Through quiet contemplation and examination of the natural world, a druid can arrive at a deep level of understanding without even having stepped foot in a given terrain.
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</div>
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'''Preliminary Terrains List'''
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Snow
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Plains
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Forest
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Water
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Desert
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Mountain
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Swamp
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Lava
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Cavern
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Urban
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Cosmic
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Sky
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<div id="Gifts">
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'''Gifts (Ge):''' Each specific application of Natural power in a given terrain is called a Gift. A druid who has attained complete understanding of a given terrain automatically learns a basic Gift tied to that terrain, but she can spend additional time to gain a further understanding of how the terrain and the force of Nature interact, giving her access to additional Gifts tied to that terrain.
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A Gift used within its home terrain can be used freely. However, using a Gift of a terrain other than the one a druid finds herself in causes Stress.
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</div>
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<div id="Stress">
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'''Stress (Ge):''' Stress represents Nature's insistence on the natural order of things - snow should remain where snow is, and not elsewhere, and so on.
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A druid who uses Gifts outside of their home terrain accrues Stress towards that terrain - for instance, using Snow gifts in a desert accrues Stress towards the Snow terrain. Each Gift indicates in its description how much Stress it causes when used outside its terrain.
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If a druid accrues more Stress towards a given terrain than her Max Stress, she is immediately cut off from that terrain's Gifts, and any effects caused by Gifts of that terrain that are in effect immediately cease.
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A druid can relieve Stress towards a given terrain by spending time in that terrain and acclimating herself to it once again; to do so, a druid must spend at least eight hours in quiet, undisturbed meditation within the terrain. Each day a druid does so, her Stress towards that terrain decreases by one point.
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</div>
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<div id="Wild_Empathy">
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'''Wild Empathy (Na):'''  A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
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The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
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To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
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A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
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</div>
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<div id="Animal_Companion">
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'''Animal Companion (Ex):''' At third level, a druid may acquire an animal companion selected from the following list: badger, camel, [[Creature:_Chocobo|chocobo]], dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
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A druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony can also replace an animal companion that has perished.
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A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
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</div>
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<div id="Woodland_Stride">
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'''Woodland Stride (Na):''' Starting at 5th level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been manipulated by a Force to impede motion still affect her.
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</div>
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<div id="Trackless_Step">
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'''Trackless Step (Na):''' Starting at 7th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
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</div>
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<div id="Talents">
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'''Druid Talent:''' At 11th level, and every two levels thereafter, the druid acquires a new ability, based upon her further study of the natural world. She may select one of the following special features; unless otherwise specified, each ability can be selected only once.
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* ''Acclimate (Na):'' Choose one of your terrains. You ignore environmental damage and other environment-based effects while in a location that corresponds to that terrain (however, you retain your need to breathe, so this ability does not allow you to ignore suffocation while in space or drowning while underwater). You can take this ability multiple times; each time you do, choose a new terrain.
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** ''Improved Acclimate (Na):'' Choose one of your terrains for which you have ''acclimate''. You ignore movement restrictions and penalties to attack rolls or skill checks caused by the terrain. (''Prerequisites:'' Acclimate)
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* ''Mark of the Wild (Ge):'' As a full-round action, you may grant yourself and all allies within 30 feet energy resistance equal to your druid level; this resistance is effective against all energy types, and lasts for 1 hour/druid level. Using this ability causes you to accrue four stress towards all terrains.
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* ''Nature's Wrath (Ge):'' Whenever the druid is targeted by a Force ability, she may expend an immediate action and an attack of opportunity to use a basic Gift at the target. The Gift must correspond to the druid's terrain or her target's terrain.
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* ''Soothe the World (Na):'' When you meditate to relieve stress in a terrain, you remove one additional stress. You can take this ability multiple times.
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* ''Feat:'' A druid can gain a bonus feat in place of a special ability.
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</div>
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[[category:Base Classes]]
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[[category:Nature]]
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Latest revision as of 22:18, 5 September 2016

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